Beruflich Dokumente
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S T A R
W A R S
B A T T L E F R O N T
IS THIS THE GAME WE’VE
BEEN LOOKING FOR?
REVIEWED STAY ON
DESTINY: THE
TAKEN KING
TARGET
TONY HAWK’S FROM TIE FIGHTER
PRO SKATER 5 TO JEDI KNIGHT:
ROCK BAND 4 THE GALAXY’S BEST
SOMA #286
D E C E M B E R 2015
STAR WARS GAMES
A long time ago in an Indian
restaurant in north London
“As we talked and laughed drunkenly that night, Simon did something that
would change me for ever, change us for ever. He picked up a condiment
and moved it across the table making this sound: Birbirbigitt Birbirbigitt
bigitt. I knew exactly what this was. Time slowed around us, a warm
bubble of light inflated, and for a moment I couldn’t see or hear anything
but Simon. He was making the sound of the mouse droid that Chewbacca
roars at in Star Wars. It was as if we were the only two people in the
Exclusive subscriber edition
world. He got it, whatever it was. I understood him completely and he
understood me… I guess one could argue we fell in love that day.”
In describing how he formed a bond with his longtime collaborator
Simon Pegg, Nick Frost provides a clear illustration of Star Wars’ ability to
do strange things to people. It is an entertainment behemoth that spans the
globe and speaks to all ages, but among certain groups – often including
those who were there to see the original movie trilogy on the big screen –
it has a profound effect. You may like a bit of Star Wars, but the man who
built a full-scale Millennium Falcon in his yard, and the people who spend
£1,500 on replica lightsabers or dress up as Princess Leia to get married:
what does the prospect of Star Wars Battlefront do to these people?
It’s not that they haven’t seen Star Wars games in the past, but never
one that recreates those famous sights and sounds so vividly as it drops
you into the mixer, fizzing explosions cascading around you as John
Williams’ score lifts the hairs on your neck. And rarely from people as
passionate as the DICE developers currently finishing up the work of their
lives. In our cover story, they tell us what they’re bringing to a game that is
certain to get even the most staunchly anti-multiplayer Star Wars fan
connecting online. Your renowned Greedo impersonation over voice chat
may not see you forming a lifelong friendship involving a sitcom, movie
deals, and the flushing of birthday cake down hotel toilets, but you will be
alongside others who appreciate the unique power of Lucasfilm’s universe.
3
106
104
104
10
games
Hype Play
42 XCOM 2 106 Destiny: The
PC Taken King
360, PS3, PS4, Xbox One
46 Xenoblade
Chronicles X 110 Soma
Wii U PC, PS4
4
1000
#286
88
Knowledge
sections D EC EMB ER 2015
64
80
5
EDITORIAL
Tony Mott editor in chief Nathan Brown deputy editor
Ben Maxwell writer Matthew Clapham production editor
Mark Wynne senior art editor Andrew Hind art editor
CONTRIBUTORS
Ian Bogost, Marsh Davies, Tristan Donovan, Wes Fenlon, Will Freeman, Craig Grannell, James Leach,
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6
KNOWLEDGE
APPLE TV
8
1
2
[and] at $150, it’ll also be the cheapest Giant Spacekat founder Brianna Wu serious [game] developers don’t — The Apple TV App Store
1 will launch with a
device from Apple with an App Store”. simply sees more work for people in and the engines we use just can’t
few new titles and
However, other aspects of Apple TV supporting Apple TV: “You can’t just add work on tvOS currently.” many ports. The device
development appear less welcome. controller support and call it a day – Punch Quest developer Paul itself 2 runs on a new
A8 chip and has 2GB of
While Star Seed Origin and Word playtesting requirements will be a huge ‘Madgarden’ Pridham echoes Wu’s RAM. Siri Remote 3
Forward developer Shane McCafferty timesink.” She’s also concerned about concerns: “Lack of storage is tricky for features two mics for
handling voice input
says it’s been “a huge pleasure to work Apple limiting tvOS apps to 200MB games using large amounts of persistent
with only one aspect ratio and screen of local storage, with further data needs data for generated worlds. It could get
size for a change,” Wofford is concerned being handled via downloadable tiresome for users if cached data is
that “the screen’s only as good as your bundles that can be purged from the discarded by the system.” Tree Men
TV. You don’t directly touch content. And system when not in use. While it should Games’ Jussi Pullinen wonders if this
while there’s Wii-style gestural control, make those 32/64GB hard drives go “will be a bad thing for great games that
even Nintendo’s downplayed movement- further, it’s a real hurdle for game would otherwise work perfectly on Apple
based gameplay of late. Will this be developers. “This is a huge problem,” TV, such as AG Drive”. Chaotic Box’s
enough to make the new Apple TV a says Wu. “It’s fine when using Apple’s Frank Condello goes further, suggesting
fresh, interesting gaming experience?” native tools to build your games, but that it could “negatively impact larger
9
KNOWLEDGE
APPLE TV
10
The Nimbus resembles
other MFi controllers
but includes a prominent
Menu button with which
to navigate TV functions,
and also incorporates a
proprietary Lightning port
IN CONTROL
Craig Olsen on the Nimbus and SteelSeries’s Apple TV ambitions
11
For Gage, the big question is which
mobile originals will be better on the TV
than on your iPhone. He does, though,
note that TV gaming has “a gigantic
cultural history of how to solve control
and interface issues” that developers can
draw on, easing transition problems. This
should help developers get over the initial
bump Condello describes: “It’s surprisingly
easy to get an iOS game running on
tvOS — but there’s a bit of work between
‘running’ and ‘playable’.”
Topf wonders how many developers,
eager to minimise costs and capitalise on
the fresh audience of Apple TV, will port
games that “shouldn’t be a safe bet and
fight Siri Remote, resulting in a crappy
experience”. Annal posits many mobile
hits simply won’t be viable: “Candy Crush
would be much harder to play. Twin-stick
shooters are out!” In time, Condello
MFi controller is detected. As 10tons Ltd Rayman’s previous low memory footprint. These kinds of reckons we’ll see games built specifically
games on iOS were
producer Jaakko Maaniemi says, “It’ll simple experiences will dominate Apple for Siri Remote, although Riches echoes
fluid autrounners,
be interesting to see how many games whereas Rayman TV.” She finds this a disappointment, not Gage, asking, “What will drive someone
go for bare-minimum Siri Remote Adventures hews least because she believes iOS gaming’s to turn on the telly, switch to the Apple TV
a little closer to
functionality and offer the ‘real’ the platforming of biggest shortcoming is in most games and play a game that will also be on
experience with a gamepad, and Origins and Legends being “simple, forgettable experiences their iPhone?” Gosuen believes a major
ultimately where Apple draws the line that don’t move you emotionally”. rethink is the only way forward: “We will
regarding the level of acceptable bare TheCodingMonkeys CEO Martin have to recreate our base. Mario was the
minimum. But I’m confident the other end Pittenauer offers a different take: “In the base design for consoles years ago.
of the spectrum will have brilliant Siri past few years, some titles that moved Canabalt is a kind of base for mobile.
Remote gaming experiences — and gaming forward as a medium did not rely For Apple TV, we must reinvent games
THE BIG SCREEN
those are the games to keep an eye on.” As a former user on complex, traditional controls, and Siri for the place they were born: the TV.”
experience architect Remote might be a good fit for them.” He The problem is money. Redwood
who has worked
Some developers nonetheless with Channel 4 and
adds that Apple’s rules merely provide a believes that until a standout game proves
remain baffled by Apple’s demands, not ITV, Ustwo product “design constraint that ultimately improves the viability of the platform and justifies all
least because it impacts existing titles. designer Lee Simpson the quality of available games”.
knows about TV. “The
“IOS has great games with MFi controller most vital part of an EightyEight Games designer Luca
support, but Apple ruled them out with its effective TV interface Redwood thinks similarly: “The most The Siri Remote has
is clarity,” he says. a strap to tether it
ridiculous decision,” says MR Games’ “Designers must resist interesting things often come from to your wrist while
Gary Riches, before asking why the urge to overload constraints. Also, I see the Apple TV playing, but it’s
the screen. Only show an optional extra
Apple didn’t just use prompts to warn necessary information
being complementary to a traditional rather than being
users buying games about specific by default, and use console, rather than a replacement. supplied as standard
requirements. Secret Exit CEO Jani progressive disclosure Games that will shine will be quick
to reveal more as
Kahrama believes it handicaps entire needed.” He adds that experiences you can get into while
genres: “Some will be impossible to developers should someone pauses the TV to answer the
avoid overuse of
implement in a satisfactory manner if the motion; check work phone. If you want a full-on gaming
requirement sticks. Apple TV will be a on multiple TVs – session, use a console.”
“colour, typography
platform held back not by hardware, and scaling vary
Still, with an untested platform,
but by policy. It will be challenging for wildly by size and it’s likely we’ll initially see a flurry of
developers to adapt anything but the manufacturer”; and iOS ports, or attempts to rework known
recognise the benefits
most casual of gaming experiences.” of TV as a shared properties. Pridham, for example, is
Wu suggests this is likely deliberate: device. “Mobile is working on bringing his simplest,
more about a personal
“It’s telling Harmonix’s game that debuted experience, and if “one-handed” fare, such as Chillaxian,
at the Apple event is a simple one, where people simply port to Apple TV, and is eager to see how
from iOS, they’ll
you push a button in time to music. It has risk devaluing the
the “heavy-duty launch titles adapt to
simple mechanics and graphics, and a Apple TV experience.” a 1.5-button remote”.
12
KNOWLEDGE
APPLE TV
the extra work, developers will remain to have a TV box that is simple to CLOCKWISE FROM TOP Fundamentally, though, it’s the games
LEFT Guitar Hero that count. Wofford won’t turn down an
cautious. This is a common concern. develop for”, while Condello jokes that
Live, Metal-Morph,
Condello grumbles about Apple’s push “people always vastly underestimate Transistor and opportunity, saying he’s supporting Apple
towards ‘universal purchasing’ and a Apple’s ability to sell shiny new things”. Shadowmatic were TV because “it’s relatively easy to do and
all revealed at Apple’s
likely backlash should anyone create While it never reached iPhone’s heights, event in September expands my market”. But he reckons few
Apple TV-only games, saying, “It’s iPad all Apple TV’s previous form was still a people will buy Apple TV for games, and
over again.” Bad Crane designer and success – it was in the top five brands for that Apple “probably doesn’t see it as a
developer Markus Kaikkonen says he’d streaming media devices in the US in gaming revolution, or even an evolution.
be “delighted if Apple 2014. If its successor can I think Apple sees games on Apple TV
TV brought life to the even equal that achievement, as a necessary feature for a necessary
paid indie market, “Getting a then it will be an attractive platform. It may be a gaming platform,
because even buying a platform for development, but it’s not a gamer’s platform.”
console for $150 regardless of its shortcomings. Cash urges patience: “I don’t think
$2 mobile game feels
like an investment for and new premium From an adoption Apple TV will change everything right
many”. Vihola, though, standpoint, however, away, but I believe it will become a big
looks at the current
games for $5 or Saltsman wonders how Apple part of living-room gaming.” He notes the
reality of iOS: “Free-to- less seems like will fare with hardware that’s new Apple TV from a gaming perspective
play dominates. Worse, priced significantly higher Canabalt creator should really be considered as a first-
most top-grossing free-to-
a great deal” than the growing pool of
Adam Saltsman is
generation device, but as devices
cautiously optimistic
play games are years HDMI sticks and rival boxes. about Apple TV increase in power and developers have
old. By comparison, top-selling PS4 titles Kaikkonen sees the value proposition as time to experiment with them, we’ll see
constantly change as new games arrive.” reasonable: iOS already has titles that games improve steadily. “We’ve already
feel like full-blown console releases, he seen this happen with iOS, and so we’ll
Despite the concerns surrounding says, and so “getting a console for $150 eventually get console-level gaming on
the controller, associated economics, and and new premium games for $5 or less Apple TV,” he predicts. “In the meantime,
even the games themselves, one thing’s seems like a great deal”. But Riches notes we’ll get lots of fun casual gaming —
certain: we’d be foolish to write Apple TV that if you factor in MFi controllers for and people who usually only play
off as a platform for gaming. Gage multiple users, the overall cost rises to games on their iPhones might finally
warns to “not discount how amazing it is that of a second-hand Xbox One. be drawn to the big screen.” Q
13
KNOWLEDGE
OCULUS CONNECT
8
Henry is Oculus Story
Studio’s second film.
The division’s character
lead, Bernhard Haux,
previously held a
similar role at Pixar
REGARDING
HENRY
The second animated
short from Oculus
Story Studio, Henry,
is cute beyond words.
In the non-interactive
animation, which
is beautifully lit and
full of expressive
characters, a hopeful
little hedgehog tries
to make friends
without poking
everyone he hugs.
He wanders around
his home, humming,
and being able to
peer around really
makes it feel like
you’re ‘inside’ the
movie. So does Henry
himself, who makes
The VR-powered sculpting tool Medium in action eye contact with you
(above). At Oculus Connect 2, John Carmack (right) thanks to Rift’s head
put his focus on the games, not the hardware tracking. You can’t
talk to him or reach
out and touch him,
the moment there. If we had so much manufacturing. This is the end of the it. The reality, of course, involved many but you’ll almost
more of that…’ Or, ‘I had a great Oculus Rift as a promising accessory, and months of iteration. Oculus made certainly want to.
Good VR video is
experience there but now it’s done – the beginning of VR as videogaming’s hundreds of prototypes, according to definitely going to
what do I go on next?’ It’s been clear to next big thing – or next big flop. The founder Palmer Luckey, to arrive at the require different
techniques in directing
me over the last year that content’s the Oculus Touch games being demoed at design for Touch, a small nub of a and cinematography.
thing that needs the most effort from us. this year’s conference made a strong controller with two key triggers for the Virtual tourism is
particularly exciting –
And it wasn’t as clear a year ago.” argument for the former. index and middle fingers. Pulling the
VR films are
Carmack’s focus on games over index finger trigger feels similar to the immersive, but
hardware set a theme for Oculus Oculus’s Touch controller is a trigger on a traditional game controller stepping foot into
accurately rendered
Connect 2. For the first time in three perfect illustration of the credo ‘good and serves as the ‘action’ button for most landmarks from a
years, Oculus didn’t have a brand-new design is invisible’. It’s hardware that feels Touch games. But the middle finger thousand miles away
will change education.
headset or controller to show off at a so well crafted that its design seems trigger is where the magic happens:
major event, since the company is in the obvious in hindsight. Of course this is the pressing it feels just like closing your
process of perfecting its Rift and Touch right way to incorporate motion control in hand into a fist, and it naturally serves
hardware and preparing for full-scale virtual reality. Anyone could’ve thought of as the ‘grab’ button for many Touch
9
KNOWLEDGE
OCULUS CONNECT
games. It’s an instantly intuitive process. with an Xbox One controller, which will
The top of the controller is home to a be packed in the box, but it’s hard to
joystick and a pair of buttons, allowing overstate just how much more immersive
the hardware to cover the same button VR is when your hands feel perfectly
inputs as most gamepads. captured in the virtual world. In moments
A ring encircling the device houses where we’ve felt true ‘presence’ —
sensors that the Oculus base station can Oculus’s favoured word for your brain
detect for 1:1 positioning, and the truly buying into your virtual surroundings
Epic’s Tim Sweeney hardware’s motion sensing feels fast and — the usual instinct is to reach out and
believes that VR is precise. The controllers are wireless and touch something. Normally, we can’t do
an easy sell – once
potential consumers extremely light, which helps to create a that, but Touch changes the rules, and
get to actually try it sensation of them disappearing once you the difference is genuinely profound.
have them in your hands and slip into VR.
Touch’s one significant limitation, at least Oculus’s biggest in-house reveal
in comparison to SteamVR controllers, is at Connect was a sculpting application
range. The Oculus sensor has a relatively named Medium, which allows you to
small radius compared to Valve’s room- build and paint in VR using the Touch
spanning laser scan system, and although controllers. It’s a surprisingly fun, powerful
the finalised Touch unit will ship with a toolset, even for someone without much
second sensor to complement the one that artistic skill. The simplicity of the tools is Rift hardware still has no official price, although
comes with the base Rift hardware, it inviting and allows for quick switching Oculus’s Palmer Luckey expects it to exceed $350
most likely won’t be enough to match between creating or erasing mass,
SteamVR’s tracking range. changing the size of your ‘brush’, Connect 2, particularly in apps such as
Touch faces another roadblock: it smoothing out rough pieces, and painting Twitch and Netflix for GearVR, the $100
won’t be in the box when Oculus ships in onto the sculpting surface. More Samsung-made unit that will bring VR to
the first quarter of 2016. Quizzed about advanced tools let you sculpt along a Galaxy S6 and Note 5 phones.
the decision to sell Touch separately, mirrored surface to create symmetry. As with Rift, the focus for GearVR at
Oculus VP of product Nate Mitchell Another mirrors a pottery wheel, letting Oculus Connect 2 was mostly on content
concedes that there are you add sculpture material rather than the technology, showing video
issues. “It’s a hard decision. as your creation spins apps and vintage games playable in VR.
There are a lot of trade-
“It’s a hard through 360 degrees. Watching a Twitch stream and seeing
offs,” he says. “Price will decision. There Sculpting in Medium and hearing the avatars of other people
be the biggest barrier to makes you aware of the sitting in a virtual room with you proves
entry. I think content will be
are a lot of Touch sensor’s limitations. surprisingly fun, but is it fun enough to
number two. I think in the trade-offs. Price Instead of walking around see you strapping a smartphone to your
beginning of Touch you’re head for extended periods of time?
going to see mostly indie
will be the biggest an object, it’s easier to
rotate it in space; walking That question has been applicable in
games from developers barrier to entry” is likely to move you out of a broad sense since VR reemerged in
who can afford to take a the sensor’s field of view, 2012. Is strapping on a headset to play
risk, who believe, who want it out there.” and putting your back to the sensor games a truly massmarket prospect? Will
But Mitchell lists plenty of reasons breaks tracking with the Touch controllers. the experience be worth it? The thousand
why launching the Rift headset before the Even so, Medium demonstrates a developers who congregated at Oculus
Touch component is ready is the right certain amount of VR’s potential outside of Connect 2 certainly think so, and the
move. As he notes, an affordable price games. Oculus says that models will be number of games they’re creating for the
tag will be key to Oculus’s chances of exportable from the application, which launch of Oculus Rift next year will at
success at launch. In addition, not many may make it a practical prototyping tool least give it a fighting chance.
Touch-dedicated games exist right now, for artists with real 3D modelling chops. It’ll be their job to convert the faithless
but there are many gamepad titles in The best thing about the demo is when Rift is finally released. Then again,
development, and they will be available sharing it with another human being: an maybe they won’t have to work very
to ship before the Touch hardware is Oculus engineer talks us through our art hard. “I’ve never met a sceptic of VR who
completely finalised. “Starting the lesson, her translucent avatar head and has tried it,” Epic Games founder and
ecosystem as soon as possible on the Rift hands floating in virtual space near ours. CEO Tim Sweeney told tech website
side is really important,” Mitchell says. The social implications are clear, and it’s Re/Code during Connect. Strap enough
There are already interesting, fun VR no coincidence that multi-user features Rifts onto enough heads, and consumer
games coming to Rift that are playable show up more than a few times during VR may be off and running. Q
10
NARCOSIS CHRONOS LUCKY’S TALE
Developer Honor Code Format Rift Developer Gunfire Games Format Rift Developer Playful Corp Format Rift
Control Gamepad Control Gamepad Control Gamepad
Part BioShock, part Gone Home, Narcosis is a A thirdperson game from a team with previous Lucky’s Tale surprised everyone in 2014 by showing
psychological adventure game set under the sea. experience on the Darksiders series, Chronos is how engaging a platformer could be in VR, at a
The atmosphere is tense, although it feels pretty an action-RPG whose locked camera angles and time when everyone was experimenting with
clunky at this stage in its development. Narcosis is moody lighting help to distinguish it. Otherwise firstperson. What’s been shown so far is simple and
focused on telling a story, but poor animation can it feels quite familiar, a little bit like classic Tomb unabashedly Mario-esque, but creative level design
easily break immersion in VR environments. Raider, with a few Zelda influences thrown in. could yet make the game worth persevering with.
11
KNOWLEDGE
FOAM
Driving beat
How FOAM is combining musical leanings
with a need for speed in Drive Any Track
18
Your score for a track is earned through a
mixture of staying in sync with the music,
jumping, performing stunts and drifting
AUDIENCE
RESPONSE
Why Drive Any
Track needs the
human touch
19
BY ROYAL DEGREES
Former Klei and Microsoft devs roll the dice on a boardgame-inspired Roguelike
IronOak Games’ perennially of classic JRPGs, while the and it was a really inspirational the lack of control over
autumnal For The King is a turn- stylisation of our characters and experience working there,” he composition,” he explains.
based, co-op Roguelike steeped creatures is heavily influenced says. “But I’ve been fortunate “However, on the flip side, it’s
in nostalgia. Based on a by tabletop miniatures. It was enough to have had the chance amazing to see some of the
prototype boardgame that was important to retain a tactile to work with many amazingly worlds our game engine creates.
itself inspired by videogame quality to the graphics because talented people throughout my That’s the thing about procedural
RPG classics, it aims to evoke we wanted an emotional career, and they’ve all inspired content – what you lose in terms
memories of tabletop and connection between the player me to varying degrees.” of control you gain back tenfold
videogame sessions as much and the characters.” In keeping with its mechanical in terms of variety and
as childhood adventures. The low-poly aesthetic was inspiration, For The King’s unexpected beauty.”
“When it came time to decide inspired by Moran’s time at beautiful worlds are procedurally Having smashed its $40,000
what the art style should look like, United Front, where he worked generated and populated from Kickstarter goal, For The King
it was important to me to retain on ModNation Racers and what Moran describes as a clearly resonates with its intended
both [the boardgame and RPG] LittleBigPlanet Karting, and Don’t “massive library” of assets and audience. The game is planned
connections,” art director Gordon Starve creator Klei Entertainment. enemy types. “As an artist, to debut on PC in June 2016,
Moran tells us. “The low-poly style “Klei has some of the best artists working with procedural content but IronOak hopes to follow up
hearkens back to the late-’90s era and animators in the industry, can be tricky at times due to with console versions, too. Q
20
KNOWLEDGE
FOR THE KING
21
KNOWLEDGE
TALK/ARCADE
Soundbytes ARCADE
WATCH
Keeping an eye on the
Game commentary in snack-sized mouthfuls coin-op gaming scene
Us. The first Last Of Us. Namco has confirmed that the
twoplayer cabinet will be ticket
redemption compatible.
The Last Of Us was also The cabinet itself is a relatively
modest proposition, sporting an
unusually small 32-inch screen and
keyframe animation.” two no-frills plastic guns in pink
and blue. A shock of attention-
grabbing neon on each side of the
Naughty Dog writer Josh Scherr subtly covers his tracks in a livestream screen and a brightly lit recess for
the guns ensures Point Blank X
isn’t an arcade wallflower, though.
And, as you would expect, that
monitor is HD, so Point Blank’s
“Eighteen quintillion “I have to say barmy, colour-rich artwork
planets? That’s a that I’m incredibly should leap from the screen.
hard number to disappointed in all Structurally, the game differs
little from earlier entries, offering
wrap your head of this. This sort of up 40 themed microstages, which
around. Aren’t you drama is not what I, test players’ mettle for 20 to 30
worried that the game or you, signed up for seconds, and three different
difficulty settings. As well as
might get boring after with Star Citizen.” these, there’s also a Kid mode
the first trillion?” Chris Roberts responds to that exaggerates targets’ size –
presumably for any children
Stephen Colbert puts the legally unrepeatable allegations
outside of the US and therefore
challenging No Man’s Sky about working conditions at yet to get their eyes in. The
questions to Sean Murray Cloud Imperium Games original’s three lives have been
raised to five, too. With two
shooters on point, the game
switches to a versus setup as each
tries to prove themselves the
22
KNOWLEDGE
FAVOURITES
My Favourite Game
Tony Hawk
A skateboarding icon recalls video editing on Amigas, and how
Super Mario 64 opened his eyes to an opportunity for his sport
S kateboarding is a time-consuming, and establishing a genre of How have you been involved in THPS5?
THE EARLY BIRD
Videogames and
nigh-on masochistic pursuit. Every skateboarding grew
skateboarding videogames. That was a Previously my role had been about being
successful trick is born from hundreds of up together, and Tony very important entry in the series. The authentic to skating, and keeping the
failures, and its best are often fuelled by Hawk knows both soundtrack was stellar and the gameplay roster, tricks and locations more true to
well. Nicknamed ‘The
obsessive devotion. But for Tony Hawk, Birdman’ for his ability was everything THPS1 should have been. what skaters would expect. That remains
being one of the world’s most enduringly to soar above looming part of my job, but this time it has been
vert ramps, he is the
successful skateboarders has left time for sport’s avuncular And how about outside of the games more about being true to the original
other pursuits; time he came to put into ambassador. Hawk you’ve been involved in? series, and to keep it authentic. And
made skateboarding
Activision’s long-running skating series, his profession aged
Picking a game from all through the that’s because I am one of the only ones
which bears his name to this day. just 14, dominating years? That’s difficult. Probably Super working on the game that worked on
competitions for years. Mario 64. That really introduced me to the original series.
But, as he’ll tell you,
Did life as an emerging pro skater in he met true fame the potential of 3D games. I thought
the early ’80s leave time for games? when he gave his Mario 64 was brilliant. Jumping into The series has been with you a long
name and insights to
Yes. My introduction to videogames Neversoft’s 1999 Tony paintings? All the different challenges? time. How important are those games
was Pac-Man, and I liked it. But when Hawk’s Pro Skater. I was stuck there immediately. to your experience of skateboarding?
Since then, he’s
I discovered Missile Command, that’s It changed my life
when I got really sucked into arcades.
overseen 18 games
in the series, which Is it fair to say Super “I thought Mario significantly in terms of
dropped the ‘Pro Mario 64 had an my recognition factor, and
From there I got a ColecoVision. Or was
Skater’ in 2002. With 64 was brilliant.
it an Intellivision? It was an Intellivision. that change, some influence on the income and opportunities.
My dad got the Intellivision because it would argue, so went Tony Hawk games? All the different But in terms of being a
the series’ purity. At
was cheaper. Then I learned to 47, Hawk still skates Yes, that was a great challenges? skateboarder I feel it
appreciate computers. My transition and he’s still guiding introduction to that type opened up an audience to
from playing videogames to getting into his game series, the
newest of which
of 3D motion in games. I was stuck there skateboarding that maybe
computers was Marble Madness. I got returns to the Pro I didn’t play Doom or the immediately” would’ve never recognised
an Amiga based on the fact that you Skater name. other firstperson shooters it before. It inspired some
could play Marble Madness on it. when I was growing up. Well, I was people to start [skating], and I think it
already grown up, I guess. Anyway, inspired an appreciation from others.
And your affection for games spawned Mario 64 showed me that you could
a love for computing more broadly? make something 3D that was fun and And why return to that early era of
That was it – that gateway opened up that wasn’t just about shooting things. the series’ history?
the world of computing to me, to home There had been a lot of chatter through
video and nonlinear video editing, and You’ve just seen off Tony Hawk’s Pro the years about the fans wanting a THPS
to Video Toaster. That really sent me into Skater 5. What was the approach to title. And it seemed like so many were
a whole new world of technology. But the game’s direction? going back to the original two games,
I was playing games all along too. Obviously, we’re going back to roots, as and people were buying PlayStations just
the THPS title suggests. We wanted that so they could play them. I felt like it was
Across every platform, what would kind of gameplay, and to recapture the a request for the feel of [the Pro Skater]
you pick as your favourite game? control scheme, the challenges and the series. I had been pushing Activision for
If I would pick one from my own series, big-scoring trick combos. But bringing a years to do that kind of thing. THPS HD
Tony Hawk’s Pro Skater 2 was the new online element to it is something to was a step in that direction, but I knew
catalyst for having a game franchise, make it more relevant to today’s culture. there was something more to it. Q
24
Tony Hawk’s latest game
also features his son Riley,
who is a well-regarded pro
skater in his own right.
“It’s really surreal, but it’s a
blast, and I love it, and I’m
proud of him,” Tony says
Dale May
25
KNOWLEDGE
THIS MONTH
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26
DISPATCHES
DECEMBER
Ramble on The Long Dark. And for all its reported
As I am preparing to leave the UK for at gameplay shortcomings (I chose not to buy
least a few years (fortunately to a place it after reading E284’s review, so haven’t
where it is still possible to buy Edge), my played it), Submerged at least deserves credit
life has been rather busy lately. Because I’ve for daring to proudly proclaim itself a
been running around like a headless chicken “combat-free” exploration game.
in the real world for the past few weeks, my I believe this goes far beyond the old
carefully ring-fenced gaming time has been debate about what constitutes a ‘non-game’.
even more critical to my sanity than usual. As the entertainment media matures
So when I read Przemek Marszal saying in alongside its audience comes the need for
E279 that “games do not need to offer experiences that are more subtle and
escapism”, I beg to differ. It is of course a multifaceted than being the strongest or
matter of definition, and I think what he fastest kid in the schoolyard. Nothing wrong
meant was that they do not need to let us with occasionally indulging in these
flee the harsh realities of the real world and primitive emotions, of course (I bought
take us to La La Land. But if escapism is a Forza 6 on release day in order to get high on
taste (or need) for spending pure speed), but I’m old
time in a rich imaginary enough to realise they’re not
Issue 285
universe that distracts us from “She would be the only ones worth having. I
the all-too-often meaningless there. And she have little doubt that, as I’m
Dialogue chores of our daily lives, then
I’d say that it is still games’ was, exactly
settling down in a more arid
landscape, I will spend quiet
Send your views, using chief appeal, at least for me.
where we said hours in Yaughton, fondly
‘Dialogue’ as the subject It is the type of escapism reminiscing about England’s
line, to edge@futurenet.com.
that is, perhaps, changing. we’d meet, in green and pleasant land.
There was a time when all Fabrice Saffre
Our letter of the month games had to have one quality: WH Smiths”
wins a New Nintendo they needed to be exciting, Happy trails, Fabrice. It
putting us in the shoes of space pilots, seems that you’ve already
3DS XL, supplied by combatants, racing drivers, and so on. got this covered, but if not – ahem – an
the Nintendo UK store This is arguably still true of most genres affordable overseas subscription would be
(I’m talking about you, FPS) and major the perfect option for your time away.
franchises today, but a strong underground
movement challenging this view is slowly Celebration day
becoming mainstream. I recently returned to the UK after three
Everybody’s Gone To The Rapture is the or so years in New Zealand. I was a little
perfect example. Here is a game that looks disappointed that my family wasn’t able to
absolutely fantastic, is as engaging and meet me at the airport, but it didn’t matter.
immersive as any title I’ve played recently, She would be there.
and yet is the very opposite of exciting. I And she was, exactly where we said we’d
mean, anyone who gets an adrenaline rush meet, in WH Smiths. Sat on a shelf, calling
wandering about in a postcard English to me… Edge 283.
countryside village listening to ghostly She was still as gorgeous as I remember,
conversations between the local priest and and had all the features one could want.
his flock needs to have their head examined! Great reviews, interesting articles, and the
And it’s not the only recent game of its only letters page in publishing history that
kind: this sort of almost contemplative doesn’t make me want to gnaw my own arm
experience is arguably also at the heart of off, just for something less painful to do.
28
DISPATCHES
DIALOGUE
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Discuss gaming topics with
fellow Edge readers
It was a joyous reunion. I’ve been Lots of people have less time to play meant I grew up a gamer, but it hasn’t
reading Edge on and off since I was in nowadays. Data shows that a large prepared me quite so well as a person.
school and was excited for the Dreamcast percentage of players don’t complete their For example, while contemplating a
launch. (Remember the ‘Sega is dead’ issue?) games, and with family, jobs and other purchase the other day I noted a disturbing
I was a subscriber from university until I commitments, fun per minute is getting lack of available funds displayed at the
left for New Zealand. squeezed. Fewer people have the time or periphery of my vision – most off-putting,
In the meantime I’ve bought and read, inclination to invest multiple hours into flying right in the face of something gaming
cover to cover, Edge 284 (which came out teeth-gnashingly difficult, hair-pulling has led me to expect for not just years but
just days after I bought 283) and 285. Once levels any more. More mainstream decades. Maybe Microsoft’s HoloLens will
I’ve got a more permanent address, I’ll be players with varying levels of ability are rectify this, although I’ll probably need to
subscribing again. participating in games today, and a big talk to my employer about paying me at
It’s great to be back, Edge. You don’t barrier to immersion and interactivity is 60-second intervals – its current monthly
look a day over 247. difficulty level. The success of adventure setup wouldn’t give me the feedback
Adam Neather games is evidence of that (along with great frequency I require.
writing, design and voice acting, of course). Speaking of which, it’s about time that
You know that – ahem – a very affordable So what’s the solution? I propose a my progress was tracked via a personal
overseas subscription would’ve been perfect ‘narrative’ mode that minimises complex profile interface. I want to spend
for your time away, right? But then we controls, allows auto-aiming, and guides the experiences points to unlock new
wouldn’t have had this reunion. Look, just player. It would turn The Last Of Us into specialities and career opportunities.
shut up and come over and give us a hug. more of an adventure game in the traditional I have to replace the roof on my
point-and-click sense, like The Walking conservatory as well. I should be able to
In my time of dying Dead, where the player performs the basic access a build menu showing the options
The gradual progression and (re)emergence inputs and command-sensitive prompts available to me based on my funding and
of narrative in games, particularly in without worrying about circle strafing or progress along a housing technology tree.
adventure games through the likes of weapon customisation. This undoubtedly It should then be automatically constructed
Telltale productions, got me thinking wouldn’t work for a lot of games. But for with the only possible requirement being a
about difficulty, and how it might be a those where tweaks and adjustments work free construction worker. Alas, no, nothing
significant barrier to entry. well, it could potentially open experiences of the sort exists, so the hunt for a
In some games the level of difficulty is such as Dead Space, Assassin’s Creed and tradesman begins.
absolutely intrinsic to the gameplay; it’s an Dishonored to an audience of those I did, however, read that houses and
essential part of the experience and without previously intrigued by trailers and story apartment buildings have been 3D-printed
it, the game mechanics would break. Games but put off by complex entry requirements. recently. This gives me hope! Perhaps in
such as Super Meat Boy, Ikaruga and DayZ Ahmed Wobi time I’ll have some repurposed Roombas
come to mind. In other games, particularly gathering resources (updating my HoloLens
shooters and action games, most include OK, but only if it goes both ways. We want totals), and then another will arrive to 3D-
the option to tinker with the difficulty an always-online, open-world Kentucky print the walk-in wardrobe my wife wants.
level, but generally I don’t think they go Route Zero with boss rushes and pixel- So maybe it’s not the case that games
far enough. They change enemy AI, health perfect platforming sections. Thinking haven’t prepared me for adulthood. Maybe
pickups and mission objectives, but what about it, if we did it your way we might I just need to be a bit more patient and get
I think is needed is something a bit more get past stage four of Ikaruga at last. Hmm. some more practice in.
radical – something that alters the game James Bowman
mechanics and changes the way that the Your time is gonna come
game is made easier. An over-simplified I’ve grown up with computers, from Perhaps you just need to set your sights
version of this is evident in New Super Mario programming on a rubber-keyed Spectrum a little lower. Did we ever tell you the one
Bros U, where after a certain amount of to installing my first 3D accelerator card at about the friend who dragon-punched a
attempts you’re basically guided through the dawn of the GPU age. It prepared me for seagull? You could go out and do that right
the level on autopilot in certain sections, adulthood where I’m happily nestled into now. It’d help pass the time while you wait
bypassing the hard parts. the IT industry. Growing up with computers for your New 3DS XL to arrive, at least. Q
29
DISPATCHES
PERSPECTIVE
STEVEN POOLE
Trigger Happy
Shoot first, ask questions later
O
n the one hand, it’s a cheering sign geddit?) The programme spent a long time
of the times that the BBC’s Make It presenting evidence that games increase
Digital season this autumn ran two aggression, before using other experts to
high-profile programmes about videogames: deconstruct that evidence to conclude that
one a feature-length drama, and one a they don’t. The programme then pulled the
documentary in the prestigious Horizon same trick a second time, mooting the idea
strand. On the other, it’s a melancholy sign of gaming “addiction” and then saying that
of the times that both were about the mouldy it’s not that bad for most people. Only in the
canard of whether games cause violence. last third was there interesting, positive
The Gamechangers was an expensive information on how playing games causes
drama starring someone who used to be growth in the brain areas associated with
Harry Potter and was now pretending to be visuospatial coordination, strategic planning,
Sam Houser, head of Rockstar Games. It was and fine motor control, and that they can
set in the era of Vice City and the San help older people improve their attention
Andreas Hot Coffee controversy, and also span and working memory. Perhaps one day,
starred Bill Paxton as Jack Thompson, who Neuroracer designer Adam Gazzaley nicely
filed a class-action lawsuit after the teenager suggested, a videogame might be prescribed
Devin Moore shot three cops and, in his legal by a doctor as “a therapy, a digital medicine”.
defence, claimed PTSD and a “dissociative Horizon thus showed all too clearly the
state” after obsessive playing of Grand Theft limits of what can be done in mainstream TV
Auto: Vice City. at the moment. Any documentary apparently
There were some incidental details to still has to start from scratch in explaining
enjoy: I liked Houser’s line about how he what modern games are like, presumably
wanted videogames where, “You don’t have because commissioners assume the audience
to become a penguin, or some shitty hairy is as out of touch as they are. But once
elf.” But the script was condescending to you’ve done that, and then spent most of the
everybody concerned. Houser was portrayed Any TV documentary rest of the programme refuting myths, there’s
as paranoid and petulant, much was not much time left to say anything very
mockingly made of Thompson’s Christianity apparently still has to start interesting. You certainly can’t try to defend
and Anglophobia (“It’s a disgusting picture of from scratch in explaining videogame violence for its artistry. No one
America made by some Brits”), and we saw was invited to point out that the US cable
the killer Moore do literally nothing except what modern games are like series Hannibal, for instance, is far more
shoot cops in Vice City before he actually violent than any game ever made, yet has had
shot cops for real. (His mother was smoking morphed into mid-’00s console graphics. But the mainstream critics fawning over it for its
a cigarette as he played, unmistakably by the time a title card popped up to declare baroque, highly aestheticised murder scenes.
implying an abusive family background.) “There is still no conclusive evidence that Perhaps, at least, the programme will have
Formally, then, the film affirmed the story videogames make people violent. The debate been a public service to that tiny segment of
that GTA had caused Moore to murder: continues”, it looked disingenuous, for the the population that has never played games
what’s more, his real-life actions were shot in entire film had endorsed the idea they do. and gleans all it knows about them from
a thirdperson videogame viewpoint before The Horizon documentary was uneasily Daily Mail headlines. Licence-fee money well
Illustration marshdavies.com
the camera pulled back and up to become a subtitled Are Videogames Really That Bad? spent, no doubt. Me, I switched over from
chase-cam as Moore drove off in a squad car. (Sure, they’re bad! But are they that bad?) It iPlayer and decided to creep up to the top of
Less rhetorically partisan, at least, were other had the usual mise-en-scène: some fine an outpost in Afghanistan at night, where I
such playful touches: the film finished with videogame critics were made to stand gleefully killed all the guards with mortar fire
aplomb when an annoyed Houser, walking awkwardly in a white office; psychologists before they ever saw me. It was beautiful.
out into the Manhattan streets at night, and neuroscientists were filmed slowly Steven Poole’s Trigger Happy 2.o is now available from
hijacked a car and drove off as the picture walking down corridors. (Like in an FPS, Amazon. Visit him online at www.stevenpoole.net
30
DISPATCHES
PERSPECTIVE
IAN BOGOST
Difficulty Switch
Hard game criticism
V
ideogames have a strange relationship Crossing: City Folk? Or the stupid, pointless
with time, repetition and value. For island in New Leaf? Who needs these
one part, players gripe endlessly when excesses, seemingly added only to tick the
a game is too short. Imagine, for example, box of novelty?
paying £14.99 for a game such as Gone Home To some extent, when we play games we
that you can finish in an hour – and that want comfort and familiarity rather than
resists replay. What a waste! novelty, even though our mouths and typing
But then players also eat up endless fingers say that we want novelty. Games are
sequels. Gears Of War is apparently old apparatuses as much as they are media
enough that its new sequel can be classified experiences, and much of what we want from
as a reboot, while Metal Gear Solid V: The apparatuses is increasingly refined operation.
Phantom Pain is the saga’s fifth entry in name For example, the 2007 smartphone whose
only. Nobody tires of these, nor all the cellular tower triangulation method for
Batman: Arkham Whatevers. Of course, a geolocation is replaced in 2009 with one that
sequel is always a different and ostensibly uses GPS. In Happy Home Designer, the
new game, except also it isn’t. It’s a return, a nuisance of pushing and pulling furniture
repetition with variation. around your village hut is replaced by a saner
Then there are re-releases. Console cycles and more efficient drag-and-drop decorating
offer excuses for these clever workarounds, a mechanism. But this too quickly reveals itself
popular late-gen game on the console just to be as unwelcome as the city or the island:
rendered ‘old’ finding justification for a the point of Animal Crossing is slowness and
remastered edition on the new one. The Last labour, and coupling that labour to the little
Of Us enjoyed this treatment, for example. avatar you control in the game.
Capcom’s survival-horror classic Resident Many teeth have been gnashed over the
Evil has been re-released too many times to relative virtues of computer games as a kind
count since it originally appeared in 1996. of game versus folk games and table games
Re-releases have their place, of course, Maybe it’s time to drop the and other more ancient renditions of the
and it’s a place fashioned pretty much form. Go and chess and backgammon are
directly out of the planned obsolescence pretence: we like our thousands of years old, unchanged and
created by console generations and operating games basically identical unchanging, and yet they remain appealing
system upgrades – conditions that ensure nevertheless – even because of – this
new audiences have to pay to play older to their predecessors sameness. But these arguments also often
games. Backward compatibility is said to be rely on appeals to mechanical emergence. Go
too difficult to support (that is, costly), or 3DS XL reskinned with villager Isabelle, even is mathematically enormous, and no human
unique hardware makes it prohibitive. And in though I already own a working 3DS XL. could plumb its depths in a lifetime.
truth, the same forcing functions push us to Questions wafted through the house as Infinity is appealing, but computer games
re-purchase other media, such as movies, for we awaited delivery. “I wonder if anything in rarely tousle its hair. Instead, they tend to
DVD, then Blu-ray, then iTunes, and so on. the game is going to be different?” my prefer the more ordinary sort of repetition:
But there’s something different about daughter mused. The hope was yes, I guess, the kind that entails doing the same thing
games, where re-release is often portrayed as but with an unspoken ellipsis: …isn’t it the over and over again. Maybe it’s time to drop
Illustration marshdavies.com
novelty. A while back, I was anxiously sameness that makes one Animal Crossing the pretence: we like our games basically
awaiting delivery of the latest Animal game as appealing as the last? After all, this identical to their predecessors. There’s no
Crossing title, Happy Home Designer. Even the is a game about literally doing the same thing shame in this. What other media embraces
hardware created a superfluous re-release play session after play session. Any time sameness with such resilience? So go ahead,
itch in need of scratching, and I am both something’s changed in Animal Crossing, it’s play your sequel or reboot with abandon.
proud and ashamed to admit that I was lured only seemed to change for the worse. Ian Bogost is an author and game designer. His award-
into acquiring the special-edition Nintendo Remember the terrible city in Animal winning A Slow Year is available at www.bit.ly/1eQalad
32
DISPATCHES
PERSPECTIVE
NATHAN BROWN
M
y Street Fighter IV win record on in the game. The minute the Three Of Coins
Xbox Live is a shade above 50 per appeared, players set to work on finding the
cent. A large number of my losses most efficient way to abuse it. They found a
follow a similar pattern: I take the first round story mission with a checkpoint right before
comfortably, start the second well, decide I’m the boss fight. You’d spawn, pop a coin, snipe
the better player and resolve to finish the the boss to low health, then run up to him
match with a flourish. In my desperation to and fire a rocket at your feet, killing both of
send an opponent packing with some tricksy you. You respawn just outside and any loot
combo or other I fail to notice as my health drop would be there waiting for you.
bar slips away – until it’s too late, at which OK, so you’ve got a dozen of the most
point panic sets in, the fingers stop following powerful bits of gear in the game in less than
the orders of the brain, everything falls apart an hour, but what happens next? Hours of
and I lose first the round, and then the whole play levelling them all up, and any future
match. Despondent, I will ponder what I’m drops of a similar rarity likely to be
doing with my life for precisely as long as it duplicates of what you’ve already got. A lot
takes for the matchmaking menu to load, of this is Bungie’s fault – not just for
then I jump straight back in, learning nothing inventing Three Of Coins, but for making a
from a mistake I have already made a game that, in its early days, was so tight-
thousand times. fisted with its best gear that it has coached a
The problem, you see, is that I am section of its playerbase into breaking its
obsessed with the notion of playing games rules wherever possible. But to me, it raises a
properly. Not as their designers intended, or simple question: why do we play games?
in accordance with accepted best practice, Game designer Dave Sirlin once wrote a
but what I think is the correct way to play guide to competitive videogames, Playing To
them. In Street Fighter, I would rather be Win, in which he argues that if a repetitive
Arsenal than Chelsea; I would prefer to play tactic works on an opponent, you have no
with style, and lose, than win by boring my Games are as much about the reason to change your ways until your foe
opponent off the pitch, my failure a little shows you it’s no longer going to work. That,
easier to stomach from my seat on my lonely, losses as the wins, the failures no doubt, is the path to an 80-per-cent
imagined moral high ground. This, I suspect, of the former strengthening Street Fighter IV win record and a Destiny
is why 25-odd years ago I became a Ken vault full of superweapons, but it sounds like
player, not a Ryu. I am the blond, flamboyant, the magic of the latter a long, boring road to madness. Instead, I’ll
style-obsessed loser: the magnificent pink carry on failing to hit those delicious combos
cowboy, the eternal runner-up. I will never the detriment of my win/loss record in Street nine times out of ten. I’ll keep shooting at
top the Xbox Live leaderboard; they will Fighter, in Destiny it’s an asset. the boss with my weedy pulse rifle, hoping to
never put me front and centre on the box. It’s What I like most about Street Fighter is its see an exotic’s yellow glow when the fight is
probably for the best. skill ceiling. There’s always a setup or combo over. Because I believe games are as much
I don’t get to play Street Fighter that much that’s just out of my technical reach – about the losses as they are the wins, the
any more, partly because of the baby-waking something I can hit ten or 20 per cent of the failures of the former strengthening the
sound of an arcade stick, but mostly because time in training mode, but that feels like magic of the latter. Sirlin can stick his
Illustration marshdavies.com
Street Fighter isn’t Destiny. But that same magic when you land it. If I just played it safe repetitive path to the podium. The Destiny
ethos – that insistence on playing in a every time, I might have a better win record, breakers can shove their little exploits. I’ll
certain, Nathan-proper way – is as but I’d have had far less fun along the way. keep on failing with a smile, consoling myself
important when my pretend spaceman is The new Destiny expansion, The Taken with the knowledge that success, should it
shooting aliens as when my pretend martial King, adds an item that boosts the chance of ever come, will be all the sweeter.
artist is trying to set up that EX Tatsu juggle a boss fight yielding an exotic – the rarest, Nathan Brown is Edge’s deputy editor. He types
combo on a D-rank Zangief. But while it’s to most powerful class of weapons and armour blindfolded, because he believes it is mpre fyn
34
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39
#286
40
East is east
It wasn’t so long ago that the Japanese game industry’s survival was being
pinned on its willingness to absorb the ideas of western developers. There’s
still clear evidence of those leanings today, as seen in two of this month’s
Hype entries. Dragon Quest Builders (p56) was revealed to a barely
contained sense of disbelief – the fact that Square Enix has joined the wave
of Infiniminer- and Minecraft-inspired block-building games is almost as
surprising as the fact that it chose the Dragon Quest series as the platform
on which to do it. In truth, Square Enix has crafted something with its own
clearly delineated ideas on player creation, but the inspiration is clear.
And Umbrella Corps (p58), though inspired by a love of bruise-inducing
Airsoft sessions, looks to Rainbow Six and Counter-Strike to administer a shot
in the Resident Evil juggernaut’s increasing number of arms. In it, methodical,
cover-based teamplay within chokepoint-riddled environments clatters into
swarms of the undead and, inevitably, the opposing team’s bullets.
But there are just as many Japanese developers doubling down on their
region’s distinctive characteristics. Not least FromSoftware, which among
other projects is working on a new chapter for the not-
MOST exactly-unpopular Bloodborne. The Old Hunters (p54) is
WANTED a return trip that promises an even sterner dressing-down
Burnout successor TBA
Criterion co-founders Alex Ward and
Fiona Sperry’s new studio, Three Fields
for cavalier players. Then there’s Xenoblade Chronicles X
Entertainment, has revealed a spiritual
successor to Burnout is in the works. It
(p46), which offers up big swords, even bigger mechs,
emphasises speed, traffic and “lots and
lots of crashing”. We’re renewing our
and a population of colossal indigenous monsters.
insurance policies in preparation.
Whichever approach a studio chooses, it’s clear that
Far Cry Primal PC
Far Cry Primal boldly dispenses with the Japan’s game industry is still alive and kicking – and our
series’ usual guns and vehicles, instead
casting the player as the last surviving report from this year’s Tokyo Game Show (p80) further
member of a Mesolithic tribe. Surviving
at the bottom of the food chain should
make for an invigorating spin on Far
underscores that fact. But it’s telling that for all the
Cry’s usual bullet-rich stealth action. fearmongering that accompanied grim predictions of an
Halo 5 Xbox One
What we’ve seen of the campaign so
industry in decline, and the insistence that western
far seems a little bombastic, but 343
Industries’ significantly expanded take on development ideas were Japan’s only saviour, this issue’s
Forge – which includes revised controls,
a free camera and a powerful object- most exciting Japanese prospects, The Old Hunters and
grouping tool – promises to make level
creation a quick and painless endeavour. Xenoblade Chronicles X, choose to eschew them.
H Y
P E
XCOM 2
Rebuilding the first, last and only line of
defence against the scum of the universe
Publisher 2K
Developer Firaxis
Format PC
Origin US
Release February 5
G
iven the chance, XCOM 2 lead That randomness, however, does come
designer Jake Solomon would eat with potential problems. “XCOM is dynamic,”
steak every night. Not just any steak, Solomon says, “and that’s great. This is a
mind, but a rare ribeye with mash and a glass replayable game; it needs to be unpredictable.
of red wine. Of course he doesn’t, but as the Of course, the more unpredictable it is, then
mockingly self-proclaimed “King XCOM”, he sure, you can achieve peaks – ‘Wow, this crazy
does have to be able to palate the same thing thing happened that’s never happened before’
over and over, noting subtle differences and – but every time you introduce a peak, you’re
Jake Solomon, lead
remixing his game accordingly. So it’s perhaps also introducing a potential valley. If you hold designer, Firaxis
only natural that as well as orchestrating this on tightly you can say, ‘No, we’ve got this very
turn-based strategy sequel’s marquee setting smooth curve of challenge.’ If you let go of
shift from 2015 planetary defence mission to the reins, the good is that the player has this
2035 underground resistance movement, he unpredictable stuff. The bad is, ‘Whoah!
and his team have put a lot of effort into I didn’t expect the player experience to go
imbuing XCOM 2 with a fresh dynamism, in that direction.’” Put this way, the late slip
a tang of novelty every time you play. from a premium November release slot to
February to buy the team extra time to polish
It’s why mission maps are procedurally suddenly makes a great deal more sense.
generated now and the occupying alien forces It also represents a lot of different
on them can drop loot, perhaps yielding considerations to absorb, even before you
accuracy-boosting sights or auto-loader digest the pressures of the new top-level
devices, which grant free reloads so you don’t strategy layer, which asks you to forge links
lose turns to switching mags. It’s why regional between a rag-tag network of guerrilla cells.
bonuses for developing territories are dished You do this from an airship base called the
out randomly from a pool, no longer fixed to Avenger, a craft being hunted across the
set continents in the returning holographic unfriendly skies of a globe you no longer
Geoscape. And it’s why your experimental control, rationing out your time and Intel
ammo research disgorges one option from a resources between supply drops, chasing
roulette wheel of laterally balanced shell down rumours and connecting humans
types, rather than follow the same progression sympathetic to your cause. This replaces
of expensive technological leaps as guns. managing XCOM: Enemy Unknown’s global
42
ABOVE The events and tech
advances of expansion
pack Enemy Within never
happened in this timeline,
but MECs are back on the
side of the Advent forces.
LEFT Muton Berserkers were
always terrifying, but are
made doubly so now that
you can’t afford to hunker
behind cover indefinitely.
“That tension of the player
having to take risks is
good,” Solomon says,
“because without it the best
way to play XCOM is very,
very conservatively. If there
is no pressure on the player,
then, honestly, the best way
to play the game is the
most boring way to play”
43
ABOVE The inner cities are
intentionally sterile, but
Firaxis’s focus on supporting
modders means they needn’t
stay that way. Players are
being given access to the
editor used to make the
base game’s map parcels,
allowing us to remix,
reshuffle and add to the
pool of level furniture.
TOP RIGHT The aliens’ forces
have expanded, but they
have also evolved into
deadlier forms. Sectoids’
psionics, for instance, can
now reanimate the dead.
MAIN Since you’re the
aggressor, missions begin
with a concealment phase,
letting you position your
squad for a surgical strike.
BELOW LEFT Doctor Tygan is
a former Advent scientist,
taking over from Dr Vahlen
as your foremost mind for
research. Bradford, however,
returns as central officer,
albeit now a broken man
after 20 years of occupation.
BELOW RIGHT The Avenger is
a converted alien ship. You’ll
have to clear rooms of the
ETs’ junk before you can
build new facilities in them
44
H Y
P E
XCOM 2
satellite network, but Solomon found that spend the Intel to know precisely what you’re
system too unsubtle and wants to eliminate facing. And while these short-term goals can
easy paths to victory. “We didn’t want to have be countered by successfully completing an
a satellite system any more,” he says, “because attached mission objective in time, Solomon
that created an issue where we were loading tells us that the aliens are also simultaneously
too much onto that system. So that’s how you working towards an overarching win condition
got money and that’s also how you reduced that’s very different to your own. “You can’t
panic, and panic was how the aliens won the just sit there and poke at the aliens because
game. So, well, obviously you should build as at the same time they’re building up this
many satellites as you can.” progress, they’re building these facilities
around the world, which is going to allow Parcel force
You may not have to juggle fabricating them to ultimately win the game.” XCOM 2’s procedural
satellites and plasma rifles any more, but It’s all part of maintaining the series’ maps are built from
make no mistake: if anything, XCOM 2 is characteristic tension, despite offering a very ‘parcels’ – chunks of
looking like an even more fraught balancing different, more centralised strategy wrapper scenery that can be
plugged together.
act than its predecessor. Too fraught at first, around the series’ squad-based combat.
A parcel might be a
in fact. “One of the things that’s surprised me, Ground wetwork isn’t quite as unrecognisably building or a parking
design-wise, is how difficult it is to balance a altered, but new soldier classes and a focus on lot, but Firaxis groups
sequel,” Solomon says. “After my first pass at mission objectives beyond clearing out the them into two kinds:
balance, QA immediately [flagged a] top- alien presence have changed its nature too, open parcels are
outdoors and easy to
priority bug: the game’s impossible. And I’m giving you reasons to keep taking chances.
traverse, while closed
like, ‘What?! This is Normal difficulty.’ ‘No, variants have interiors
it’s not. The game’s impossible.’”
It’s an exchange that shines a light on the
“The sword doesn’t miss and take longer to
get around. The team
inherent problem in balancing the desire to very often, as it should not has identified a
golden ratio of open
create a challenge for a returning fanbase with
the needs of rank newcomers. Solomon seems – it’s a freaking sword!” to closed, and an ideal
map size, but there’s
to have taken the lesson to heart, developing plenty of variety
an ethos for XCOM 2’s difficulty settings. “In Perhaps the most enticing trade-off of all within those rules.
Normal, I really want players to be able to is swordplay. While leaving cover in a game “So we have these
stumble, pick themselves back up and go,” he with Overwatch mechanics is always dicey parcel sets, and they
don’t intermix,”
says. “On the difficulty level above that, it’s (even with the ability to choose the direction Solomon says. “We
sort of, ‘OK, your margin for making mistakes of your attack to avoid exposing yourself too may say, ‘This is going
is now very thin. You must understand the much), you don’t need to have upgraded your to take place in the
systems and how they work.’” Rangers to wield fusion blades before you see city centre,’ and so we
You’re certainly facing a lot more potential significant returns on the risk. “The Ranger is have hundreds of
parcels, built out of
consequences. In Enemy Unknown, all you had undoubtedly the new favourite of a lot of
thousands of assets,
to manage to stay in the game was global people,” Solomon says. “Now a lot of times just for city centres.
panic levels (much easier said than done), but that’s because the unit’s overpowered, so And then we have,
your inscrutable aggressors are going to be a I continue to turn the knob. But the Ranger is ‘Oh, now you’re going
lot more active this time around. Part of that really cool… The sword does a lot of damage, to a small town,’ and
so we have a different
is manifest in the Dark Events system: at as it should. It doesn’t miss very often, as it
set for those.” On top
intervals, you’ll be given advanced warning of should not – it’s a freaking sword!” of these are layered
some current machinations in progress. The Solomon and co will spend the next three variations for snow,
Advent organisation of human collaborators months toying with those dials and playing desert or temperate
might be constructing advanced armour for the game to ensure its procedural surprises zones, ensuring that
even if you encounter
its units in the field, may want to clamp down delight rather than frustrate. After making
the same parcel a few
on your supply chain, or a UFO could be being XCOM games for more than seven years, you’d times, it’s rarely an
dispatched to track down the Avenger. But forgive him for being sick of the same old identical repeat.
not all of the aliens’ objectives are as easy to meal. But Solomon is more than happy to
descry: the details of certain Dark Events will keep stomaching his dream design project.
be hidden, only revealed if you’re willing to “You have to eat your own cooking, right?” Q
45
H Y
P E
XENOBLADE
CHRONICLES X
Mechs, monsters and aliens collide
in Wii U’s most capacious RPG
Publisher Nintendo
Developer Monolith Soft
Format Wii U
Origin Japan
Release Out now (JP), December 4
O
n the face of it, it feels ridiculous to Not everything simply dwarfs you.
write that Xenoblade Chronicles X’s Rather, this is a world built in layers: bizarre
Primordia region is colossal. After alien hens with bulbous wattles skittle around
all, what’s this JRPG’s vast, varied plain next freely between the trunk-like legs of slug-
to Skyrim’s realm of multifaceted crags, The faced herbivores nibbling from the treetops.
Crew’s sizeable chunk of a real continent, or Overhead, towering dome rock formations
the promise of functionally infinite worlds and wending natural shelves break up the
made by No Man’s Sky? But you step out onto silhouette of the stricken ring city of New LA
the planet Mira’s springy green turf for the – your new home – on the horizon. And
first time and try telling your eyes that what that’s just the starting region, with Noctilum,
lies before them isn’t stupefyingly huge. If Sylvalum, Oblivia and Cauldros all marked on
Ocarina Of Time’s Hyrule Field used the sheer our GamePad world map awaiting discovery.
wonder of nature to make Nintendo fans want
to go fetch the horizon in 1998, and Monolith ‘Discovery’ is the operative word here.
reissued the challenge with Gaur Plain in the Mira is not just a new world to you, or the
original Xenoblade Chronicles on Wii, then series: humanity itself only crash-landed on it
Primordia makes both put together look like two months ago. Or what’s left of humanity,
your local cricket pitch. anyway. There few surviving homo sapiens
Yes, the region takes up a lot of floor space after an alien conflict has reduced the Earth to
but its real tricks are its boggling scale and ashes in its crossfire, our race fleeing its husk
sense of otherness. As you first emerge from a via ark ships. Yours, the White Whale, after
rocky pass, you’re treated to a few postcards: two years on the lam, was finally caught by
thundering herds of wildlife, white sands pursuing forces, but got off lightly, merely
beneath towering cliffs, coral-like protrusions being torn up in atmosphere to shower debris
and lush verdant turf stretching into the and stasis pods across Mira’s surface. Those
distance. Later, you learn that the ‘little’ alien alive and awake have clustered in New LA
wolves (Grex) you saw teased each stand well under the auspices of BLADE (Builders of a
over a head taller than your puny custom- new Legacy After the Destruction of Earth),
made avatar. Those brontosauruses with a problem-solving force into which you’re
hammerhead shark noggins? Well, they drink quickly drafted to help our species come to
from lakes large enough to host boat races. terms with life on this hostile new world.
46
It will take a while to get
your own Skell, but when a
pilot’s licence does arrive,
you’ll have a whole new set
of loot slots to fill. Buying
insurance will prevent a
costly replacement bill if you
manage to get your frame
blown up in the meantime
47
H Y
P E
XENOBLADE
CHRONICLES X
Given its size, that task could easily have important than ever in a close-fought battle.
felt unmanageable. Still, while it’s evident Timing has changed a little too, with Arts
that Mira’s been designed to be tackled from overcharging if you leave them be for long
the cockpit of a flying, transforming Skell enough, giving a huge bonus to their effect.
mech, Monolith has smoothed your path in The story’s early hours, meanwhile, are
the 30-odd hours before you’re granted access seeded with dramatic potential. It isn’t long
to X’s signature robotic suits. Some measures before you discover you’re not the only
are simple: your custom-built avatar can run interlopers here – a ‘xenoform’ menace called
at Usain Bolt speeds, and bounds like Spider- the Prone have begun to either enslave or
Man, plus there’s an autorun option to save eradicate the locals, and would like to do
aching thumbs. Others are integrated into the much the same to you. There are heavy hints Knife block
fiction and mechanics: potential fast travel about power struggles at home, too, when While New LA’s
points are everywhere, accessed via a hex- smarmy New LA leader Maurice Chausson residential district is
based grid overlay on each area’s map. But elevates himself to director general, a move where you can go to
those out in the field have to be unlocked by met with a succession of raised eyebrows. chill out or catch up
with civilians, your
burying your pick of FrontierNav probes in It’s the diverse ensemble cast, however,
home is in BLADE
spots marked by laser-like beams of red light. that earths these story beats, despite also barracks, situated
Not all are equal, either – you’ll find often being larger than life. Lin, for example, at the heart of the
probes suited to passively mining resources, is an ebullient young genius who finds a admin district. As
those that offer buffs in combat, and those sparring partner in the Tingle-esque Tatsu, your rank with the
organisation climbs,
that dish out a bonus for finding secret areas a native who quickly proclaims himself a VIP
you’ll be rewarded
– but like-typed units seeded in nearby hexes with new ways to
link them up for an adjacency bonus that
multiplies their efficiency. There’s evidence of
Your custom-built avatar customise this little
mission hub and
streamlining elsewhere, too, with a centralised can run at Usain Bolt speeds, hangout, rank two
bringing a holofigure
Mission Control job board to reduce the time
soaked up by trawling the locals for quests, and bounds like Spider-Man projector for viewing
models. Early on,
and a Scout Console to join up with other you’re also granted
online players into squads of up to 32. Story (and gets on her nerves just as fast). Your basic control over the
and affinity mission requirements, meanwhile, rescuer and nominal squad leader, Colonel decals on the walls
can be viewed straight from the GamePad to Elma, is an ever-professional solider, while (your choice of faction
emblem or New LA
save pointless return trips to base, despite her boss, Commander Vandham, is a rough- logo) and their colour
generally snappy loading times (we presume spoken ex-mechanic whose coarse speech (locked at first to
our demo unit had all the optional data packs pairs with a no-nonsense approach. The dull shades of grey). It’s
installed, which take up some 10GB in total). spot is you: Shulk might have been a divisive not exactly Mother
lead, but your voiceless, gesturing protagonist Base, but returning
is easy with a fast-
All of this girth will mean little if it isn’t is an incongruous presence in cutscenes with
travel hex right in
home to a varied cast, a strong story and an such strong localisation and voice work. the centre, and there’s
enduring battle system. First contact with Six hours, in the context of an adventure an array of affinity
each, however, is largely promising. Returning lasting 70-plus, isn’t long to get to know missions to collect
from Xenoblade Chronicles is its take on people, nor to pare back the mysteries of a here, as well as the
briefing room from
realtime combat, your party automatically tale penned by returning writer/director
which you launch the
attacking once a target is engaged. You control Tetsuya Takahashi. It is, however, enough early story chapters.
one member’s orientation and distance from time to discover that X is reviving the
the target while a palette of special abilities, wanderlust that drove its predecessor, and
dubbed Battle Arts, charges. The order you to be made to feel very small in the face of a
deploy them in remains vital and so does world that may not be colossal by absolute
facing, with Arts such as the starting Drifter standards, but is large enough to impress
class’s Slit Edge doing far more damage when on you how many sights and secrets it has
launched from the side or rear. In fact, with left to disclose. Given how rewarding making
the new ability to target specific appendages discoveries was in Takahashi’s previous
– slicing off a Grex’s tail, say – it can be more game, we wouldn’t have it any other way. Q
48
TOP New LA is divvied up
into four districts: industrial,
commercial, administrative
and residential. Each is large
enough to explore in its own
right, but you can perform
most essential tasks without
leaving the admin zone.
RIGHT A full party unleashing
their Battle Arts at once can
be a marvellous spectacle.
A common early sight is
Elma sliding under the belly
of a creature while firing,
Skell expert Lin drawing
aggro with her vast metal
shield, before you topple the
beast and fire a flaming
grenade into its maw.
BELOW Elma tries to reach
a diplomatic resolution with TOP As was the case with
the first Prone boss before Xenoblade Chronicles’
the fight. This sentient feline Gaur Plain, you’ll encounter
isn’t Prone, and its race and pockets of creatures so far
purpose are still shrouded beyond you that you don’t
in mystery, but it doesn’t even register. Watch for
look like talking’s going to high-level beasts with
work out with it, either eye icons floating nearby,
though – these will attack
without provocation should
they catch your scent.
ABOVE A glimpse of the
dustbowl that is Oblivia.
You do have the freedom to
journey beyond Primordia
early on if you wish, so long
as you can find the route
and survive the journey
49
H Y
P E
HOMEFRONT:
THE REVOLUTION
Playing at a disadvantage in Dambuster’s
occupied urban jungle
T
he Homefront series’ luck is notorious. proclamation of the lack of continuity. There
Despite taking a swing at a half-taboo are no common characters; there’s no shared
subject and sparking controversy with its timeline. Even the means by which the Korean
marketing, 2011’s linear run-and-gun through occupation occurs has been rewritten. All that
a USA under hostile occupation met with remains is the central fantasy that was strong
generally mild reviews and mass indifference. enough to lure Kershner back: what follows
In its wake, developer Kaos was shuttered by defeat, when your armed forces are smashed
THQ; two years later, the publisher also went and your country has been dismantled? For
Senior narrative
extinct. Crytek then acquired the rights and the residents of Philadelphia, US base of the designer CJ Kershner
envisioned a new game to be developed by Korean People’s Army, it’s an excuse to use also worked on the
original Homefront
Crytek UK and co-published with Deep Silver all those guns lying around.
– a clean break, but one that would retain the “The thing that people respond really well
challenging subject matter. Crytek’s own to is the premise,” Kershner says, “which is
financial crisis would see what is now The the idea of a fallen, occupied America. This
Revolution changing hands again, Deep Silver’s isn’t another game set in Nowheristan, or on
parent, Koch Media, taking ownership of Planet Typhoid, or wherever; this is set in
both the IP and Crytek UK, rebranding the locations that I recognise. I’m not going after
latter Dambuster Studio. After so much any ideal of honour or duty; I’m going to
misfortune, a superstitious observer might defend my block. That is what I think brings
easily conclude that the series was cursed. fans of the genre and developers, whether it’s
Kaos or Dambuster, to the game: the idea of
CJ Kershner is clearly not a superstitious doing proper guerrilla warfare.”
man. After a stint on the original Homefront, For guerrilla warfare to work, the design
he embarked on a writing career at Ubisoft doc of the original game had to go. The
Montreal, but he’s since moved on to take Revolution isn’t content to shove you down a
up the role of senior narrative designer on straight path, but offers freedom of approach
The Revolution. It’s a shift some would call in a manner more akin to Far Cry. There’s a
risky, but he describes it as a homecoming. golden thread, as Kershner puts it, which will
Not that you’d be able to tell from ensure you hit the main story beats, but for
comparing the two games. Calling this loose the most part you’ll be left to weave your
sequel The Revolution feels almost like a way through a tarmac no man’s land, a
50
ABOVE Drones, though weak,
can cause all manner of
trouble for you by signalling
for reinforcements at the
first opportunity. They can be
hacked via the contents of
your guerrilla tool kit (GTK).
LEFT Most of the resistance
fight with what they can
cobble together, a neat
justification for your ability
to pull off the barrel of
your rifle mid-fight and
turn it into a flamethrower
51
ABOVE The Revolution
promises to showcase
civilian life under hostile
occupation. While resentful
of the KPA’s presence, the
man on the street is a long
way from joining you in
crusading against it.
RIGHT The beam of a scout
ship means almost certain
death. Unless you can escape
it, reinforcements will
continue to amass until
you’ve been expunged
52
H Y
P E
HOMEFRONT:
THE REVOLUTION
place patrolled by an enemy that outmatches The game’s Yellow Zones, which have yet
you and won’t stick to predictable paths. Go to be shown, will be the test of Dambuster’s
in haphazardly, though, and you may come commitment to its revolutionary colours.
to regret the provocation, given the KPA’s Civilians live here – people too afraid or too
proclivity for disproportionate responses. tired to be a part of the resistance. The tone
The Revolution’s Red Zones, meanwhile, ought to shift dramatically, since this is not
are designated no-go areas in which Korean the place for running battles. Here, knowing
forces will shoot all intruders on sight. Get the trouble they can bring, citizens fear the
spotted by a drone and it won’t be long before gun-wielding freedom fighters as much as
troops come running. Find yourself unable to their oppressors, meaning cat-and-mouse
Fighting shake a search light and the KPA interpret evasion and damage mitigation as you
Fantasy shock and awe as running you over with a witness how people survive under duress.
tank. They fight like an army instead of “We also have collaborators,” Kershner
The studio’s research
for The Revolution budget night watchmen: reinforcement is says, “people who, when the occupation
must surely have the first response to every transgression. occurred, said, ‘We’ll work with you.’ And Showing its heritage,
The Revolution is built in
earned it a place on “It’s a key part of the guerrilla fantasy,” it’s not an evil decision, but collaborators CryEngine, though it has
some sort of watch Kershner says. “You never run away in other throughout historical conflicts have never adopted a muted palette
list. The inspiration of greys, browns and reds,
shooters – you run away constantly in this been well received by a civilian populace.” rather than leafy greens
for the original
Homefront was Red one. You’re a weaker actor coming up against
Dawn, the 1984 film a much, much stronger, more technologically The promise of moral ambiguity is a
in which a pack of advanced military force.” good sign that Dambuster wants to push its
high-schoolers resist narrative beyond power trip, too. The KPA
Soviet occupation of
aren’t too nuanced – faceless cybersoldiers
the United States, but “You never run away in other to a man – but this world presents a rare
the reading list for
The Revolution has shooters – you run away opportunity to discuss insurgency in a
been far more context other than beefy westerners shooting
eclectic. “I read the constantly in this one” up outsiders. The question is how deep the
Counterinsurgency team is willing to wade into the murk.
Field Manual,” says
Kershner, “which is The industrial landscape of the Red Zones “I don’t think we’re shying away from it at
a US Army doctrine practically begs you to flee. It’s a warren, a all,” Kershner says. “In terms of the game and
publication – very, vertiginous maze of steel and concrete that the fiction of the world, insurgency is really a
very dry; kind of goads you into taking ramps and stairways on matter of perspective. So obviously for the
boring. But it was your motorbike if doing so will put you just occupational administration, they view the
really interesting,
one more block ahead of the enemy front. It’s resistance as terrorists, and looked at through
for the game’s
occupation force, this feeling that Dambuster is hoping will that lens, your actions could easily be
to get in the mindset distinguish Homefront in the increasingly considered as such. But when you see the
of working with homogeneous ‘open world’ category. oppression around you, you think, ‘I am
crowd control, and Kershner won’t be drawn on how The justified to want to fight back. I want these
dealing with a civilian
Revolution is handling difficulty, however. people gone.’ It’s the old axiom of ‘one man’s
population and
an insurgency.” Though the idea of being left with no recourse terrorist is another man’s freedom fighter’,
but to hit and run is exhilarating, more and definitely in the context of the role that
talented players might overwhelm the enemy we put you in, you are the freedom fighter.”
if the balance is off. Particularly since on-the- The Revolution skirts cliché: capture points
fly weapon customisation and a Guerrilla Tool and enemy strongholds that facilitate map
Kit you can fill with RC car bombs, distracting expansion and progression aren’t exactly
firecrackers and homebrew hacking devices novel. Yet there’s also an undercurrent of
builds towards an arsenal that even the KPA naughtiness. Dambuster is taking a risk by
must eye with some jealousy. Switching the putting players on the back foot, perhaps even
barrel of your shotgun for a grenade launcher more than it courts with its subject matter. Its
mid-fight is fluid and cathartic, but it’s also Red Zones are racy variations on a theme, but
a power trip, which is at odds with the role depending on how it handles the mundane,
of opportunist freedom fighter. The Revolution could be outrageous. Q
53
Publisher SCE
Developer
FromSoftware
Format PS4
Origin Japan
Release November 24
BLOODBORNE:
THE OLD HUNTERS
Returning to Yharnam’s blood-soaked cobblestones
W
hile The Old Hunters was originally the wonderful rhythms and texture of the
planned as a two-part expansion original game have been preserved. The boss
to Hidetaka Miyazaki’s beguiling fight is, as ever, the best showcase, waged
Gothic slasher, at some point during its six- against a mournful quadruped with a goat-
month development the FromSoftware team like head that’s filled with chaotic teeth.
decided that this DLC was a dish best served This vile beast was once the Hunter Ludwig
whole. It’s certainly been a busy time for the (Healing Church founder and he of the Holy
Tokyo-based studio since Miyazaki’s elevation Blade). Tactically, it varies approach, rushing
to the role of president: its various teams are you and lunging in to bite, before retreating
reportedly working on more titles today than to the ceiling for a moment’s respite when
ever before in the company’s history. Such its health bar is sufficiently nicked. While Riddle
a heavy workload doesn’t appear to have it’s hiding, drops of blood drip to the floor, me this
adversely affected The Old Hunters, however; indicating its position. Fleeing this gory At TGS, The Old
indeed, the splicing together of these two clue is imperative, since it heralds the beast Hunters’ producer,
addons seems to be born of artistic choice hurling itself to the ground, hoping to pound Masaaki Yamagiwa,
rather than commercial imperative. you beneath its hooves. Occasionally, the praised fans for their
efforts in unravelling
Split across three distinct districts, The camera wheels up behind Ludwig’s head
the original’s knotted
Old Hunters is almost a quarter of the size as you continue the fight from its point of tangle of secrets. The
of the base game’s map. With numerous view. It’s a neat, if disorienting, trick. expansion will, he
new character builds, its glittering spells, ten confirmed, add to the
additional weapons (that’s main and off-hand The three character builds on offer at story’s mystery, but he
also indicated that
armaments) and a host of fresh NPCs to be TGS showcase different weapons, the most
there are a number of
summoned to even the odds in your favour, immediately enticing of which is a curved conundrums yet to be
this is the kind of generous return visit we’ve sword that, in its more powerful form, properly unpicked.
come to expect from the studio. becomes a bow and arrow, or ‘Bowblade’. One The Old Hunters will,
Not that The Old Hunters’ scale is much character build, dubbed the Mensi Scholar – Yamagiwa said, help
in evidence from the frustratingly brief a reference no doubt to the Nightmare Of shed light on these
areas, providing
segment of it that is playable at this year’s Mensis from the main game – comes with useful clues and links.
Tokyo Game Show. Instead, we are treated to a clutch of spells, including icy shards that As any Dark Souls
a 15-minute zip over a hill (with Yharnam, can be fired at enemies like spears. Another, veteran will know,
still crumbling and still resplendent, in the dressed like a vagrant samurai, wields a however, full closure
distance) and down into a gully awash with katana that doubles as a bladed whip, with is unlikely. And even
if players do manage
puddles of blood and punctuated by grey irregular, difficult-to-master rhythms.
to piece Bloodborne’s
reeds. Here, among the ruins, tumbledown The story is, in Miyazaki’s typical style, scattershot story
masonry and wonky buildings, you’ll be abstruse and enigmatic. The Old Hunters together, any formal
reintroduced to the familiar cast of enemy thread will, however, be accessible at some confirmation that
crows and crook-backed hags. But there are point in the first half of the game, even if the they’ve done so is
unlikely to ever
also rangy, red-eyed hunters pacing about in team is warning that its challenge will be
come from Miyazaki
pairs, wielding scythes. Manage to defeat commensurate with the latter stages of the and his team.
these, or sprint past them, and you’ll be met original. This is important to bear in mind for
with a boss battle in that most familiar of newcomers who pick up the final incarnation
Bloodborne locales: a derelict church. of Bloodborne, complete with the expansion,
While the challenge has clearly been in December. For veterans, the low-cost,
softened for the conference setting in order standalone DLC arrives a month sooner. Then
to allow as many attendees to make it through the business of untangling Bloodborne’s
as possible, even in this Bloodborne-lite state, deepest secrets can truly begin. Q
54
ABOVE As well as the new
stock of spells, The Old
Hunters offers a clutch of
fresh consumable items,
including a rotten eyeball
that fires magic bolts.
LEFT Ludwig’s mess of limbs,
uneven eyes and chaotic
dental work is reminiscent
of the One Reborn. The beast
seems to deplore its own
state, begging for help
before the fight begins
55
Publisher/developer
Square Enix
Format PS3,
PS4, Vita
Origin Japan
Release January 28
DRAGON
QUEST BUILDERS
Square Enix stacks a JRPG on top of a Minecraft-like sandbox
T
he sense of shock at Square Enix’s roaming a derelict village implores you to
seemingly brazen act of plagiarism with clear the rubble and construct some housing.
Dragon Quest Builders soon dissipates if The rhythms of interaction are familiar to any
you recall that Minecraft was itself built upon Minecraft veteran: you dig, chop and harvest,
a template established by the earlier and far fending off nearby slimes with your sword.
less successful Infiniminer. And while this Then, using these gathered materials and a
Japanese take on the Swedish phenomenon workbench, you craft the necessary materials
shares a general likeness in the arrangement as specified by the building’s blueprint.
of its HUD and brick-laden world, there have Everything is laid out far more clearly and
been some significant alterations to the explicitly than in Minecraft. Structures have
formula beneath the blocks. a shopping list of required materials; once Build by
For one thing, this is a thirdperson-only they’re collected, the blueprint can be placed numbers
take on the survival-builder-crafter narrative. on the ground, showing you where to put Preset blueprints of
It’s a choice that provides more of a top-down the walls, beds and fireplaces. It’s more of a buildings are one of
view on the world, offering a clearer angle paint-by-numbers approach than Minecraft’s the ways in which
on your constructions. But this view comes deliriously open-ended proposition, but Square Enix aims to
help less creative
at a cost: working in blocks is often fiddly for some this will be an alluring positive.
players put block
and occasionally frustrating as you struggle to ground with
to wrangle the cursor to highlight your The formal questing structure has confidence. Once
chosen cube. It’s also best not to put roofs on allowed Square Enix to introduce much more collected, a blueprint
buildings, lest you obscure what’s happening storytelling into the world, too. In the demo, can be overlaid on a
patch of grass
inside. This practical concern, forced by the we meet a man who, after fleeing a gaggle of
(providing the land is
choice of camera angle, undermines the monsters, has built himself a hut so hastily clear of rocks and
fiction somewhat. The homes and castles that he’s forgotten to include a door. He asks other debris). It can
you’re building look unable to withstand that you break through the wall to help out. then effectively be
the weather, let alone an enemy assault. It’s a short vignette, but shows the potential painted in by placing
Still, control foibles aside, this is far ways in which the Minecraft template and the appropriate blocks
on the applicable
from a poor man’s Minecraft clone, and the Japanese RPG can meld and align. squares. Square Enix
Dragon Quest trappings provide more than Arguably, Minecraft’s popularity derived is quick to point out
mere decoration. Mojang’s own, half-hearted precisely from its lack of formal structure. By that these are just
quest structure, introduced to Minecraft as a freeing players from a quest-based framework, guidelines (although
way to provide an ending for players who they’re free to set their own goals, something some quests will
surely require that a
needed one, is swiftly bettered here through that’s allowed those of all abilities to express
blueprint is followed
Square’s experience. The premise is designed their creativity, be that through laying down a precisely) and that
to tie into the series’ 30th anniversary next higgledy wall or building a scale replica of the players will be entirely
year, imagining what might have happened Taj Mahal. Dragon Quest Builders is not only a free to build as they
had the player, at the end of the first Dragon reimagining of the conclusion to the first desire. Whether this
balance between
Quest’s story, decided to broker a deal with game in its series, then, but also a reimagining
form and formlessness
the final boss to rule half of the kingdom of of how Minecraft might have played out had works is the question
Alefgard each, instead of challenging him to its designers followed a more formal tradition that hangs over the
a duel. Your task is clear: mend the kingdom of game design. The result appears to be a entire project.
by reconstructing its towns, homes and tidier and cleaner experience, as reflected in
workshops, and aid the citizens who live here. the pristine blocks that replace Minecraft’s
Your creative endeavours are necessarily antiquated style. The question now is whether
more structured than in Mojang’s game. In a or not this constraining of formula results
short demo at the Tokyo Game Show, an NPC in an equivalent constraining of audience. Q
56
ABOVE Dragon Quest’s
familiar and, in Japan at
least, much-loved cast
of villains is fully deployed
here. Each type of monster
drops a relevant crafting
material, with more
powerful foes providing
some scarce resources
57
Publisher
Capcom
Developer Capcom
Osaka
Format PC, PS4
Origin Japan
Release Early 2016
UMBRELLA
CORPS
Capcom diversifies Resident Evil further
T
he creation of a droll pun almost player starts the match with a Zombie
certainly wasn’t director Shinji Mikami’s Jammer, a device that ensures they won’t be
aim when he oversaw the invention of attacked by the undead unless it’s damaged
Umbrella Corps, the malevolent biomedical or the player shoots first.
company that debuted in 1996’s Resident Evil. While Umbrella Corps might look like an
But now Umbrella has become, well, offshoot curio in the Resident Evil tradition,
something of an umbrella moniker for the developer is keen to emphasise that, in
Capcom’s increasingly diverse suite of games terms of its fiction at least, it’s canon. The
set within the zombie-infested universe, game takes place in the contemporary Resident
which now stretches from the creeping Evil universe, set after the events of the sixth
survival horror for which it’s best known game and the destruction of Umbrella Corps.
through to lightgun games and thirdperson The timing provides the narrative premise:
shooters. This latest entry, announced at your team of mercenaries is one of several
the Tokyo Game Show in September, takes competing pharmaceutical companies hoping
its cues from western multiplayer shooter to be the first to procure the secrets of the
classics, combining the claustrophobic, defunct Corporation, whose advanced
Like the Flood in Halo:
duck-and-cover physicality of Rainbow Six: technology and bioweapons are invaluable and Combat Evolved, the
New Vegas with Counter-Strike’s quick-fire freely available to anyone who can find them. zombies are intended to
pose an unpredictable third
team-based pace. Lumbering zombies are The game, which Capcom hopes will help element, adding randomness
liberally added to the mix, although every to re-establish the middle-sized market of that can be manipulated
58
LEFT Thanks to the zombie
shield, Capcom wants the
pistol to be the tactical
choice, rather than the last
option when everything
else has run out of bullets.
BELOW There’ll be no cross-
play between PS4 and PC,
an oversight if the game
fails to secure substantial
audiences on both systems
games, with a modest price tag to match (it you and fires into the group, the zombies Level pegging
will also be available via digital stores only), will lunge, not at you, but at the attacker, The development
has been inspired by the team’s love of becoming a kind of weaponised entourage. team has chosen not
‘survival’ field games in Japan, the paintball- You can also lure a zombie with the pistol to to include a levelling
system. Instead, as
esque sport in which players wear body latch onto the armoured bite guard on your
in Street Fighter,
armour to offer protection from the otherwise arm, allowing you to drag it around by the the player gains
painful pellet guns. This much was clear mouth as a thrashing, yet preoccupied, shield. experience and
from the only mode that was playable at The Zombie Jammer provides protection but improves in kind,
this year’s Tokyo Game Show: One Life it’s a large and easy target on your back. rather than the
Deathmatch, a three-vs-three team game in Manage to damage a foe’s Jammer and avatar. But there’s a
points-based system
which each player has just one life. Making they’ll be set upon by any nearby threats, involved. Your efforts
sensible use of cover is crucial to moving contributing to the chaos and allowing you are rewarded with a
through the narrow environment, and a to use Resident Evil’s resident grunts in more currency that can be
so-called ‘analog cover’ system determines interesting ways than usual. used to customise
the distance you peek out of cover according your character.
Capcom claims it has
to how firmly you hold down the button. A
blue highlight target pops up on the nearest
The Zombie Jammer provides been careful with
weapons balancing
piece of masonry that can be snapped to protection but it’s a large and too, ensuring that
and ducked behind. Despite the seemingly each gun’s strengths
defensive poise, the emphasis is on speed and easy target on your back are countered by
weaknesses. Every
churn: one bumper launches a melee attack,
player takes a pistol,
another a grenade, and, other than being able The story is light – something that grenade and melee
to reload or swap weapons, the only other may come as a relief to players of Operation weapon (known as
controls are run, aim or (a very speedy) crawl. Raccoon City – but Capcom has clearly made the ‘Zombie Brainer’),
an effort to integrate Resident Evil tropes but the final weapon
in the loadout can
Threats can come from any direction, into the mechanics. The issue for the team,
drastically change the
as the stages run vertically as well as which is reportedly comprised of Lost Planet play style. There’s no
horizontally: players may choose to camp and Resident Evil veterans, will be in overpowered option,
above a stretch of corridor, or jump down improving the gunplay, the stiffness of which nor will any one
only when a target passes beneath. Taking a works against the quick pace toward which particular weapon
moment to check the map screen can prove the development team is aiming. Movement be well suited to the
majority of situations.
deadly. Then there are those zombies, which through Umbrella Corps is also snappy and
When you throw a grenade,
a radius outline shows the can be used as a tactical asset. Providing your lacks weight. However, even if these aspects
extent of the impending Zombie Jammer hasn’t been damaged by an can be addressed, there’s the broader question
blast, indicating clearly
how far you must retreat
enemy, it’s possible to blend in to a huddle of of whether or not there’s a substantial enough
to exit the danger zone undead and wait for a foe. If an enemy spots audience for a fast-paced, close-quarters
team shooter set within a universe that’s not
known for any of these things. But what is
certain is that Capcom clearly believes
Resident Evil’s survival is dependent on
continued diversification. Q
59
ROUNDUP
HITMAN
Publisher Square Enix Developer Io Interactive
Format PC, PS4, Xbox One Origin Denmark Release March
ATTACK ON TITAN
Publisher Koei Tecmo Developer Omega Force
Format PS3, PS4, Vita Origin Japan Release 2016
Skip’s attempts to thread the series’ neat-freak tendencies and oddball characters into an action-platformer might seem
misguided, but this sedate side-scroller is not without its charms. Chibi’s globe-trotting journey tasks him with tidying up Earth
one continent at a time, using his plug as a grapple, a wrecking ball, and a weapon to fend off slow-moving foes. Depending
on how generous you’re feeling, the presence of branded snacks is either a cute touch that grounds the game in the real world
or a particularly brazen example of product placement. But who are we to stand between Toby the toy plane and his Mentos?
NI-OH
Publisher Koei Tecmo Developer Team Ninja
Format PS4 Origin Japan Release 2016
Born from the ashes of fan-made fighting game My Little Pony: Friendship is Magic – nixed
by Hasbro despite the project’s charitable aims – Them’s Fightin’ Herds is a spiritual follow-up
built upon the Skullgirls engine. An Indiegogo campaign is asking fans to pony up a little over
$400k to fund it. Assuming it succeeds (and with that title, it’d be a crying shame if it didn’t),
you won’t be restricted to horse-on-horse battles: there are deer, bears and llamas, too. Originally announced ten years ago for PS3, this dark action-
RPG has been revived. Based on an unfinished Akira Kurosawa
script, it pits a silver-haired samurai against a slew of fierce
oni. Team Ninja attempting a Souls-alike is a mouthwatering
prospect, even considering its inconsistent post-Itagaki form.
60
STAR OCEAN: INTEGRITY
AND FAITHLESSNESS
Publisher Square Enix Developer Tri-Ace Format PS3, PS4
Origin Japan Release February 25 (Japan), TBA (US/EU)
MONSTER HUNTER X
Publisher/developer Capcom Format 3DS Origin Japan Release Nov 28 (Japan), TBA (US/EU)
ALLISON ROAD
Publisher/developer Lilith Ltd Format PC
Origin UK Release December 2016 Felynes are doing it for themselves: your diminutive allies are no longer supporting players
but hunters in their own right. They’re capable of tackling any regular quest and Capcom has
given them exclusive bonus missions, too. Their attacks may not be as powerful, but with no
stamina gauge they can keep their weapons unsheathed at all times and dig their way out of
trouble. And mounting beasts? Not a problem when you’ve got your own portable trampoline.
GRAVITY RUSH 2
Publisher SCE Developer Team Gravity Format PS4 Origin Japan Release 2016
PERSONA 5
Publisher/developer Atlus Format PS3, PS4
Origin Japan Release Q2/3 2016
One of TGS’s most pleasant surprises, this unlikely sequel to what was once Vita’s best exclusive returns to the city of
Hekseville, with protagonist Kat joined by antagonist-cum-ally Raven for co-operative combat. Kat clearly has a wider array
of combat techniques, while her powers appear to have been subtly changed: rather than shifting gravity to fall in multiple
directions, you’ll have the freedom to pause and reorient yourself mid-flight. The cel-shaded look has transferred well to PS4,
Atlus has postponed its extraordinarily stylish roleplayer while in the meantime a port of the original (due in February, care of Bluepoint Games) should serve as a useful prepper.
until next summer, leaving us with the briefest of glimpses
of exploratory daytime scenes that marry Catherine’s anime
aesthetic with the Yakuza games’ appreciation for the details
of contemporary Japanese life. Oh, Atlus, you dreadful tease.
61
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#286
VIDEOGAME CULTURE, DEVELOPMENT,
LOPMENT, PPEOPLE AND TECHNOLOGY
Explore the iPad edition
of Edge for extra
feature content
72
96
88 64
80
64 Empire Building
ing
88 Collected Works:
orks:
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k
9922 96 The Making Of…
Kill Switch
100
100 Studio Profile:
e:
Ronimo
64
Game Star Wars Battlefront
Publisher EA
Developer DICE
Origin Sweden
Format PC, PS4, Xbox One
Release November 17 (US),
19 (Australia), 20 (EU)
65
D arth Vader is right in front of us, laying
waste to the remainder of our panicked
squad with swings of his lightsaber.
Knowing that the Sith Lord is under
the control of another player, his
manifestation here simply a perk
picked up on the battlefield, does
nothing to diminish the power of his
presence as he cuts down all around us.
An attempt to slow him proves futile,
the burst from our blaster rifle only
ensuring that the imposing caped
figure turns his attention to us. Our
sortie an abject failure, we accept our
fate and surrender to the searing blade,
vowing to find a Luke Skywalker token
on the next respawn.
It’s just one example of the potency
with which Star Wars Battlefront fulfils
its fantasy. This is the original trilogy
rendered at its highest fidelity yet, its
clunking, battle-scarred technology,
iconic uniforms and unforgettable
locales brought to life by DICE’s
shimmering Frostbite technology. It’s
certainly a lot more palatable than the
remastered versions. Every little detail,
whether it’s the fizzing blue video from
“I was completely terrified,”
Ingvarsdottir admits. “But also
incredibly excited. You don’t even dare
to dream about this kind of thing. You
don’t think, as a kid, ‘I want to grow
up and make Star Wars videogames,’
because that’s so unobtainable, so
ridiculous. And then all of a sudden,
that’s the conversation that you’re
having. Someone is asking you, do you
want to make this game? And you’re
like, ‘Yes, absolutely’.”
That kind of love for the source
material is immediately apparent in the
Although we play dozens of
matches, we’re limited to the Sullust
map, a craggy labyrinth of geothermal
protrusions and scars that are cooled
by azure pools of water and shot
through with pillars of steam and
smoke. A Lambda-class shuttle, wings
folded, towers over the sloping,
igneous battlefield, while a crashed TIE
Fighter provides a sobering reminder of
the aerial battle taking place overhead.
Our objective is to capture and
defend the escape pods that plummet
from the capital ship above in what
feels like a hyperactive, simplified twist
on Battlefield’s Conquest. Drop Zone
returns to more traditional king-of-
the-hill roots, however, cutting
the focus down to one point at a
time, albeit regularly switching that
objective’s location. The winner in
our case is the team to capture the
most pods in nine minutes, though
if the timer hits zero and the scores
are tied, the game will continue.
Claiming a pod is a little different
to taking a normal capture point too.
For starters, it doesn’t rely on you
comms feeds or the multicoloured remaining in the vicinity once your
crisscross of fluorescent blaster shots, claim has been staked. Instead, you
feels like it’s been directly lifted from
a vivid childhood memory of the
movies – and for good reason. “YOU DON’T THINK, AS A KID, ‘I
“I grew up with Star Wars,” WA N T T O M A K E S TA R WA R S G A M E S , ’
Battlefront design director Niklas
Fegraeus tells us. “I had all the action B E C A U S E I T ’ S U N O B TA I N A B L E ”
figures. I watched the films a gazillion
Niklas Fegraeus,
design director, times, like every other kid. And it’s no
and senior producer exaggeration to say that [working on sense of place and occasion that activate the capture countdown by
Sigurlína Ingvarsdottir
Battlefront is] a dream come true. permeates the opening minutes of our standing next to the pod and holding
I can’t find the proper words, but it’s first attempt at Drop Zone, the fourth down an action button. Once the
the ride of a lifetime. I’m going to mode to be detailed – after the game’s process is initiated, you’re free to run
remember it for the rest of my life.” co-op Horde-style Survival missions, wherever you want – you could nestle
Senior producer Sigurlína 40-player Walker Assault, and aerial- in an outcrop of black rock a few
Ingvarsdottir, who worked on EVE combat-focused Fighter Squadron – metres away, perhaps, or put some real
at CCP before joining DICE, is just as ahead of the game’s open beta, which distance between you and the pod and
enthused. She goes as far as to cite took place in early October. The wail take up overwatch duties with a sniper
Star Wars as part of the reason she of a TIE fighter overhead cuts through rifle. So long as no opposing player is
developed an interest in technology as the grand, familiar John Williams score, able to stand next to the pod for long
a kid, went on to study engineering, and while the chatter of inter-squad enough to restart the countdown in
now finds herself working in games as communications and the directives their team’s favour, it will merrily tick
a result. But their combined passion from the vast Mon Calamari cruiser down until the point’s in your
for the fiction did nothing to diminish hanging in the sky overhead are as possession. Shortly thereafter, a new
the daunting nature of taking up the respectively earnest and stern as pod will crash land and the next tussle
reins of such a cherished universe. their ’70s cinematic inspirations. begins. But a successful capture not
66
only ticks your team’s score up a notch, ABOVE The Fighter
Squadron mode pits
it also grants a clutch of two or three two ten-pilot teams
powerups – a powerful Thermal against each other,
each side supported by
Implosion Grenade, for example, or a a further ten AI ships.
tripod-mounted blaster cannon. LEFT The game can be
Gameplay feels immediate in a way played in either first-
or thirdperson, which
that makes Battlefield or even Call Of proves useful when
Duty seem convoluted in comparison. you’re stuck defending
an exposed location
There are only four different weapons and need to keep tabs
to pick from for each side, and three of on enemy movements
those are locked when you start. It’s a
similar situation for the Star Cards you
can take with you onto the battlefield:
you’ll initially be able to take just one
into the fray, but level up a little and
your hand will increase to three. Each
card bestows a cooldown-limited perk.
The long-range Cycler Rifle, for remarkably gentle on-ramp for an have realised it, with this level of
example, delivers three sniper shots online competitive shooter. It is, of fidelity and audio quality. I think that
per charge. The Personal Shield course, entirely deliberate. a lot of people will want to be able to
generates an energy field around the “I think as games go through enjoy this game.”
user that lasts for seven seconds and iterations, they generally become more That welcoming clarity shouldn’t
repels fire from energy weapons, but and more complex,” Ingvarsdottir says. be mistaken for oversimplification,
does nothing to prevent kinetic “Many people like the fact that the however. While it’s true that there are
munitions such as the Cycler or game they already know increases in fewer options and rules to wrap your
grenades. And the Ion Shot allows your complexity, and I come from CCP and under-fire brain around than in
standard weapon to fire ion-charged EVE Online, so I’ve seen that happen to Battlefront’s most prominent online
bolts for a short time that quickly one game over ten years. But Star Wars peers, there’s still plenty of tactical
deplete shields and do significant is loved by so many people, and it’s a depth underneath the smooth surface
damage to droids and vehicles. This universe that so many people want to sheen. Those four blasters might do
economy of design, combined with immerse themselves in – particularly an ostensibly similar job, but there’s
the clear objectives, makes for a when it’s realised in the way that we enough variation when it comes to
67
EMPIRE BUILDING
RANCH
BLESSING
HAVE A
GO HERO
Taking control of a
Hero or Villain bestows
you with extraordinary
power and agility for
a short period of time.
A far-reaching jump
allows you to zip
around the battlefield
quickly, while a
lightsaber can be used
to deflect incoming
blaster shots. Your
hand of Star Cards is
replaced by three new
abilities, perhaps
including a Force
attack and lightsaber
dash move, and if you
square up against an
opposing Jedi and
strike simultaneously,
you’ll enter into a
face-off in which the
victor is whoever taps
the fire button most
while your sabers are
connected. The rush
from duelling as battle
rages around you far
exceeds the joy of
finally getting to pilot
a jet in Battlefield.
68
“ I T H A S A L O T O F I N T E R E S T I N G L AY E R S , W I T H O U T
COMPROMISING THE ABILITY TO JUST JUMP IN”
fire rates and impact damage to cater mode that sees them try to survive
to different styles of play. And the after a crash landing. The mode has
combination of Star Cards that you lost none of its charm, and appears
take with you allows for further mechanically unchanged, since we first
specialisation. Defensive players tried it at E3. We’re limited to the
might group a Jump Pack, Personal Tatooine map for our entire session,
Shield and Cycler Rifle together, while but the build also includes chunks of
more aggressive types might focus on Sullust, Endor and Hoth. All offer
shield-destroying bolts and grenades, Normal, Hard and Master difficulties,
plus the Sharpshooter card, which and you get a star for completing each
levels up and provides progressively tier. There are also bonus stars for
larger reductions to the cooldown besting Master without dying, and for
periods of your other devices when scooping up all of the collectibles that
you land headshots. emerge from the escape pods that crash
Your hands of Star Cards are down every couple of waves, plus
defined before a match, but you can there’s a leaderboard for your fastest
pick two distinct sets and change times in singleplayer and co-op.
between them when respawning, so The development team visited filming locations for
But while Survival is a solid Horde
switching tactics on the fly is still the movies’ best-known scenes to gather reference variant, after a few rounds of battling
possible. And other mechanics have material and images. Photogrammetry was also AI through the same canyons, we’re
used to ensure unimpeachable authenticity
similarly subtle effects, such as the left longing for a little more variety –
Active Cooling feature built into all approaching it when they jump in. not least when it comes to the
guns. While there’s no ammo to They immediately get it, but once enemy types, which include vanilla
collect, sustained fire will overheat they’ve dug a little deeper, they start Stormtroopers, shock troopers with
your weapon. But if you hit reload just seeing, ‘OK, I can change this out, natty red armour, jetpack-enabled,
as the descending meter falls within a tweak this, fiddle with that – I can sniper-rifle-wielding sharpshooters,
ABOVE Exchanges of
gunfire are usually narrow goldilocks zone, you’ll instantly devise my own strategy. I can team and the always-terrifying AT-STs. Even
explosive and short, be able to fire again. Get it wrong, and play with my [co-op] partner and my on Normal, enemy AI provides a stiff
but the taut spread of
available weapons you’ll reset the cooling meter. The friends…’ It has a lot of interesting challenge, behaving for the most part
ensures that it’s skill, system’s easy to fumble, ensuring that layers, without compromising the in a convincingly unpredictable
and not investment,
that determines who
pulling off a successful auto-cool ability to just jump in and have fun. manner, but even played with a friend
walks away from an requires a little skill, but could mean And I think that’s a very big Survival missions will likely offer
encounter. The Drop the difference between emerging from strength of the game.” limited appeal over time. Their
Zone map’s sloping
topography means a firefight as the victor or choking. inclusion certainly won’t mitigate
that sides continually “Battlefront is a T-rated game While all of the game’s multiplayer the desire for a proper singleplayer
acquire and relinquish
a height advantage that’s meant to be played by a huge modes have been devised to present campaign, but the option to play with
population of Star Wars fans: big and as little friction as possible to all a friend in splitscreen is delightful.
small, young and old,” Fegraeus says. comers, DICE is still anticipating that “I think [players miss] splitscreen
“Star Wars is so broad and appreciated many won’t immediately dive into modes – not that many games have
by so many people, so [Battlefront] competitive play. “For some people, it splitscreen these days,” Ingvarsdottir
needs to be able to cater to all of those. will be their first multiplayer game,” says. “So for us, and the way that we
LEFT Hoth’s pristine That’s been a guiding principle when it Ingvarsdottir says. “We hope that they think this game will be played and
snow plains provide
a stark contrast to
comes to developing it – it’s supposed get to learn the mechanics in the how people will enjoy it, the missions
the explosions and to be, and it really tries to be, inviting training missions and then play, maybe felt like the right approach rather
brightly coloured in that sense. But we don’t want to than a singleplayer campaign. I
by themselves or with a friend, through
chaos of blaster fire
that cracks through sacrifice the depth and tactical layers – the Survival missions, and play around completely understand that a lot of
the air. A network of it’s about finding that balance between a bit before making that transition over people want a great singleplayer
trenches provides
cover and it’s also easy to learn, hard to master, and just into the multiplayer.” experience, but we decided to focus
possible to enter the hard to learn, right? The Survival missions pit one or on the multiplayer experience.”
corridors and ship-
filled hangar of the
“I think it’s been very successful two players against waves of Imperial There’s plenty of inferred narrative
Rebels’ Echo Base in terms of how we see players troops and hardware in a Horde-style commotion in Battlefront’s dramatic
69
RIGHT Strafing runs are Walker Assault mode. The 40-player
difficult to pull off, but
taking out AT-STs and
battles might be numerically shy of
ground troops in an Battlefield 4’s 64-strong encounters,
X-Wing is a real thrill but they feel no less lively as a result.
The focus on AT-ATs makes for an
intriguing shift in dynamic, since
RANCH kills are demoted to being simply a
BLESSING by-product of your objectives. If you
In creating Battlefront, join the Rebel Alliance, you must take
DICE has worked
closely with Lucasfilm control of uplink stations across the
and Disney, the map in order to call in Y-Wing
Swedish development bombing runs, making the otherwise-
studio being granted
access to original invulnerable AT-ATs temporarily
props, having the susceptible to fire from all weapons
opportunity to visit
filming locations, and and Snow Speeder tow-cable
even setting foot takedowns. Meanwhile, in order to
inside Skywalker
Ranch. “They’ve been
allow the metallic behemoths to reach
extremely welcoming,” their destination and claim victory, occasions when you encounter an health bar, but slicing your way
Ingvarsdottir tells us. the Imperial forces must do everything iconic Hero or Villain character, such through enemies will top it up and buy
“They’re obviously the
creators and guardians in their powers to prevent Y-Wings as Luke Skywalker, Darth Vader, or you more time. No other game comes
of Star Wars, and they being called in. Boba Fett on the battlefield – or, even close to making you care about the
take that seriously,
and they’re dedicated It’s in this mode that the stirring better, take control of one of them via outcome of the match to such an
and passionate about power of your emotional attachment to one of the many powerup tokens that extent – even if you’re not particularly
what they do. As are
we about the games
the two scrapping sides makes itself dot each map. In such moments, it can devoted to the fiction as a whole. It’s
we make. And I think felt. Playing on the side of the US, feel like you’ve somehow wandered this sense of connection to each
we share a similar China or Russia is all very well, but into the middle of a Dynasty Warriors encounter that proves Battlefront’s
mindset that makes it
easier for us to see it offers nothing like the emotional game – though one in which the sea of greatest draw.
each other’s point of resonance of taking up the Rebels’ enemies is player-controlled, not dull “There’s the history of Star Wars,
view. Even if those
points of view aren’t cause or striding into battle under the AI – such is the gulf between your that epic struggle between the light
necessarily aligned, shadow of an AT-AT as an Imperial abilities and those of your puny side and the dark side, and these
I think we respect
each other enough
trooper. And even those highly emotive opposition. The imbalance of power is characters that you know and love,”
to resolve that.” experiences are outshone by the redressed with a continually decreasing Ingvarsdottir says. “I don’t think
70
EMPIRE BUILDING
71
72
Star Wars’ lasting impact on gaming
is owed to innovation, not repetition
BY CHRIS THURSTEN
73
A
rare primacy stands at odds with an uncomfortable
truth: Star Wars is often, and to an unusual degree,
awful. None of the franchises that match its reach
also match its inconsistency. Three of six (currently
extant) films are profoundly inadequate. The series
that gave the world X-Wings also gave it Gungans.
The universe featuring the most iconic masked villain
in popular culture also contains a character whose
name is actually and earnestly ‘General Grievous’.
In games, excitement endures for Battlefront
despite, for example, the series’ recent diversion into
risible mobile tie-ins. Star Wars has survived an
extraordinary run of low ebbs and retained its power
to draw people in each time it returns. The mark it
has left on the videogame industry – which is
significant – remains a broadly positive one despite
this legacy of dross. This is the mystery of Star Wars,
Dark Forces (right) was a far cry from the scorpion-dodging days of Super Star Wars. For
the first time, a Star Wars action game successfully placed you inside a believable world
starfighters, the Star Wars universe felt – and, at its best, feels –
like a place that could be lived in. That is a powerful imaginative
draw. The most successful Star Wars games are the ones that take
that imaginative engagement with this fictive space and make it,
one way or another, real.
The film is
All Star Wars movie images © Lucasfilm
naive as
science fiction
but mature in
the context
of the matinee
fantasy cinema
that inspired it
75
TIE Fighter (left) made a concerted efort to simulate the life of an
Imperial pilot. The Rogue Leader series (right) focused on graphical
fidelity and gratifying, arcade-like recreations of classic battles
Star Wars in general was no longer experimental, It was this move that granted BioWare creative freedom that
innovative, or the result of synthesis. It had become the studio was unlikely to have otherwise enjoyed – freedom to
a creative enterprise dedicated to reproducing itself, ignore the story of those iconic few characters and rebuild Star
both self-referential and self-reverential. This Wars on its own terms. Where developers had once sought to use
manifested sometimes as deep creative rot – the games to simulate a setting they loved, here BioWare used the RPG
‘weak photocopy’ effect of the second wave of format to variously criticise, eulogise and rekindle the series’ spirit. AN OLD
movies – and at others as a simple and slavish Knights Of The Old Republic allowed players to re-encounter HOPE
dedication to a set of images. Repetition eroded ideas that had been worn down to the point of frictionlessness. The latest changes
to the Star Wars
Star Wars’ sense of space and time: old movies The revelation of Luke and Darth Vader’s relationship – once, expanded universe
rewritten and remastered, pulled out of their believe it or not, a twist – was recreated in the shocking moment have stranded ongoing
MMOG Star Wars: The
context and mined for symbols and soundbites. where Darth Revan’s mask finally came off. A different sort of Old Republic in its
This shift wasn’t simply evident in the games. Han-Chewie relationship is seen through Mission Vao and Zaalbaar, own pocket galaxy.
The KOTOR setting
Star Wars’ transition from fictional landscape to more precocious sister and protective older brother than bickering now falls under the
collection of approved images occurred as buddy-cops. Through Bastila Shan, the Jedi are reintroduced in a ‘Legends’ brand,
merchandising moved from the sidelines to become, way that stresses their dignity, separate from the
cinematic canon. This
arguably, the franchise’s primary form of expression. austerity, and to some extent grants BioWare more
The T-shirt stand had moved from the foyer to the their hypocrisy – a sophisticated freedom of movement,
but also confuses an
main stage, and in games this manifested as an presentation that the prequel already-confusing
enthusiasm for straightforward film adaptations movies failed to achieve. offering. Sold on story
but now officially
in well-understood genres, resulting in games such Obsidian’s 2004 sequel, unofficial, the game’s
as the simplistic vehicle-action game Star Wars Knights Of The Old Republic II, forthcoming expansion
Episode I: Battle For Naboo and a succession of turned reconstruction into Knights Of The Fallen
Empire promises new,
mediocre action platformers aligned to releases deconstruction. Released too soon episodic Star Wars –
in the second movie trilogy. Despite the creative and too unfinished to have the but not the same Star
Wars as players will
opportunities afforded by a new generation of impact it perhaps should, it told see in the cinema. As
consoles and more widespread access to online a far more thoughtful story than, important as novelty
is to Star Wars, this
multiplayer, Star Wars no longer represented the as a licensed game, it perhaps universe has always
potential of games to open doors to other worlds: had any right to. This is a game drawn strength from
it represented the potential for games to round entirely about the glaring problems the contribution that
each new idea has
out a movie’s merchandising portfolio. with the series’ central light/dark made to the whole.
Arguably, Star Wars games have never dichotomy. Star Wars’ essential Splitting up the fiction
in this way is a
reclaimed that innovative streak – both Star naivety is skewered by Kreia, an manoeuvre borrowed
Wars and triple-A game development have elderly Jedi who fills the Obi-Wan from the comic-book
industry, designed
undergone dramatic changes in circumstance in Kenobi role from a position of to make the core
the decade since. This doesn’t mean that there withering cynicism. franchise more
have been no good new Star Wars games since The Knights Of The Old Republic accessible – but
whether it’s effective
2003, but it does adjust the criteria for success. series also saw the successful in this case remains
With systems-driven, technology-driving Star KOTOR’s new galaxy (top) was
translation of PC RPG design to to be seen. Taken in
isolation, Fallen
Wars games in decline, and the series’ frame of a major departure for Star Wars console. BioWare established a Empire risks looking
reference located squarely within its own borders, in general. Traditional settings formula that took the combat, like fan fiction.
remained the norm, however, as
it fell to game developers to build a smarter Star in the first Battlefront (above) conversations and storytelling
Wars from the inside out. of Baldur’s Gate and applied it to
In 2003, as Star Wars Galaxies set out on its something with the bearing of a cinematic action game. That this
doomed journey, BioWare’s Knights Of The Old particular treatment also had to be made to work on Xbox was the
Republic neatly evaded the same fate. The decision impetus behind design principles that led to Mass Effect and the
to set a Star Wars game in an entirely new era, hybrid RPG-action game in general.
with entirely new iconography, was unprecedented. The original Battlefront, released in 2004, was a success because
Certain novels and comic books had gestured at the it managed to make large-scale joint-arms online warfare work on
time before the original trilogy, but few had ventured consoles. It survived ropey gunplay and lacklustre AI because Star
there for long. The Republic era – the period covered Wars ground warfare had rarely been made to work at this scale,
by the prequel movies – was off-limits, awaiting and because its sandbox modes provided players with a degree of
future cinematic expression. Turning the clock back imaginative input into the types of scenario they encountered.
thousands of years to a time without X-Wings, Galactic Conquest mode added a freeform strategy layer, threading
Stormtroopers or rebels was a significant decision together individual matches into a battle for supremacy across
for Star Wars in general. multiple planets. On PC, modding tools encouraged a passionate
77
The next
generation
needs to do
more than
rearrange
well-loved
images with
better tech
78
FORCE FOR CHANGE
81
TOKYO RUSH
82
While most game
conventions around
the world have
introduced cosplay
competitions, TGS’s
remains the most
involved, with scores
of competitors
bringing along
intricate, expensively
produced costumes,
not to mention some
killer face wigs
For the first time
since the event’s
inception, Tokyo
Game Show sprawls
across all 11 of the
Makuhari Messe’s
halls – even if there
is a fair amount of
vacant floor space
84
TOKYO RUSH
from Wargaming. The latter has been tailored for the Japanese pressure on these costly blockbusters, especially in a post-Metal
market by including lavish anime cutscenes featuring Gear Solid V world, is clear. Perhaps it’s for this reason that
improbable schoolgirl naval captains. many of Square Enix’s forthcoming titles are focused on the
Console games are a minority, then. Neither Microsoft nor Japanese market, including Gunslinger Stratos, Lord Of Vermilion
Nintendo have a presence at the show, leaving Sony to do the Arena and Alice Order, plus new iOS/Android entries in the
heavy lifting, with more than 100 PS4 titles on the floor. Most company’s enduring Secret Of Mana and SaGa RPG series.
of these are decidedly Japan-focused and there are few major Capcom’s booth is dominated by its bankable franchises,
novelties. The strongest games of the show are, in most cases, with Monster Hunter X and its more cartoonish cousin, Monster
addenda or spinoffs, such as Bloodborne expansion The Old Hunter Stories, for 3DS, Resident Evil Zero HD Remaster (there is
Hunters and Metal Gear Online, which combines the stealth no sign of Resident Evil 7), and a new Ace Attorney game for 3DS,
strategising of Metal Gear Solid V: The Phantom Pain’s main Dai Gyakuten Saiban: Naruhodo Ryunosuke No Boken. The latter
campaign with the fire and fury of squad-based combat. of these is promoted via an exhibition stand decked out like a
There are two new playable characters for Street Fighter V (a tiered court with handhelds positioned on the jury benches.
game that tells its own story of shifting Japanese soil in the fact The company’s only new proposition is Resident Evil spinoff
that it is being developed with Sony’s Umbrella Corps, a cut-price three-on-three shooter. Bandai
financial support and will not, for the Namco, meanwhile, presents God Eater Resurrection and a gaggle
first time in the series’ storied history, of releases based on the company’s popular Japanese anime
make an appearance in coin-op form). licences, including games themed around JoJo’s Bizarre
Meanwhile, Square’s Dragon Quest Adventure, Gundam,
Builders is an adorable thirdperson- Naruto and Dragonball Z.
viewed tribute to the era-defining
Minecraft, which is itself also present
YOU HAVE TO The indie booth
provides less expected
on the show floor, squeezed onto Sony’s GROW AND curios. PooPride is a
Vita. (A Mojang insider makes it clear scatological racing game
that Japan is a key priority for the SHIP HUMAN that’s already available for
company in the coming months.) Google Play. It was created
At Sony’s press conference, the ORGANS, WHICH by Akihiko Koseki, a
company announces Gravity Rush 2, designer who once worked
a PS4 sequel to its idiosyncratic Vita
SPROUT FROM alongside Satoru Iwata at
title, and also shows off Gravity Rush SPECIAL PLANTS Intelligent Systems. Shadow
Remastered, an HD version of the Shooter boasts one of the
original, plus its DLC, also destined for most unusual interfaces yet
the console. Elsewhere, Sega’s Toshihiro seen: a fully functioning bow that projects a virtual landscape
Nagoshi confirms that Yakuza 6 is in FROM TOP Kingdom onto the surrounding walls. When targets pop up, you pull the
Hearts HD II.8 is a
development, although it won’t be compilation of old and string back and fire; the harder the draw, the farther the virtual
seen prior to the release of the HD new; Capcom worked arrow will fly. Forget Me Not: My Organic Garden’s creator,
with an expert to
remake of the series’ first game. And the ensure Rashid’s garb CavyHouse, describes its game as “an avant-garde organic-
flamboyantly titled Kingdom Hearts HD is culturally accurate clicking game”. In it, you have to grow and ship human organs,
II.8, with its mishmash of Roman and which sprout from special plants. But the most unusual game
Arabic numerals, provides further evidence that director of TGS 2015 is Racing Musume, in which players race girls
Tetsuya Nomura is a serial tinkerer. This, of course, will not be dressed up as cars around tracks.
news to followers of Final Fantasy XV, the long-awaited sequel
that hopes to undo the damage rendered by Final Fantasy XIII. Virtual reality is a major feature on the TGS landscape,
FFXV, which is built upon foundations laid down by Nomura in which, for the first time, reaches out across all 11 of Makuhari’s
the unreleased FFXIII Versus, isn’t playable on the show floor, halls (even though it could, in truth, be contained in fewer).
but Square Enix is eager to assure fans that the project is on Sony uses TGS to announce that Project Morpheus’s official
course for its 2016 release. name is PlayStation VR, though there is no word on release date
New footage shows the introduction of drift-capable or pricing. Sony again has the largest showing in this area with
Chocobo mounts, and a luxurious fishing minigame. Director demos of a Koei Musou game (in which players have to defend a
Hajime Tabata spends time during the show behind closed castle from familiar waves of largely nonthreatening attackers)
doors speaking with fans, taking on their criticisms and and a VR demo version of Final Fantasy XIV.
feedback. The team, he says, has been taking cues from major There are demos, too, intended to show off VR’s potential.
open-world successes such as The Witcher III and Metal Gear One offers players a peaceful stroll through a cherry-blossom-
Solid V, and he even admits to meeting with series founder flecked Ueno Park in the spring. The other, Joysound VR, puts
Hironobu Sakaguchi recently to seek advice. The immense you in the heels of a J-Pop girl band. During the first half of
85
Sony is the only
major platform
holder with TGS
presence. Still,
103 PS4 titles are
represented at the
event this year,
compared to just
27 Xbox One games
and 23 Wii U titles
BEST
OF
FINAL FANTASY XV
Publisher/developer Square Enix
SHOW DRAGON’S DOGMA ONLINE
Publisher/developer Capcom
Format PS4, Xbox One Release 2016 EIGHT PICKS Format PC, PS3, PS4 Release Out now (Japan)
There is no playable build at TGS, but a raft of new
details nonetheless. The headline? As well as the
FROM THE Capcom originally believed that Dragon’s Dogma
would struggle to find an audience on PC.
party’s black motor, the Regalia, the world can be TGS 2015 Presumably to its great delight, it was swiftly
traversed on Chocobo back (which handle like
racing cars, complete with drifts, and can be called
FLOOR proven wrong. Launched a fortnight before TGS
in Japan, this crossplatform F2P multiplayer take
with a whistle). Glimpses of the setting are rich, on the RPG was downloaded more than a million
and the world will offer fishing, plus Chocobo times in its first ten days, hopefully challenging the
breeding and racing asides. But Moogles are out. company’s ‘no western release’ stance as well.
87
C O L L E C T E D W O R K S
D AV I D B R E V I K
W
SUPER HIGH IMPACT
Publisher Acclaim Entertainment (as Arena) Developer Iguana Entertainment Format Mega Drive Release 1992
DIABLO
Publisher Blizzard Entertainment (US), Ubisoft (EU) Developer Blizzard North Format PC Release 1996
DIABLO II
Publisher Blizzard Entertainment (US), Sierra Entertainment (EU)
Developer Blizzard North Format PC Release 2000
HELLGATE: LONDON
Publisher Electronic Arts Developer Flagship Studios Format PC Release 2007
MARVEL HEROES
Publisher/developer Gazillion Entertainment Format PC Release 2013
88
X X
X X
X X
89
here’s a mischievous streak devkits, you needed a computer engineer
T
to the way David Brevik to create things. But there were a few
recounts the key moments X X expensive devkits made by a third party
of his career, one reflected for Genesis, and we ended up buying one.
in the decisions he’s made [Iguana] wanted this done in three
along the way. This is the months. So I started working on it and
man who reinvigorated the about a month in, Jeff Spangenberg,
RPG genre with Diablo by who was the company president, said
X X
opting to skip straight to something to me that I’ll never forget:
clicking skeletons to death. He also stalled ‘This project’s supposed to be done in
Blizzard for month (prior to joining it) three months. This is your opportunity to
for a fix that took him less than a day make games.’ Before that – in high school,
to code. While his uneasy relationship in college – I barely applied myself. People
with budgets and deadlines has nearly X X always said I was under-performing and it
scuppered him on multiple occasions, was true, because I just didn’t care. But he
he delivers each tale with the kind of was like, ‘This is your chance. It’s time to
confident levity that comes from proving be serious about what you’re doing.’ And
himself over and over again. And yet one I was like, ‘He’s right.’ So I worked really
of gaming’s most influential designers hard and finished on time and on budget,
only stopped coasting because he got to and it worked great. The publisher,
port an obscure arcade game. Acclaim, was really excited, because it was
one of the first projects they had on time
and on budget ever, and so it was a turning
“ J E F F WA S L I K E , point in my career and my life.
SUPER HIGH IMPACT ‘I DON’T KNOW, After that, Acclaim awarded us another
Publisher Acclaim Entertainment Developer Iguana Entertainment
project. But around the same time, in
Format Mega Drive Release 1992
the early ’90s, there was an arcade in
THIS GAME IS
Sunnyvale called Golfland where Acclaim
“I’d wanted to make games all my T O O G O O F Y, T O O tested many of the arcade machines. They
life. I’d come out of college, got my degree said, ‘OK, we’ve got this new arcade
in computer science, and worked at a WEIRD.’ SO WE machine at Sunnyvale you should check
company for a very short time. It went out out.’ So Jeff and I went over and played
of business, so I started working at Iguana TURNED DOWN this machine. I was like, ‘Jeff, this game
Entertainment. Iguana eventually went on kicks ass. We’ve got to do this.’ But he was
to make NBA Jam for consoles, but before MORTAL KOMBAT” like, ‘Oh, I don’t know, this game is really
that I worked on a Sega Genesis port of dumb. It’s too goofy, too weird.’ I told him
Super High Impact football, an arcade game that I thought he was going to regret it,
and kind of a precursor to NBA Jam but for X X but he still decided to turn it down. And
American football. It wasn’t 11 on 11, and so we turned down Mortal Kombat.
you could hit [the players] and their pads After we turned that down and it was
would explode… It was ridiculous. I don’t a big hit, a few months later they had
think many people know about it, and I another machine. We went there and again
don’t think it sold super well! I said, ‘We’ve got to do this one. This
There was a tool that reduced the X X one’s awesome!’ And he’s like, ‘Yeah, I’m
sprites down and an artist cleaned them not going to make that mistake again…’
up or whatever, but really they were done [Laughs] That was NBA Jam.”
in a couple of weeks, and so basically I was
the only person on the project. It involved
converting the assembly language of the
arcade machine to the assembly language
X X JUSTICE LEAGUE
of the 68000 [processor]. Back then when TASK FORCE
Publisher Acclaim Entertainment Developer Condor
you made a game for the Sega Genesis or ABOVE CENTRE Justice
Format Mega Drive Release 1995
the Super Nintendo, they just handed you League Task Force was
ultimately responsible for
the manual for the hardware and said, the formation of Blizzard.
‘Good luck!’ There were no development ABOVE Diablo was a shot in “While we were making NBA Jam,
the arm for the then-ailing
kits, nothing! You had to write your own RPG genre, thanks to its Jeff got married and decided to move the
assembler, you had to make your own action-focused gameplay company to Texas. I didn’t want to move,
90
COLLECTED WORKS
so I started my own development their motivation is to make sure that their invited us to go and have a look, and so
company, which I named Condor and job is safe, and so they’re not taking the we went over and saw Warcraft and they
which eventually became Blizzard North. risks that they need to take. So we ended told us they were going to be finishing up
I had connections from working at Iguana. up with a game in which Superman that fall. Later, I called up Allen [Adham,
I knew Acclaim, and I knew another doesn’t kick, he just punches down or up Silicon & Synapse co-founder] and said,
company called Sunsoft, and through that or whatever. It was weird at the time, ‘Hey, we’ve got a game idea I’d love to
we were able to get game contracts and because everyone else was kicking, but in pitch to you.’ And he said, ‘OK, right after
have work right off the bat. I formed the hindsight it just doesn’t make any sense. we’re done with Warcraft, we’ll come
company with two artists I’d met along We were working on the Genesis out.’ And so they flew out in January, we
C
the way, Max and Eric Schaefer. version of the game, but when we showed pitched them Diablo, they loved it and we
Sunsoft was trying convince us that we up at CES – this was before E3 existed and signed a contract. It really was my dream
should do the Aerosmith game [Revolution all the developers would go to CES and sit game. I had the name already picked out
X]. But we were sticking to our guns on next to the car stereos – lo and behold and I was ready to go.
this one, and wanted to do this DC Comics there’s a Super Nintendo version of the Diablo started out as a singleplayer
game called Justice League Task Force. It game there as well, being developed by a DOS game using, I swear, claymation. One
was on the Genesis and was basically a different development company. Neither of the things that had really changed for
Street Fighter clone, but you played as of us knew about the other one, but the me was that this was my first opportunity
Superman, Batman, Wonder Woman games were strangely similar. That’s how to really create something from scratch.
and Aquaman. We knew very little Blizzard met: they were Silicon & Synapse, A lot of what I’d done before, there had
about fighting games, but this was a real and we were Condor. They became been a lot of set parameters around what
opportunity for us. We created this Blizzard, and we became Blizzard North – I could do. This time, it was more, ‘The
company, made all of our tools and that game is responsible for Blizzard.” world is your oyster; go ahead and make it.’
technology – as well as a code base that But during that process, you realise things
we could use in the future – and started aren’t going to work like you thought. The
making Justice League. It was on time, on claymation resulted in a neat effect, and
budget, and everything went well, but it DIABLO we were influenced by Primal Rage, which
was a new experience working with DC. Publisher Blizzard Entertainment (US), Ubisoft (EU) Developer Blizzard North used a similar technique. But it turns out
Format PC Release 1996
We would have to take our hand-drawn it was a big pain in the ass. About two
animation and sprites, then send the weeks into the claymation, we said, ‘Well,
game, video and art assets to DC to be “I’d been a PC game fan for years, and this is a really stupid idea.’ Instead, we
approved. This was kind of a new thing for most of what we were playing was on the made 3D models, rendered the images, and
DC, too – they hadn’t done many licensed PC. At the time, they were much deeper. captured the images at different intervals,
products at the time, so they were learning There were so many platformers and then made sprites out of those. It was a
as well. One of the batches we sent off things like that on console, so the real much more efficient process than making
while we were working on Superman came nerdy numbers games were on PC. That’s physical models and doing the same thing!
back and the notes said, ‘Superman can’t where my passions were. I’d wanted to As development went on, Windows 95
kick.’ Like, what? What does that even make Diablo for a long time – I thought was just emerging, and then DirectX came
mean? You know this is a fighting game, of the idea in high school, and kind of out. One of the reasons PC gaming wasn’t
right? There are two things you can do: iterated on it. In college, I was influenced popular was that it was a pain in the ass to
punch, and kick… They’re like, ‘Superman by a bunch of Roguelikes that I played, run anything – you had to be a computer
doesn’t kick in the comics.’ We responded, particularly Rogue [laughs]. I would play science expert to get any kind of game
saying, ‘Yeah, he does. Here’s a bunch of them for hours and hours, and I knew that working. It made more sense for us not
examples!’ But they just said, ‘We don’t this was the direction I wanted to go in. to do DOS and to do DirectX.
care; he no longer kicks going forward.’ We started pitching Diablo once we But the biggest change was when we
That was a harsh lesson about dealing had a few games under our belt. We would switched from turn-based to realtime.
with [others’] IP. It can be wonderful in take the pitch, which was five laser- It was a really passionate debate in the
that you get this audience and passion printed sheets of paper in this terrible office. I was sticking to my guns that the
around a product, and you get to enter binder that looked like a fifth-grade book tension comes from the decision making
that world. But there are also a lot of report, and hand it out. We got rejected when my guy has just a few turns left
restrictions to it, and sometimes they over and over again, because RPGs were before he dies and is erased – it was a real
don’t make sense at all to you, because dead; they weren’t selling anything. At the Roguelike, by the way, and we erased your
there is a person on the other end and it is time, RPGs were becoming more and more character when you died. I’m trapped with
their job to judge your product worthy or complicated, trying to be more realistic, only a few hit points left; should I use this
not. The inherent problem with this is the but fewer people were playing them potion – which I don’t even know what it
person doesn’t get in trouble for saying because they turned out to be less fun. is yet – and hope that it’s a health potion?
no, so they don’t have the motivation to Silicon & Synapse were working on a Or is it something terrible? All these
say, ‘Oh, this is better for the game’ – PC game when we met them at CES. They kinds of things.
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COLLECTED WORKS
Turns out that doesn’t go over very old way on some bulletin board system work on the game and it felt like we could
well with modern sensibilities; people where only four people knew about it. take our time. About six to seven months
don’t like losing their character and all Almost instantly everybody had cheats before the end, we thought, ‘Wow, we’ve
their hard work very much. But anyway, for everything, and that was one of the got a lot left to do. We still haven’t
we debated this for a while, and I gave in biggest lessons we learned: if we’re going finished act three, and we have another
and said we can try realtime, since I’d been to do this, we’ve got to make it secure.” act after that. We should probably start
thinking about it and didn’t think it would crunching…’ And so we started working
be that difficult to give it a go. Though pretty much every day, averaging maybe
I really played it up to Blizzard – because 14-hour days.
we weren’t part of Blizzard at the time – DIABLO II When you’re that close to something,
W
Publisher Blizzard Entertainment (US), Sierra Entertainment (EU)
and said, ‘We’re going to give it a try, but you can’t see how far you have to go, and
Developer Blizzard North Format PC Release 2000
it’s going to take us a month to do this…’ about a month before we thought it
Then I coded it up in a day! would be done – we were aiming for
I can still remember the moment I “After Diablo, we were in a rush to Thanksgiving – they said, ‘You’re not
tried it. I was this warrior; there was this make Diablo II, but we were a little burnt going to make it.’ We were like, ‘No, no,
skeleton on the other side of the screen. out. My second child was born three days we’re going to make it, we swear!’ As we
I clicked on the skeleton, I walked over, after Diablo launched, and that last six got closer, we realised that wasn’t the case
smashed it, it fell on the ground, and it months of putting in the networking code and aimed for February instead, and kept
was just like you would imagine it would and all that, then delaying it and missing the crunch going all the way through.
be: beams of light came through the Christmas – which was a big deal – was a Then February wasn’t happening, and it
clouds, the angels sang, and it was like, stressful time. We thought we’d missed kept going all the way to May. So during
‘Oh my God. Something special’s just our chance, and we didn’t know if it was that period of time, I basically crunched
happened here. We’re not going back. going to sell. We hoped we’d sell 50,000 for an entire year, with three days off.
I was wrong; this is the way to go.’ copies. Then we’d be golden. But it did all Then Diablo II came out, and it was not
We knew then that this was something right in the end [laughs]. We didn’t know super well received. There were a lot of
very different. One of the things that we if we want to go through it again, but a few problems: there were technical problems,
were trying to get with Diablo was ease of months after the launch, we found a server problems, duping problems – all
gaming. The NHL series was really good at bunch of stuff we wanted to fix. these things that people found, because
this, where you just click and you’re in the By this point, the cheating was thousands of people find bugs a lot faster
game. Before Diablo, when you created a rampant, so I really wanted to make a than a couple hundred. We scrambled even
character, you had to answer 53 questions secure version. I was sick of walking though we were exhausted and burnt out,
about this that and the other; you had to around town; I wanted to be able to run. and it was a nightmare. Things eased up a
name it, give it a backstory and so on. We And everybody keeps talking about this bit after that and we were able to fix some
just wanted to get in and start smashing hidden cow level, so let’s put one of those of the bugs and whatnot, and then start on
things. That pace was something we in! We kind of started to get excited about the expansion. After the expansion, which
wanted all through the game, and so it was the idea of doing this project. And some fixed a lot of things, it was in good enough
easy to see this was a better way to go. of the other ideas we had just weren’t shape that we could start putting in a lot
Six months before the end of Diablo, fleshed out enough, so we decided to go of important additions. After the 1.10
we thought of Battle.net, and decided to back and make a sequel. patch, which was released a year later,
make it and add multiplayer. We had some We redid so much of the technology. that’s really when Diablo II became what
help from the people down south in Irvine. There was a big debate whether to make it Diablo II is today. People don’t realise that
A couple of the guys moved up and lived 3D or not, because 3D games were just it took two years after Diablo II was
in Northern California for six months emerging. In the end, we decided not to released to make Diablo II.
and helped us do all the networking and make it 3D, and we also decided not to
things like that. Diablo was my very make it 24bit colour and just stick with
first C program ever, and I didn’t know 8bit colour because of speed. One of the
anything about networking, but they’d guys down south, Mike O’Brien, who later HELLGATE: LONDON
Publisher Electronic Arts Developer Flagship Studios
done networking stuff for Warcraft I and went on to found ArenaNet, made this
Format PC Release 2007
II, so they had some expertise. palette-optimising program that allowed
It was peer-to-peer when we launched us to make it look like 24bit even though
it and we thought that there would be a it only had 256 colours. “We were working on a project
small number of people who would want Development started really well, and nicknamed Starblo for six to eight months
to hack and ruin their game, which was no we knew it was going to be a great game. at Blizzard North before we left, but it
big deal. Then the hacks went up on a We had a lot of support, and things were never came to fruition.
website and we were like, ‘Oh yeah, people easier on the company in general, because I wanted to make a kind of sci-fi
can just download them now…’ It was no we had StarCraft, Warcraft, Warcraft II and version of Diablo and, even though playing
longer a case of passing them around the Diablo out there – we had three years to them makes me feel sick, I love firstperson
92
shooters. FPS makes sense for a sci-fi We had it ‘easy’ at Blizzard eventually,
[setting]. I wanted to move the FPS genre because of our success in the past. The
forward by putting RPG elements in it. X X first games were a lot of work and we
Not just RPG, but random RPG. I wanted worked really hard to get those things
that mix of random items, random done. There were deadlines and we met
monsters and random layouts mixed in most of them. But since we had success,
with the action of a firstperson shooter. we could afford more time. But coming
That was my pitch to the team, and from a culture where we could have time
X X
everybody liked it. as we needed to where that wasn’t a
I’m really proud of the game that we reality was kind of a shellshock in a lot of
made in the end. [Hellgate] was flawed, ways. And we did a poor job with that.
just as flawed as Diablo II was – maybe But in the end I think that Hellgate was
more so – but it ended up breaking even. a little ahead of its time. That game [we
The hype was really, really high, and it X X wanted to make] is still going to exist
didn’t really live up to those expectations, someday – there will be the firstperson
because there were a lot of bugs. shooter with the randomness and depth of
We signed a deal with Namco to be a Diablo. Borderlands kind of comes close,
the publisher, and about six months they did a good job with that, but I still
afterwards all those people [we dealt with] don’t think anybody’s found the exact
were gone. Namco were like, ‘We don’t formula yet. But somebody will. Trying
know anything about this; we don’t to make something brand new where
make PC games; we’re not sure where there isn’t another example out there is
you fit in our portfolio. We’ll honour our a difficult thing to do, and sometimes
agreement, but good luck!’ [And we had to
“PEOPLE DON’T you succeed and sometimes you don’t.
say,] ‘OK, so that’s not going to work out.’ I thought that we succeeded in many ways,
We didn’t have enough money to
REALISE THAT but in the end the game wasn’t ready and
complete the project, so we created a we had way too many masters. Those were
IT TOOK TWO
networking company with another Korean tough lessons to learn.
company called Hanbitsoft. And so the YEARS AFTER
networking was kind of like Battle.net, and
it was called Ping0. So we had that group, D I A B L O I I WA S
which was a separate company, but we MARVEL HEROES
needed a publisher and a distributor for RELEASED TO Publisher/developer Gazillion Entertainment
Format PC Release 2013
the game, and so we [also] signed with EA.
Then we had deals with Microsoft for MAKE DIABLO II”
DirectX stuff, then Havoc for physics, and “I knew I wanted to make a Diablo-
like 18 vendors of joysticks – all sorts of like game again. But I didn’t want to
crap we had to support as a result of X X do fantasy; I wanted to do something
signing all these deals. In the end, we did different that would stretch my limits.
8,000 jobs, and had all these vendors I’d been a big Marvel fan for a long time,
pulling us in different directions. We and I always wanted to make a Marvel
focused on the wrong things. Instead of Diablo. We’d been working on a design for
focusing on making a great product, we Diablo III and an MMOG project called
had to service these 27 different masters, X X Mythos at Flagship Studios, which never
and it created chaos. saw the light of day. The original design
Also, we were going from a situation for Diablo II was massively multiplayer,
where [we’d been part of a company that] too. I love massively multiplayer games in
had made Warcraft, Warcraft II, Diablo, all different forms, from Ultima Online to
StarCraft II – just hit after hit – where EverQuest, and here was an opportunity to
X X
you could afford to take your time. We combine all the things I love. It was just
had always been doing our best for the something I couldn’t pass up, since I was
ABOVE CENTRE Diablo II
project; we kind of forgot how to manage is a classic, but it suffered too excited about it, and that’s what I’m
time and money. So we’re getting towards from problems at launch. working on today.
ABOVE + MAIN Action-RPG
the end, running out of money, and no Hellgate: London cribbed I joined Gazillion as creative director
one’s going to give us any more. And ideas from Roguelikes, on the project, and at the time it was
randomising its drops
so we worked and we released it even and levels. It can be played running into a similar situation to
though we knew it wasn’t ready. in first- or thirdperson Hellgate. Gazillion was a big company,
93
COLLECTED WORKS
it had like 450 to 500 people, and it had a working on the project, making it better
lot of different projects going on – seven and better. We worked on it very hard, lots
or eight. Then it all started to kind of fall X X of crunching hours, although the crunch
apart. They’d raised a ton of money from was a lot better this time, because we
investors, games were coming out and not were using a Scrum development system
making any money, and other projects where people were estimating their time.
were getting delayed. These games as a service are a marathon,
So they kicked out the CEO, brought not a sprint, and I didn’t want people
X X
in another one and made me president burnt out the entire time. It’s OK to
and COO. So myself and the other CEO crunch for short periods of time, but you
reduced the company down to a few can’t crunch for a year and expect that to
projects, but nothing was really working. keep going for another year.
Marvel Heroes looked like it had a lot of We brought a couple of key people on
potential, but it was hard for me to pay X X and really turned it around. We added
attention to it because I was so focused on more features, finished the game – it took
the corporate stuff – board and investor maybe nine months or so to make it the
politics, all of these other things that I game that we really wanted it to be at
was kind of new to. I’d never worked with release. And that process opened my eyes
investors before; mostly we’d just do to the way games are made now, and how
publisher-developer deals, and at Blizzard important community is. Interaction with
we’d always made enough revenue to fund the community in today’s day and age is
our own things. Investors that deal with very different to 25 years ago when I
games alongside investing in, say, medical started in the industry – back then, there
equipment or some Internet startup or
“THE PROCESS weren’t even message boards for a lot of
whatever, they don’t know all that much games. Your communication was picking
about videogames. They just know
OPENED MY up Nintendo Power and talking among
about Marvel and so they think, ‘Oh, your friends. Today, there are forums,
EYES TO THE
Marvel. A licence. That should be a there’s Twitter, there’s Twitch: all these
good investment.’ WAY G A M E S A R E different communities that it’s important
So we made that game. About six for a developer, especially of an online
months before finishing, the CEO left, so MADE NOW, AND service game, to be interacting with.
they made me CEO. We were running out Its an amazing transformation. Going
of cash and the investors weren’t going to HOW IMPORTANT from this standoffish developer separate
give us any more – the company had been from the community and not really
around for seven or eight years by that COMMUNITY IS” interacting with them to opening up and
point, and they’d put a lot of money in fully embracing them. Everybody in the
and not seen much return. They weren’t entire company can post on the forums –
going to put more in before we’d released X X I don’t care what position you have, you
something. So we released Marvel Heroes can chat with the customers. People are
before it was ready. answering questions on Twitter at any
It came out, and it was not well given moment. I personally stream the
received. It got a Metacritic of 58. And it game three or four nights a week with
was like, ‘Oh my God. I can’t believe I’ve my own account. I listen to and answer
gone through this yet again.’ I didn’t want X X questions. I go out and onto other people’s
to be the business man. I wanted to be the streams to chat and play with them. This
guy who was focused on making games new way of developing a live product is
again, not having to deal with that stuff. the most fun I’ve ever had.
But the only way to have that project see I’ve enjoyed making Marvel Heroes
the light of day was to become more and almost more than any other game ever,
X X
more involved with the business side of simply because of the post-release
things. But the investors were happy that [process] and the improvements we’ve
ABOVE CENTRE Marvel Super
we released something, and said, ‘You Heroes is, like Diablo, an made. It took two years to make Diablo II
know what? We’re going to support you isometric action-RPG, but great, and I think it’s taken a couple of
Brevik has shifted focus
a little bit more. We’ll give you guys the to an MMO F2P structure. years to make Marvel Heroes great, and
leg room to make this thing grow.’ ABOVE Despite painful past I really enjoy that interaction with the
experience with licensing,
So they put a little bit more capital Brevik couldn’t turn down
community. I know this is the way I
in and with that we were able to start Marvel Comics characters want to make games in the future.” Q
94
33 rd
www.goldenjoystick.com
Sponsored by:
T H E
M A K I N G
O F. . .
K I L L S W I T C H
How a low-profile Namco game launched the cover
shooter and paved the way for Gears Of War
BY TRISTAN DONOVAN
96
T
he year is 2002 and time is short for To reinforce the role of cover, Esaki drew on
Namco Hometek. The publisher’s bosses his childhood experience. “I came up with this
have given the San Jose studio carte concept of cover as a safety blanket,” he says.
blanche to make a military shooter, but “As a kid, I had a little blue blankie and, much
the team is struggling to find the right idea. And like [Peanuts’] Linus, I carried it around with me
now the deadline for starting development is and would cry if my blanket was taken away.
bearing down fast. That’s what I was trying to get to with how the
Hometek had first toyed with ideas for a cover was implemented in Kill Switch, so that
Vietnam-themed firstperson shooter, but felt that you have this feeling that you’re grabbing onto
it wouldn’t sell. Then there was a ninja shooter something safe and holding on for dear life.”
concept. “I wanted to go down this ninja warrior
shooter route,” remembers Kill Switch producer Kill Switch’s focus on cover grew out of the team’s desire to The controls, which required players to
Chris Esaki. “I wanted the character to run with avoid the strafing and unrealistic firefights of other games hold down the left trigger to stay in cover, flowed
the gun trailing behind him kind of like a sword. from this vision of cover as protector, even if the
I was really taken with this notion, but of course Workplace bouts of Novalogic’s tactical results were uncomfortable. “If you played Kill
the team shot that down.” firstperson shooter Delta Force 2 further seeded Switch for any extended period, you’d get these
With the pressure mounting, Esaki and lead the sense that cover was neglected. “We all cramps in your left hand because you were
producer Matt Sentell retreated to the studio’s were playing that after work when we were holding that button down the whole time,” Esaki
uninspiring conference room, with its dismal view having the debate about cover and first- or says. “That was intended. I wanted that to be
of a San Jose industrial park and sad-looking thirdperson,” Esaki says. “I remember very vividly a psychological cornerstone of the whole
ficus tree in a corner. “It was the most non- experience. You are physically holding onto this
creative space you can imagine,” Sentell says. thing, and if you let go, you feel like you are
“We had a lounge that was much more relaxing “I WANTED THIS letting go of your safety blanket.”
and creative, but for some reason we weren’t
using it that day. The pressure was building to FEELING THAT YOU’RE It wasn’t just the controls. Almost every aspect
of Kill Switch flowed from the core cover shooter
figure out what our next game would be, so
I guess we didn’t feel like relaxing.”
GRABBING ONTO idea. But this was virgin territory and, with no
blueprint to follow, the team spent five to six
As the pair bounced ideas around and
supped their coffees, the spark that would
SOMETHING SAFE months of its nine-month production schedule
tuning the mechanic.
become the basis of Kill Switch and the blueprint AND HOLDING “We had this thing at Namco where if you
for the cover-based shooters of today emerged. were a programmer, artist or designer at Namco
“I still remember sitting in the conference room ON FOR DEAR LIFE” in Japan, you could spend time in the United
and talking about what kind of shooter we States office,” Esaki says. “Our mechanics
wanted to make,” Sentell says. “I was talking getting headshotted when I thought I was behind programmer, Dai Matsumoto, came from the Mr
about this aspiration of wanting these things a piece of cover, but it was clear in the replay Driller team of all things. He didn’t speak very
[such as] conforming to the cover and playing afterwards that my head was above the piece of much English but, damn, that guy was good. He
a little bit of hide and seek, while still being a stone. I couldn’t tell, and that was the reason put all the mechanics together. I remember Matt
fast-paced shooter. Chris came up, very quickly, why we went thirdperson with Kill Switch.” and myself sitting with him for forever, tuning
with these ideas about how to make it work with With animator Vince Joly, Esaki began every little thing from the camera to the transition
the controls – the notion of grabbing hold of the prototyping how a cover-based thirdperson in and out of cover to how the angles would
environment and then holding the left trigger and shooter would work. “We did these almost change for general aiming. It was a process
moving along the cover. I was like, ‘Yeah, this is stick-figure-ish poses and visualisations of of refinement over months and months.”
going to be cool.’” what we could do with cover, and that’s where Getting the artificial intelligence right
Back then, most shooters paid scant attention the whole chest-high cover pieces came from, was also crucial, Sentell says: “The gaming
to players taking cover, which was more a and the whole notion of blindfire and blind experience relied tremendously on the AI
feature of stealth games. “We started thinking throwing grenades,” Esaki explains. “It made being able to do all of the same things that
about the nature of shooters at the time and how sense to me and the team. It wasn’t this the player could do. Because of the cover, the
to do something different from a very mechanical videogame abstraction of a shooting experience. more traditional shooter AI just didn’t work. We
level,” Esaki says. “The player’s relationship to It was more, ‘This is how you would actually started building it that way and it just didn’t
the environment wasn’t really exploited too well. approach a firefight,’ and this notion that bullets work, because you can get into cover and not
The only other titles were like Metal Gear Solid, are really lethal. It wasn’t a stroke of genius by move for a long time. The AI took a lot more
where you can take cover on walls, but it was a any means – it was really understanding what effort to get right than the player control did.
stealth system rather than a shooter system.” we thought was natural via gameplay.” We ended up with an AI that falls somewhere
97
THE MAKING OF...
Q&A
in between a stealth game and a shooter, where but it was a decent, interesting story. It didn’t
they have line of sight and a memory of where have great production values. The animation
they last saw you. wasn’t fantastic, because we didn’t have the time
“If an enemy sees you’re aiming near them, Chris Esaki or the resources, but it was great for what it was.
Producer
they will very often drop down behind cover and We didn’t have multiplayer. We, of course,
very often decide to move to another position. Or Was there a clear wanted all those things.”
he may instead decide to blindfire and then pop moment during the On its American release in October 2003,
up, because the blindfire causes the player to development process Kill Switch gained mildly positive reviews and
when you realised
drop behind cover. So he’s assuming that if he what you had hit on with Kill Switch?
did reasonably well. Esaki estimates that his
blindfires at you and then pops up, he’ll be clear The first time I blindfired. It was very game sold somewhere in the region of 300,000
to shoot. There’s a ton of stuff going on in that AI. Hollywood. It didn’t really do anything, but it to 500,000 copies – enough to earn back its
At least when we shipped the game, I don’t think made the players feel better, or it scared the costs and make some profit, but too little to
enemy, and no one had done that before.
there was anything else like it. I went on to work The first time we had that in the game was like,
establish it as an ongoing series.
on other shooters after Kill Switch at places like “Oh, this is really fricking cool – you’ve got to But while Kill Switch itself was only a modest
EA, and never saw an AI that was anywhere see this.” You don’t have a lot of those moments success, the cover shooter blueprint it created
close to as good as that.” in the industry where it’s like, “Everyone frigging would go on to find fame elsewhere. Three years
come and check this out.”
As the pieces fell into place, the 30-strong later, Gears Of War took the concept and
team became convinced it had hit on something Did the Iraq War, which started during turned it into a system-selling point.
special with the cover system. But it wasn’t always development, influence the Middle Eastern “The story is that [Gears’ lead level designer]
confident: five months into development, doubts setting for the game? Lee Perry played Kill Switch, then showed it to
Absolutely. Around the time [Saddam Hussein’s
about the game crept in and it entered a phase sons] Uday and Qusay were killed, one of the
[lead designer] Cliff Bleszinski and he was like,
that Sentell calls “the dark days”. As he explains: voice actors did this outtake that was like this ‘Yeah, we need to do this; this is what we need in
“The game started with this idea about the great George W Bush impression: “We got our game,’” says Esaki, who by then had moved
moment-to-moment gameplay; there was no idea Uday and we got Qusay. We killed them and to Microsoft and was working as the design
then we switched them.” It was on everybody’s
at all about who you were, who you are fighting, psyche – the war in Iraq that has never fricking
director on Gears. “It was a really straightforward
and where this takes place. We didn’t have ended. It made a lot of sense for the game. shooter when it was initially pitched. It was more
anyone on the team who was experienced in like, ‘We have this really good tech, and we
doing that. We were coming off of doing Pac- Did the team try to develop the cover shooter want to do a sci-fi shooter like Unreal.’ But when
concept after Kill Switch?
Man World 2. It was a very tortuous period of We had a concept for this game that had
they finally pitched the game, they had solidified
trying to figure out all these questions.” cover on two scales – you run around the world down on, ‘We’re using Kill Switch as the core
taking cover on human-sized objects, but then combat mechanic and it has a theme of Resident
Namco’s executives and marketing team get into a mech and take cover on buildings. Evil – this horror version of Kill Switch.’”
I imagined blindfiring around a skyscraper as
also had their doubts. “From the executive and a mech. But our time had run out. Namco was
Gears also drew inspiration from Kill Switch’s
marketing side it was, ‘Yeah, this is cool, but it’s in merger talks with Bandai [at the time], and AI. “Ray Davis was the lead programmer on
kind of a one-trick pony,’” Sentell says. “We Bandai was going to release a Gundam game, Gears and he did all the AI work,” Esaki says.
were like, ‘Yeah, but it’s a really cool trick.’” so to them it was, ‘Why would we want “We had a lunch where I detailed how the system
another robot game?’
The task of answering the question marks for Kill Switch worked. He took that to heart and
over the setting and the player’s purpose fell to created what is now the basis for Gears’ AI – it’s
Alvin Muolic, a producer and designer (Army only as the Controller. As the game progresses, all based on similar principles.”
Men II, Dead To Rights) who served as Kill the cutscenes tell the story of Bishop regaining his After Epic’s huge success with Gears, the
Switch’s writer. But with a tight $3 million budget memories and breaking free of the Controller, cover mechanic spread rapidly, finding its way
at a time when $20 million for a triple-A game while playing with the notion of the fourth wall into series and games as diverse as Uncharted,
was commonplace, there wasn’t much money and videogame storytelling in general. “On the Mass Effect, Tom Clancy’s Rainbow Six: Vegas
spare for storytelling. “We had a budget for surface, it might seem like just another generic and Grand Theft Auto IV. “I do wonder what
cinematics and it was not too much, so what shooter,” Sentell says, “but if you play it and go would be if we hadn’t come out with Kill Switch
I wanted to do was reuse as much of that video through the story, it’s not.” and Gears wasn’t influenced by it,” Esaki says.
as possible,” Esaki laughs. “We thought that we The story wasn’t the only aspect of Kill Switch “Would Gears have been as successful as it was?
would go with a kind of Memento storytelling, that felt the impact of the tight budget and a nine- Would Uncharted have had cover? Certainly
where there’s a story that is chopped up, and month crunch development schedule that had its Mass Effect would not have had cover.”
bits and pieces are revealed over time.” staff working 12 to 16 hour days, six or seven Kill Switch’s enduring influence is gratifying
Muolic’s story cast the player’s character, Nick days a week. “To be honest, Kill Switch didn’t to Sentell. “It’s something not many people get
Bishop, as an amnesic soldier being remotely have a lot to hang its hat on other than the cover to do in their career,” he says. “To feel like they
controlled for nefarious ends by a man known mechanic,” Esaki says. “It wasn’t a great story, invented a subgenre within the game industry.” Q
98
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3
4
99
STUDIO PROFILE
RONIMO
GA MES
Why everything is awesome
for this tight-knit Dutch studio
BY CHRIS SCHILLING
100
R
onimo released Awesomenauts in 2012, Founded 2007
Employees 18
and yet everyone at the studio – that’s 15 Key staff Joost Van Dongen (co-founder,
full-time staff and three interns – is still programmer), Olivier Thijssen (co-founder, artist),
working on it. That in itself is unusual, but Jasper Koning (co-founder, lead designer)
it’s particularly extraordinary for a game that URL www.ronimo-games.com
Selected softography De Blob (as Banana
looked like it might never come out. As late as its Games), Swords & Soldiers, Awesomenauts,
launch week, its fate was still in doubt. Rumours Swords & Soldiers II
had been spreading that the game’s publisher, Current projects Awesomenauts
DTP Entertainment, was in grave financial trouble,
and an official announcement on April 30 even the main feature, but the end credits”, says
confirmed that the German company had been Ronimo has a careful recruitment policy. Many of those
Van Dongen) Swords & Soldiers was conceived
forced to declare bankruptcy. The planned who’ve joined the original seven began as studio interns as a more accessible brand of realtime strategy.
release date for Awesomenauts? May 2. StarCraft was a popular game among the team,
Recent precedent had Ronimo alarmed. sequel, Van Dongen says the studio has no but Ronimo considered it too daunting as a
“Around that time, Midway had pulled all its regrets. “We didn’t have any plans for it,” he competitive pursuit, citing the ability of top
Xbox 360 games from the store,” says Joost Van says. “We were just students, and we could players to reach 300 clicks per minute. 2D Boy’s
Dongen, one of the studio’s founders. “So almost never really have [expanded] the game like Blue World Of Goo was a strong influence, too, not
up until launch, we really didn’t know whether or Tongue did. They made a great game out of it.” only for its breadth of ideas and its pacing, but
not the game was going to make it.” Van Dongen is similarly modest about the also because its popularity had suggested there
It was a particularly sobering period, since studio’s next prototype, a 3D action-platformer was a big enough market for downloadable
Ronimo had been working on Awesomenauts for “in the vein of Ratchet & Clank” called Snowball games on Wii for Swords & Soldiers to flourish.
roughly three years – two years longer than Earth. Designed around a mechanic that had the As would be the case with Awesomenauts,
planned. The studio’s perfectionist streak may player melting their surrounding environment to the game took longer than expected to finish, but
have eventually paid off, but all that effort was progress, the project eventually had to be shelved after a year it launched to critical praise and
one swipe of an administrator’s pen away from
being wasted. Not that the threat of insolvency
was a new concept to Ronimo; having budgeted “ALMOST UP UNTIL LAUNCH, WE
for a much shorter development, it had already
come dangerously close to the wire. “We were REALLY DIDN’T KNOW WHETHER OR NOT
a month away from going bankrupt,” says artist
and co-founder Olivier Thijssen. “Twice,” says
AW E S O M E N A U T S WA S GOING TO MAKE IT”
Van Dongen, with a wry chuckle.
after a year’s worth of work. During that time, moderate sales, reaching second place on the
These were chastening times for the close- Ronimo pitched Snowball Earth to several WiiWare charts. It was enough to sustain a small
knit group, which still boasts five of the same publishers, and while many were impressed by team for a little while and, happily, ports to PC
team that formed when its founder members were its ideas, none of them were willing to commit the and iOS fared rather better.
still students of Game Design And Development money to make it. The game may have been a Five years later, it was time for a sequel.
at the Utrecht School Of The Arts. Working victim of unfortunate timing, coming just before Ronimo again opted to debut on a Nintendo
alongside four others from the same course, they Xbox Live Arcade and then PlayStation Network platform, albeit for very different reasons. With
drew inspiration from the ongoing development took off as distribution platforms for independent hindsight, it’s easy to say the studio backed the
of the Dutch city to create a final-year project that developers, though Thijssen believes the plans wrong horse, but when Swords & Soldiers II was
was then released as freeware PC game De were simply too ambitious. “Think of all the good conceived, few would have predicted Wii U’s
Blob. A bright and inventive platformer, it was so games in that genre that indie studios have struggles. Besides, the game was built around
well regarded that the titular character was soon released,” he says, before doing just that and an idea that wouldn’t have worked on another
adopted as the official city mascot of Utrecht. The eventually coming up with a lone example: system without compromise: the ability to use two
game also attracted the attention of THQ, which Twisted Pixel’s The Maw. “That’s the sort of scale separate displays meant each player could hide
bought the publishing rights from the students, we were aiming for – we just didn’t have the their scheming from the other. “That kind of two-
before enlisting Blue Tongue Entertainment and manpower or know-how to do it justice.” Van screen strategy hadn’t really been done before
Helixe to develop it for Wii and DS respectively. Dongen takes it a step further: “If we’d tried to [in a local multiplayer context],” Van Dongen
Meanwhile, four of the original group make it, I’m not sure we’d have survived.” says. Again, the result was polished, generous
departed, with the five remaining members Something smaller and simpler was required. and packed with personality, but while the
recruiting two more staff and using their share Those early publisher meetings had allowed original eventually made it to a vast host of
of the THQ money to form Ronimo Games (a Ronimo to obtain a devkit from Nintendo, and it formats, it seems likely that its follow-up will
contraction of “robot ninja monkey”). Despite the quickly began working on a game for Wii. With remain a Wii U exclusive. Could it not be
success of De Blob, which eventually spawned a a look inspired by a French animation short, (“not modified to work on PC, a platform upon
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STUDIO PROFILE
Van Dongen was Ronimo’s only programmer when the studio was founded, though that’s
no longer the case. While having more coders has accelerated its processes, maintaining the
delicate equilibrium of a competitive game such as Awesomenauts is an ongoing challenge
which Ronimo has built a loyal following? multiplayer shooter into the mix. (“Our working Soldiers II. In late 2013, it opted to launch a
Van Dongen isn’t convinced. “Back when we title was Battlefield Of The Ancients,” Thijssen crowdfunding campaign on Kickstarter, asking for
released [Swords & Soldiers] on PC, there were tells us.) And yet Ronimo realised it wouldn’t do $125,000 to fund a substantial expansion called
a few new games on Steam per week. These to ape DOTA and LOL – rather, it wanted to try Awesomenauts: Starstorm. Factoring in PayPal
days, you can get like 70 games, and only one something that would set it apart from its peers. donations, it eventually quadrupled its original
or two can stand out. There’s a lot of indies out In the end, it adopted a similar design ethos to target, which enabled Ronimo to also add
there struggling to be seen. There’s going to be Swords & Soldiers, taking a familiar idea and replays and a spectator mode.
some kind of shakedown at some stage.” making it more accessible. Expanding an existing game is almost as
While Swords & Soldiers II again earned Though Xbox Live and PSN had begun to involving and time-consuming as building a new
favourable reviews, its champions were notably hit their peak as distribution platforms, it wasn’t one, particularly for a studio that isn’t prepared to
fewer in number. “There are simply so many until three months later and its PC launch that compromise on quality. Ronimo is coy about
games out there these days that not all of them Awesomenauts’ sales started to pick up. Buoyed plans for the future, but it seems like a sequel isn’t
will be covered,” Van Dongen concedes. by coverage from a clutch of popular YouTube likely any time soon: with a satisfied playerbase,
channels, the playerbase started to grow. “In the the worst thing to do would be to fragment it.
Ronimo’s decision to focus on a game with early [weeks], we had between 300 and 400 “We never thought we’d work on a game for this
an established and consistent playerbase, then,
seems an eminently sensible one. And yet even
the studio admits that Awesomenauts never “THERE’S A LOT OF INDIES STRUGGLING
looked like lasting this long. Its troubles at launch
saw it attract publicity of the wrong kind, though TO BE SEEN. THERE’S GOING TO BE SOME
Ronimo’s high standards once again won over
critics. But even with its name in headlines,
KIND OF SHAKEDOWN AT SOME STAGE”
Awesomenauts was the archetypal slow burner,
reaching a small audience while rarely looking concurrent players,” Thijssen tells us. These days, long,” Thijssen admits, “[but] everyone’s still really
like a bona fide hit, or even hinting that it would he says, it averages at around 1,000. Realising excited to be working on Awesomenauts.”
eventually end up with a tail three years long. it owed a debt to the personalities that raised its While the game continues to grow, the studio
In many respects, it was ahead of its time. profile, Ronimo returned the favour: Yogscast’s probably won’t get bigger, either. Van Dongen
Its Steam blurb describes it as a “three-on-three Simon Lane and John ‘Totalbiscuit’ Bain were says Ronimo is “the perfect size”; any more staff,
action platformer”. Elsewhere, it’s been labelled invited to voice new characters. But a lot of and that sense of togetherness that pushed it
“a side-scrolling RTS”. These days, it’s viewed as new faces have been added: Awesomenauts through its toughest times might be at risk. And
a MOBA, of course, though the term wasn’t launched with just six playable characters, and besides, it could disturb a delightful tradition: this
widely known in 2012. Awesomenauts arrived the roster has now swelled to 23, including a is a group that always finds time to sit down and
just as the genre was becoming a phenomenon; 1930s mobster riding a three-eyed mutant fish, eat lunch together, sometimes sharing game
indeed, a year into development, Ronimo met and a crab-piloted mech that shoots ghostly cats. ideas, but often discussing non-work subjects too.
with the then-unknown Riot Games at an event to It’s needed a little help to reach this stage, Though in some respects it’s a pity Ronimo
play a prerelease version of League Of Legends. of course. The studio is still forced to pay a won’t be pursuing new projects for a while, it’s
“We beat them at their own game,” Van Dongen representative for DTP Entertainment half the hard to begrudge its focus. After a stressful few
laughs, although play was secondary to a profits from every copy it sells, so it’s no surprise years, this hard-working team has finally found
lengthy discussion about the game and its genre. it should seek alternative funding – a difficult itself in a more comfortable position. “It’s been
Ronimo had by then created a working prototype situation hardly helped by the need to absorb the difficult at times,” Van Dongen says, “but now
of its own, which threw elements of a well-known cost of spending three years making Swords & we can look back at it and laugh.” Q
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REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
STILL REVIEWED
PLAYING THIS ISSUE
Super Meat Boy PS4
We’re starting all over again now that 106 Destiny: The Taken King
Team Meat’s sadistically difficult platformer 360, PS3, PS4, Xbox One
has made a late-life transition to Sony’s
current hardware. Things are mostly
familiar, even if it takes a few runs to shake 110 Soma
your hard-earned 360 controller muscle PC, PS4
memory, but there’s a new soundtrack to
enjoy (courtesy of the composers behind
The Binding of Isaac: Rebirth, Hotline 114 Transformers: Devastation
Miami and Plants Vs Zombies) following 360, PC, PS3, PS4, Xbox One
a licensing snag with the original score.
104
As time goes by
Nostalgia is a perilous vein to tap. Get it right and the results can be potent,
but miss the mark and you risk souring the memory of something many hold
dear. With its G1 bots and shimmering cel-shaded visuals, PlatinumGames’
Transformers: Devastation (p114) makes a Bumblebeeline for ’80s childhood
memories – especially those of purists still simmering over offshoots such as
Rescue Bots and Michael Bay’s loud, juddering interpretation of the universe –
and delivers big-hearted fan service in the process.
Frictional’s latest horror game, Soma (p110), also trades on 20th century
pop-culture references, with a clear affection for the Alien movies. However, its
combination of body horror and rescue mission gone awry slithers underneath
the surface layer of this sci-fi adventure’s deep-sea setting, Frictional spinning its
own distinctive take on a familiar situation to yield something that feels unique.
But it’s not necessary to reach back a full three decades
to benefit from past glories. This month, Harmonix returns
to peripheral-heavy rhythm action in Rock Band 4 (p116)
after the series’ five-year hiatus, and proves that it was worth
getting the band back together. Teaming up with friends to
jam on plastic instruments remains as inherently silly as it
ever was, but just as much fun, too.
If only Tony Hawk’s Pro Skater 5 (p118) could have pulled
off its comeback so convincingly. Developer Robomodo
set out to write the likes of Underground and American
Wasteland out of history, but if you’re going to include a
level called School III, you’d better have the chops to back
it up. Despite all the talk, Pro Skater 5 bails spectacularly.
Rekindling old flames is always risky, then, but the
opportunity to revisit cherished memories in new ways is
surely worth the risk of occasionally falling flat on your face.
105
PLAY
O
ne year ago, Destiny’s campaign ended not with Publisher Activision have better perks, a rare drop’s attack or defence stat
Developer Bungie
a bang so much as a poorly stifled fart. It was is based on your current power level. Meanwhile, your
Format 360, PS3, PS4 (version tested),
appropriate, in a way – the storytelling of the Xbox One Light rating – the measure of your overall power – is
previous dozen or so hours had been largely guff. But Release Out now now a three-digit average of the base attack or defence
it was a disappointment nonetheless, the most hyped values of everything you have equipped, not the sum of
game of 2014 closing out with a whimper, watching a stat tied to certain pieces of armour. You might be
wordlessly as you stumbled into its baffling endgame. wearing a legendary helm with a defence of 280, then
What a difference a year makes. The Taken King’s pick up a rare with 295. Early on, you’ll equip it to push
story arc ends with an explosion; not of polygons and up your Light, powering you up to access tougher
particles, but of things to do. You return to the Tower missions. Later, you’ll use it as Infusion fuel to boost
hub area and everyone wants a piece of you, offering the stats of gear that better complements your playstyle.
rewards for a job well done and suggestions on what It is a simple change that has had a dramatic effect
you might want to do next. Your quest log spreads to on both Destiny’s minute-to-minute action and its
a second page, then a third. After 12 months spent bigger picture. Every drop, no matter the rarity, now has
running and re-running, week in and week out, the Progress up at least the potential for meaning. Progress up the new,
same missions and raids, it’s a little overwhelming. three-digit power curve is steady and almost constant, a
It is hard to even know where to start. the new three- vital change from the launch game, where it could take
The beauty is it doesn’t matter. Everything has its digit power weeks to climb a single level. And Infusion means a
own reward, and a guaranteed one at that. The base much greater level of control over what your characters
game’s RNG systems are still around, but that matters curve is steady look like and how they play. Twelve months ago, the
far less when turning in a quest so often yields desirable
weapons and armour. Randomness usually works in
and almost sole way of hitting the level cap was by wearing armour
that was only available from the Vault Of Glass raid.
your favour now, with even the lowliest rank of enemies constant, a vital You can reach The Taken King’s Light cap of 310 while
able to drop powerful gear when killed. Throughout wearing, and shooting, whatever you like.
Destiny’s first year, we could count the number of times change from the
we saw a legendary engram in open play on our fingers. launch game These changes only tell half the story; the old
The Taken King had that licked within a day or two. Destiny’s problems ran far deeper than the way its
Even some exotics, Destiny’s rarest gear, have content was structured and its gear doled out. Happily,
become fixed rewards from certain tasks. One of the Bungie has addressed these issues too. Storytelling is
more humdrum questlines ends with the surprise vastly improved, the tone overhauled to suit a game in
reward of a brilliant scout rifle. Other exotic quests which your sniper rifle reloads itself while you throw
are more challenging, demanding extreme proficiency flaming hammers at space wizards. While Nolan North
with certain weapons, completion of some of the taking Peter Dinklage’s role as your Ghost companion
game’s toughest challenges, or that you strip the vast made headlines when it was announced, the real star is
Dreadnaught ship belonging to title villain Oryx of its Nathan Fillion, whose talents were so weirdly wasted
dozens of glimmering collectibles. Exotics can even be last time out. Fillion’s Cayde-6 is wry, charming and a
found more often in open play, with a new item, Three key player throughout the campaign. He is Captain Mal,
Of Coins, boosting the chance of bosses dropping them questgiver and cutscene-quipper, and a key factor in
in engram form. Destiny has changed a lot with The aerating the stuffiness of the former Destiny. The
Taken King, but perhaps the most rewarding tweak is missions are better too, with stealth, escape and
the way loot visibly springs from bosses, rather than platforming sections adding variety to a game that
drops being heralded by a line of text or icon popup. was previously wary of asking any more of you than
Seeing a hulking space demon explode in a shower of simply shooting at things until they explode.
blue (containing rare gear), purple (legendary) and gold The exception to that rule was the Vault Of Glass,
(exotic) engrams is a buzzy thrill that even now, with a the core offering’s fantastic six-player raid, where fights
hundred hours played across three intoxicating weeks, were as much about puzzle solving as precision
has yet to lose even a fraction of its power. shooting. The Vault’s lead designer is The Taken King’s
The Taken King rains loot, then, as any good loot creative director, and the influence of Luke Smith’s
game should. Yet while the wider availability of top-tier philosophy can be felt all the way through the game. It’s
items is one of this expansion’s most refreshing tweaks, especially prevalent on the Dreadnaught, the colossal
Bungie’s greater achievement is its reinvention of Hive ship that plays host to many new story missions
supposedly lesser gear. Rare items are, as before, the and strikes, and that’s unlocked for patrol once you
most common kind of drop past the level cap, but are finish the campaign. Like Destiny’s planets, it’s a series
now vital additions to your loadout all the way through of instanced areas with respawning waves of enemies
to the endgame. While legendary and exotic gear will and chests full of upgrade materials. Unlike the
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ABOVE When we say King’s Fall is
more about puzzling than shooting,
don’t expect your trigger finger to
take the night off. Death, however,
comes not from buffing up enemies
to ridiculous levels, but your failure
to work out the puzzles at hand.
LEFT The Warlock’s Stormcaller
super is generally more use against
mobs than bosses, but when the
results look this good, pragmatism
does tend to go out the window
107
Strikes are now among our favourite pastimes, thanks to a buff to drop
others, it’s filled to bursting with secrets – complex rates the longer you stay in the playlist, and a piece of armour exclusive to
cave networks, faraway ledges, mysterious terminals and each one. This boss can drop a natty pair of Warlock gauntlets, for instance
chests that can only be opened with specific keys – and
your inventory slowly fills with curious objects that that lighten the mood a little with every slapstick
hint at their purpose with Souls-like descriptions. demise. Better than the Vault Of Glass? Perhaps. We’re
And if mystery’s not your thing, there’s the Court BLADE DANCER postponing judgement until the other difficulties
Of Oryx, where you can summon boss battles and any While Bungie was surprisingly launch, but it’s at least as good as the finest co-op
passing player can join in. Activated with a rune of one open in the run-up to The Taken experience around, which seems like praise enough.
King’s release, it kept quiet
of three tiers – the first spawning a single boss fight, about its new weapon type until
Bungie has done a remarkable job with The Taken
the second combining two of them, the third kicking off the 11th hour. Swords sit in the King, but not a perfect one. Some of its quests are too
a battle with a recommended Light level of 300 that heavy weapon slot, which goes reminiscent of the Destiny of old, making you hang
changes every week – they’re a fine way of blowing off some way to both explaining around in public spaces waiting for events to appear,
and making up for the nerf to
steam, and yet another path to a loot drop in a game rocket launchers, and are an
killing time and the same old groups of enemies
that is now enormously generous with its gear. absolute delight to use, making spawning from the same old places. Some waits are even
mincemeat of even the toughest more tortuous: we stayed up far too late one Thursday
What of the gear itself? In a way, The Taken King’s foes. Squeeze L2 and you can night to complete a frustrating part of an exotic quest,
block any attack at the cost of
new additions to the armoury are less exciting than some of your ammo; the exotic
only to be told our handler was waiting on some parts
what came before. We are yet to find anything so variant adds an R2 attack so and our reward wouldn’t be ready until the following
overpowered as a Fatebringer or Gjallarhorn, but given powerful that it costs five Wednesday. And while the new structure has done
the new emphasis on mechanics over bullet sponges, ‘bullets’ per swing. With a wonders for the PVE game, it has made a mess of the
three-hit combo that can be
there’s no need for it. Instead, weapons have situational extended with a jump cancel,
PVP Crucible. Quests demand wins, so players are
benefits. Since the game practically throws loot at you, swords are a brilliant way of quitting at the hint of a loss; each day, one gametype
it makes perfect sense to have certain tools be of use encouraging close-quarters doles out valuable Legendary Marks for completing a
in specific situations. Raid weapons, for instance, combat after a year spent match, meaning many aren’t even trying to compete.
pinging rockets from afar.
automatically reload when stowed, prompting a shrug of All of this is fixable, however, and while six months
the shoulders at first and a Eureka moment when you ago there’d have been reason to doubt Bungie’s ability
realise they’re almost essential in parts of the raid itself. to put right Destiny’s many little failings, The Taken
Ah, yes, the raid. The Taken King may have improved King is a game made of fixes. It uses preexisting flaws
Destiny in almost every respect, but that was hardly the as the foundations for something that is better in just
highest of bars to clear. As such, King’s Fall was always about every single way: bigger, more coherent and, best
going to be Bungie’s biggest test – one it passes with of all, immeasurably more generous. With that comes,
a lengthy, varied sequence of boss fights that require appropriately, a puzzle for Bungie to solve. How do
patient puzzle solving and near-perfect coordination to you continue to build on a game that has so few
surmount, interspersed with environmental challenges chinks in its lustrous, gleaming exotic armour?
9
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Post Script
Interview: Luke Smith, creative director
T
he Taken King’s creative director, Luke Smith, team pat themselves on the back just yet – we’ve got
doesn’t just make Destiny, but plays it too. The day a little bit more in store.
before the game’s release, he asked his Twitter
followers how they were planning on spending the Such as?
launch. His plans? A “20-plus hour poopsock session”. In Hard mode, all of the boss fights have a new
Here, he reflects on how The Taken King feels now it’s in mechanic, a new element. There’s also Challenge mode
the wild, shares future plans and explains why features – a particular way of killing a raid boss that gets you a
we saw during E284’s cover visit didn’t make the cut. special emblem and a reward. Mathematically, you’ve
only seen or completed five-thirteenths of the raid.
You’re in and out of the studio at the moment.
What’s the mood like now, three weeks after launch? A couple of items we saw a few months ago – the
Positive. We’re psyched that people are enjoying the Cryptarch’s corrupted engram missions, the Speaker
game. We’re finding issues, of course, but we have an selling a slot-specific drop buff for the raid – aren’t
awesome live team collating issues and prioritising in the game. What happened?
fixes. We don’t feel like our work is done – we’re never Just bad, unfixable bugs we found in certification, so
going to feel like our work is done with Destiny. It’s like we punted them. There was another item that reset
playing Whac-A-Mole: we think we’ve hit all the moles
and then more pop up. We’ve restructured the studio
“The spirit of your Nightfall cooldown so you could run another one.
We’re going to experiment with them in the future.
now to better allow us to do that. the Three Of
The original Destiny’s endgame was a hunt for raid
You’ve already fixed an exploit using the Three Of
Coins is really gear to hit the level cap. Infusion has changed that.
Coins, which boosts the drop rate of exotics. Surely awesome. How would you define the endgame now?
you knew it was going to be abused? I think a huge part of building a character is building an
We did. We understood when it went out the door that We wanted identity – making yourself look cool and getting your
it was going to lead to some over-generosity in the
exotic game, and I take responsibility for that. But the
the game to stats the right way. I’m on the hunt for one particular
chest piece; it’s going to give me an extra fraction of a
spirit of the Three Of Coins is really awesome. We be, and feel, percentage in efficiency. I don’t want players to feel like
wanted the game to be, and feel, more generous – and they have to do that, but I like the idea of being able to
the ideal application of how these things should be used
more generous” do that without having to worry about the vertical
post-hotfix is yet to be discovered. I’m happy there’s a power game. We wanted the vertical power ascent to
story about Destiny being overly rewarding! Look at be quicker to get people into the content they’re excited
where we are now versus a year ago. about. It took a really long time in vanilla Destiny to get
into the raid. We wanted that to be lessened, and
Now you’re seeing the game with a player’s eyes, wanted players to begin to tinker with horizontal
what are you disappointed with? progression, visual progression and vanity.
There’s definitely stuff in the game that, as a designer/
director, I wish was better. I think we missed some You’re often criticised for not allowing matchmaking
opportunities to construct questlines that function in in raids. Could that ever change?
parallel – if we’re going to ask you to go back to the I think matchmaking can make other players disposable
Cosmodrome, it would be better to ask you to go back to you. The reason that people quit out of strikes is
to the Cosmodrome and be really efficient and do a because there’s no consequence to their departure, just
bunch of stuff at once, rather than sending you back a punishment for that disposable person on the other
there [again] a couple of days later. end of the line. It’s pretty hard for me, emotionally, to
want to subject groups of players to that. What’s not
Player communities quickly unearthed the secrets hard for me to think about is a version of Destiny that
of the Dreadnaught, and at the moment it seems makes it easier to look for and find groups to go engage
that the last unsolved mystery is the Sleeper in difficult content with, a version that helps bring
Simulant exotic. What else is left? people together in a way that the current software
There are a couple of pieces of that puzzle left. There’s doesn’t. A bunch of the stickiness of Destiny for me is
another exotic, No Time To Explain, and a hand cannon that it’s the bar I can go to when I get home, where I can
that’s been datamined called The First Curse. Then wear my pyjamas and shoot the shit with my friends.
there’s some experiential variety coming that we It’s a game that’s best played with others, and it’s our
haven’t really talked about. I’m not letting the raid responsibility to embrace that further in the game. Q
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Soma
S
urvival-horror is, like many subgenre names, a Publisher/developer Frictional Games exposing rudimentary pathfinding that falls far short of
Format PC, PS4
vague label. Survival is the goal of most games, the standards of Isolation’s merciless hunter. Most of
Release Out now
after all, and diminishingly few are the horror Soma’s enemies are fond of trying to catch out sneaking
efforts that don’t induce fear through the threat of players by turning around unexpectedly just after they
death. While Soma will inevitably be badged up this set off down a corridor. It happens so often you’ll
way, Frictional has conjured up a potent adventure regularly be trapped in a hiding place for minutes at a
that’s a great deal more than the sum of its body parts. time, and only some of the creatures consistently
Like Frictional’s past works, Penumbra and Amnesia, respond to the noise of, say, a tossed glass bottle.
Soma revels in the tactility of its environments and
builds its set-pieces around inscrutable terrors. But it Soma’s most effective creations more than make
goes further by introducing a steak of playfully dark up for its less successful ones, but without the ability to
humour, used as a tension release valve as often as it is cower in cupboards, boxes or even under tables, the
to underscore the unsettling ideas at its story’s heart. It hide-and-seek stealth sections can feel less dynamic
ruminates on grand, troubling ethical and philosophical than those found in some of the game’s contemporaries.
questions with uncommon maturity. And it poses The enemy Frictional attempts to lessen frustrations by offering
moral quandaries with real bite, but never stoops to you a second chance if you’re caught, albeit one that
congratulate or admonish you for your choices. encounters are comes with clouded vision and a beleaguering limp, but
It’s a remarkably confident step change for a studio the weakest meet with capture a second time and you’re scuppered.
that has, up until now, focused its creative energies Even more generously, there’s a way to restore your
entirely on finding clever ways to terrify. Soma’s remit aspect of Soma. health – one so tightly bound to the expertly unfurled
is considerably broader and, as such, it has the potential
to find itself in the position of both disappointing
The game is at plot that we can’t describe it without spoiling things –
and nearby enemies will give their presence away with
horror fanatics and scaring off adventure fans. But this its best when a range of guttural noises and the flickering screen
precarious balancing act results in a game that better distortions that their proximity induces. It’s far from a
echoes the gallows-humour camaraderie and narrative you’re left to perfect setup, but it’s a forgiving one that introduces a
beats of Hollywood’s greatest sci-fi horror films than wander about couple of additional safety nets between you and the
any of its peers, including the brilliantly frightening – already generous checkpointing system.
but rather po-faced – Alien: Isolation. (In fact, Soma While memorable, the infrequent enemy encounters
includes an Aliens reference as evocative as anything are the weakest aspect of Soma. The game is at its best
in The Creative Assembly’s game.) when you’re left to wander (and, indeed, wonder) about
Soma attempts to pull off a similar sleight of hand the dank, leaky compounds that make up Pathos-II, the
with its AI, too, with more mixed success. Rather than apparently abandoned deep-sea science base in which
rely on a single enigmatic foe, Frictional deploys a series the game is set. Every space feels like it has a practical
of corridor-stalking aberrations, each with its own purpose, and environments continually yield evidence
behaviours. It’s a concerted effort to avoid the erosion that alludes to the lives of those who used to live and
of jitters that Amnesia suffered from once you learned work in this unfamiliar, dangerous space. The game
the tricks employed to make its creatures appear so draws you in further by requiring that you use a
threatening, but while Soma keeps you guessing, it CAST INTO THE SEA combination of trigger and analogue stick to pull open
doesn’t wholly avoid falling into the same trap. While you’ll spend a lot of time drawers, throw huge switches to pressurise airlocks,
The best of Soma’s mob of horrors is a creature that alone, Soma does include other and plug heavy-duty cables into machinery. This well-
characters. Chief among these
riffs on Amnesia’s Gatherers. It wears what looks like a telegraphed palpability enriches each environmental
is deuteragonist Catherine
diving helmet, brightly illuminated from the inside, and Chun, a scientist working at puzzle and componentry fetchquest and adds tension as
looking at it directly violently distorts the screen. You the Pathos-II facility, who you’ll the loud clanks of your interactions threaten to attract
must try to keep it in the corner of your vision (though come into contact with early unwelcome attention. There are also moments of real
on and is trying to resolve the
it’s more often directly behind you as you flee into the poignancy, and a couple of the decisions we were asked
situation. She helps you to
next room in the hope of finding somewhere to hide) in understand your circumstances, to make along the way, although having no bearing on
order to keep track of it. It’s a fantastic creation that’s and provides access to locked- the way the game plays out, left us reeling.
set loose on you before you’ve had a chance to mentally down sections of the base, That Soma’s AI can’t quite live up to the assured
among other things. Exchanges
map the areas it haunts, compounding the sense of poise of the rest of the game is inevitably disappointing,
between Chun and protagonist
panic you feel as you try to deal with it. Simon are by turns funny and but then it’s also indicative of the spectacularly high
At the other end of the spectrum is a tumorous poignant, and while the voice standard of world-building and storytelling that’s on
lump like a walking mass of doner meat. Despite its acting occasionally sails display here. Soma is consistently astonishing, and no
perilously close to am-dram,
silly appearance, it’s still a threatening proposition monster, however unsettling its design, could ever hope
the game’s powerful story and
initially. But the sections in which you encounter it high-level ideas carry everything to match the deeper psychological unease brought
afford too many opportunities to directly observe it, along with considerable force. about by the game’s brilliant premise.
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RIGHT You’ll spend a lot of time
peeking around corners, either
trying to establish that the way is
clear or keeping tabs on marauding
threats. If you’re spotted, running
away is an option, but you won’t
find any safe lockers to hide in.
MAIN The Pathos-II facility is richly
atmospheric, and through both its
layout and the tech it’s constructed
around, exudes a convincing
functionality that lends credence
to the human tragedy of its tale.
BOTTOM Soma’s external sequences
are as powerfully evocative is its
indoor sequences, the infrequent
lighting and muffled sounds adding
to the inherent sense of danger
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Post Script
Interview: Thomas Grip, creative director, Frictional Games
F
rictional Games co-founder Thomas Grip should Something else that’s uncommon in horror games
be a happy man. At the time of writing, Soma, the is humour. Were you nervous about including it?
studio’s first in-house game in five years (Amnesia: I mostly left Mikael [Hedberg], our writer, to do what
A Machine For Pigs was handled by The Chinese Room), he thought fitting. He believes it’s the environment and
has shifted just shy of 100,000 copies in its first week journey that set the atmosphere, so the characters don’t
on sale, and garnered almost universal praise. But Grip have to make it more scary, they just need to bring the
is a perfectionist, so in this interview we discuss Soma’s human part of the story instead. And humour is the
hits and misses as he sees them. (Spoilers follow.) most realistic thing you can do in horror because it’s
a vent that you need in order to keep your sanity.
As an environment, Pathos-II feels really authentic.
How much research did you do into undersea bases? In terms of your goals for the game’s enemies, how
Not that much, actually. The base was very much, ‘Let’s pleased are you with the final result?
make it up as we go along.’ That sums up the entire I’m semi-happy. The most common complaint that
project, because there were a lot of unknowns from the we’ve had is that there’s not enough mechanical variety
get-go. Early on we weren’t even really sure how much to them, and not enough mechanical differences to
of the game would be inside, and you were originally other games. But that’s actually a design decision. The
meant to spend a lot more time in the water. So a lot
of the indoor structures came along as we started to
“Some people whole idea behind the enemies is that they should be a
background element that you project your imagination
redesign stuff. But we did a lot of research into specific have said on to. It worked out awesome for the people who
stuff like fish. We were very careful to pick species that experienced everything [as we intended], but it
could live at the depths where the game takes place.
that it’s totally worked out really bad for some other people.
unscary, and
BioShock’s Rapture casts a long shadow over any Amnesia popularised hiding in cupboards, but why
underwater environment. Was that problematic? others say it’s so did you choose to leave that out of Soma, and other
It’s really interesting: from what I read about the
development of BioShock, we mirror a lot of how that
scary they can’t genre staples like hiding under desks?
I’ll actually say straight out that I think that was a
game was developed. But we haven’t been that even finish the slight design blunder from us – we could have done
influenced by BioShock other than checking out how more. But then again, it leaves you a bit exposed and we
the water was handled – we did that for a lot of other
opening hour” did include some hiding places, but I think a closet or
games, too. We found BioShock really helpful from a two here and there would have been appreciated! It’s
technical standpoint, but not aesthetic. Actually, the always a difficult balance between having environments
thing that has cast a bigger shadow on us has been the that are narratively plausible and environments that,
Alien movies, because we really wanted to make sure gameplay-wise, offer you all the options.
that our sci-fi corridors had a distinct feel to them.
What was the thinking behind the health system?
We really enjoyed the Aliens references, especially Once you’ve experienced death you know where you’re
the missing-crew moment with the locators. at – you know you’ve experienced the worst thing that
That was almost a direct rip from it [laughs]. We had can happen to you. It’s the unknown that’s the most
the storyline, but then we added other sections where feared, so instead you’re knocked down, you’re hurt and
we have these black-box locators, and it just hit us: you need to go further. And then incorporated into that
‘This is Aliens – we need to have a map that shows is this health system, which is disgusting, and it’s also
where everyone is!’ It emerged naturally from our story unclear as to whether what you’re doing is ultimately
and works, so we thought, ‘Let’s use it as an homage.’ more harmful. We had even more ambitious efforts on
the death system from the get-go, but it didn’t turn out.
Giger seems to have had a strong influence on the
WAU constructs and dripping structure gel, too. Were you worried the game might be too scary for
It was a big influence, and it came pretty early on. The some and not hardcore enough for horror obsessives?
initial idea was ‘Giger with fish scales’; then one of our [Laughs] It’s been very hard to figure out where to draw
concept artists, Rasmus [Gunnarsson], sketched some the line. We’ve heard everything from people saying
early designs of that and it was like, ‘Yeah, this is cool – that it’s totally unscary, to others saying it’s so scary
we need to have that.’ It feels like there should have been they can’t even finish the opening hour. So I can’t see
more games with his inspiration. Perhaps I missed any way to oblige everyone. We’re just going for our
some, but I can only recall Dark Seed. intended experience and hoping for the best. Q
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The essential magazine
for Xbox 360 and Xbox One owners
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Transformers: Devastation
O
r, if you prefer, Transformers: Witches In Publisher Activision Appearances can be deceiving, and it’s tempting to
Developer PlatinumGames
Disguise. From any studio but PlatinumGames, see Devastation as a lighter take on the 3D brawler,
Format 360, PC, PS3, PS4 (version
this would be considered a clone, a cut-and- tested), Xbox One especially after the studio’s work on the overly gentle
shut job welding licensed Transformers fan service to Release Out now The Legend Of Korra. On first inspection, this is also a
Bayonetta’s best-in-class melee action. Coming from somewhat more mainstream action game than Platinum
Platinum, though? Well, it’s still that, but it is also is known for, which feels like a logical decision given
elegant, often spectacular and, above all, a work of good that the logo on the box is as likely to draw the eye of
old common sense. Transformers, it turns out, are a ’80s nostalgists (and kids who sit through Michael Bay’s
fine fit for the Bayonetta template – perhaps even, in various movie versions) as it is action-game fanatics.
places, as fine as the Umbran Witch herself. The complexity of the combo system has been toned
Though not, admittedly, without taking liberties. down a bit too, in order to bring big damage within the
We don’t recall Bumblebee, Grimlock et al being blessed reach of the less genre-savvy player.
with double jumps or swanky light-light-heavy combos
in the 1980s cartoon on which this is aesthetically But by the time you’re halfway through this seven-
based. Nor do we recall Optimus Prime and Sideswipe Enemies hit like chapter campaign on Warrior (normal) difficulty, you
being able to slow time with a perfectly executed dodge.
But the Autobots’ vehicle morphs make sense in the
trucks – and not will start to struggle. Enemies hit like trucks – and not
just the ones that are trucks. A boss fight can be going
Platinum house style, powering a hard-hitting combo just the ones perfectly until a single mistake gets you stunned, then
ender that plays the role of Wicked Weave, and a vehicle caught in a three-hit combo that kills you. And as
mode for quickly covering space that is the perfect
that are trucks. things progress, Platinum stacks the odds higher and
replacement for Bayonetta’s panther transformation. A boss can be higher until the screen is full of threats – robots
It’s Bayonetta on the battlefield, then – and off it, swinging big hammers at your face; robots sniping
too. The Ark, the Autobots’ base of operations, plays going perfectly from behind shields on far-off platforms; robot planes
host to a shop that sells genre-standard restorative
items and some highly familiar extra moves, including
until a mistake swooping above, dropping their neon payloads on your
head. Even on Warrior, the action can frustrate. On
a parry and a quick shove to knock an opponent off gets you stunned Commander, the next difficulty up, enemies hit even
balance. Yet the Ark also helps set Devastation apart harder. And on Prime, the game’s hardest tier, they
from its obvious inspiration, since it’s here that you’ll move twice as fast. Bayonetta Lite? Not exactly, no.
choose which of the five playable Autobots you’ll be Unfortunately, it doesn’t always feel fair. A couple
taking into battle, and tinker with their loadouts. of set-piece fights are set entirely in mid-air, and
Each has their default weapons, but many more are keeping track of an opponent blessed with an optional
dropped by enemies or found out in the world, locked in flight mode through a large 360 space is a bit of a
chests or buried in caches that can be unearthed with a disaster. While audio and visual cues signal imminent
vehicular ground pound. The weaker finds can be fed to attacks, the length of time between cue and action is
your favourite weapons to power them up; elemental too variable for a game that places so many threats
properties and stat buffs can be passed over too. The offscreen. And things are further muddled by the way
process itself could be speedier – weapons have to be Platinum uses the same sound effect to signal attacks
dismantled one at a time, which is a chore when you’ve and opportunities to use your vehicular combo ender. In
just finished a level with 20 additions to your inventory, this genre, we expect to be overwhelmed, and attacked
and it takes four or five of them to push your favourite by unseen aggressors, but we also expect to be given the
sword or gun up a level – but you won’t be complaining tools and the information to cope. It’s something
when you end up with a fire-infused shotgun that does Platinum understands as well as any studio, but doesn’t
several-thousand damage with every headshot. quite put into consistent enough practice here.
Yes, headshot. While the majority of Devastation’s Yet there are shades of Platinum at its best here too.
moment-to-moment action consists of Platinum’s The ’80s-cartoon aesthetic looks delightful, despite
signature balletic fisticuffs, there will be times when some bland environments. The script delivers the same
you need to draw a gun. The Decepticons can transform blend of portentous and cheeky as the source material.
too, after all, and as the game progresses they become Most importantly, there are moments where everything
fond of turning into things that can fly. A quick burst of flows, where every dodge is perfectly timed, enemy
gunfire will bring them back down to terra firma for a health bars melt away and the mission-complete screen
beating. Weapons are equally useful up close (fired mid- pops up with an SS rating – that Zen-like feeling of
dodge, perhaps, in a delightful nod to Vanquish) and absolute mastery that so many studios strive for, but so
from mid-range, where they’re ideal for finishing off a very few can reach. Transformers: Devastation may not
dangerous bot from a safe distance when you get down be pure Platinum, but there’s more than enough
to your last few pixels of health. Which happens a lot. of its glimmer in here to disguise the little flaws.
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LEFT Platforming sections appear
later on, but carry little threat –
failure deposits you on a nearby
ledge. This part was made even
easier by a hover move developed
in the Tech minigame at the Ark.
BELOW Optimus Prime is voiced
by Peter Cullen, who first lent his
dulcet tones to the Autobot in
1984’s The Transformers. Many of
his fellow cast return here; Vince
DiCola, composer of the 1986 film
of the same title, also features.
MAIN Here’s Bumblebee in Focus
mode, AKA Witch Time. Autobots
have something Bayonetta lacks:
a damaging counterattack,
performed by holding an attack
button as soon as Focus activates
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Rock Band 4
W
henever a favourite band gets back together, Publisher/developer Harmonix quality of Harmonix’s note charts, but without
Format PS4 (version tested), Xbox One
there’s always an edge of trepidation to the those technically demanding solos, it’s not quite as
Release Out now
jubilation. The old material was great, sure, challenging. Those who miss them will find an option
but can they really reproduce that magic? And even if in the guitar-specific menu to turn freestyling off and
they can, will it mean as much to us now as it did all restore the old cascading note patterns.
those years ago? Indeed, whenever something that Rock Band 4 is, of course, most fun with friends,
was previously popular enjoys a revival, there is an though getting a full set of new instruments represents
unspoken anxiety beneath the surface: are we all a significant investment. For the solo player, the main
perhaps a little bit old for this now? attraction is the returning Tour mode (also playable
No, not in Rock Band’s case. Playing pretend with however many band members you have to hand),
instruments hasn’t gone from riotously entertaining to a structured journey through all the songs on the disc
patently ridiculous – although, let’s be honest with peppered with witty text that is quite clearly the
ourselves, it has always been both – in the five-year gap product of experience. There is a choice mechanic
between this and Rock Band 3. Playing in a successful in here now too; it even leads to different endings.
band is still a near-universal fantasy, and playing Rock Playing pretend Creating a fantasy band and outfitting them with
Band is still as close as many of us are likely to get. The
elation of sailing note-perfect with bandmates through
instruments instruments, outfits and hairstyles is entirely optional,
but if you choose to venture beyond Quick Play, it’s
a tough section of a song; the surge of adrenaline when hasn’t gone easy to get oddly invested in their fortunes.
you tilt your guitar or finish a drum flourish to kick in
your multiplier and send the virtual crowd into a frenzy;
from riotously The new instruments are excellent, with an
screeching the high notes in an ’80s metal classic; entertaining almost-silent strum bar on the guitar and quieter pads
involuntarily falling to your knees in the middle of a on the drums, but it’s difficult to recommend that
solo: it all still feels great. Rock Band 4 is very good at to patently anyone with access to older Rock Band or Guitar Hero
making you feel brilliant, and the few tweaks and
additions Harmonix has made to the near-perfect
ridiculous in the instruments should upgrade immediately, given the
prices. Testing a variety of old plastic with Rock Band 4
Rock Band 3 systems are all in service of that feeling. five-year gap on PS4 proved entirely successful, once their tiny USB
The most significant of these new additions, adapters were hunted down and retrieved. Importing
freestyle guitar soloing, does what no music game thus old DLC was also relatively painless, and it’s hugely
far has done: it successfully incorporates improvisation. impressive that Harmonix has managed to navigate
For most of a song, you follow the notes and chords what must have been an absolute nightmare of old
of a song as expertly mapped to a five-button guitar licences and wireless technologies to ensure that
controller, as you always have. But when it’s time for a existing Rock Band fans can play all their old purchases
guitar solo, instead of the usual avalanche of coloured on all their old, overpriced plastic instruments.
notes, the track sparkles, leaving you to play along There is, however, one glaring design flaw on the
however you like. The game subtly adjusts your timing THE COST OF ROCK new PS4 guitar controller, which is a Share button right
and picks from preselected note sequences to make Something that Rock Band 4 below the strum bar, unprotected by the raised plastic
will struggle with in shops is the
you sound, well, awesome, so long as you play with variance of different packages
that prevents you from accidentally hitting the Options
reasonable timing, whether you’re shredding out and prices, which are confusing button below it. Until we improvised by taping a bottle-
sixteenth notes or tapping on the bottom frets or even for veterans of plastic cap to the instrument, our guitarist would interrupt
morosely picking sustained notes on the top frets. In instrument acquisition. The things with an unintentional press of the Share button
most expensive option, the
almost every song, it sounds fantastic, and makes you at least three times a song. An option to disable it
Band-In-A-Box, is £220, though
feel more than ever like you are really playing music. it will leave you one short of a should be a top priority in forthcoming patches.
There is a small downside to the new solo mechanic, full four-piece, coming with Rock Band 4’s fun is still the same flavour as it
however, in that nailing intricate solos was one of the drums, a mic and a single was five years ago, certainly. This year’s other returning
plastic Stratocaster. A guitar
most satisfying elements of Rock Band for high-level music game superstar, Guitar Hero Live, is taking the
bundle with the game is £110.
players. Being able to tap, strum and whammy your way If you’re happy to use old genre in a new direction with a new guitar, aesthetic
through by playing pretty much anything might make instruments retrieved from a and business model. In contrast, Rock Band 4 is an old
you feel like a virtuoso, but it takes away the sense of musty attic, and can find them, favourite returning almost exactly as you remember it.
the game by itself is £50 –
technical achievement that came from mastering It’s playing things a little safe, perhaps, a conservative,
unless you’re playing on Xbox
complicated note patterns. The solo sections give score One, in which case you’ll also retrograde step from the masterful Rock Band 3. Yet it is
bonuses for following guidance, indicating with note- need a legacy adapter to make impossible to dislike something that is brimming with
track patterning when you should be playing on the top your old instruments play nicely the same passion and enthusiasm for the transformative
with new technology. That
or bottom frets and what rhythm you should be going power of rock. It’s infectious, and it is difficult to
package costs £70. DLC songs,
for, but following it is optional. Rock Band 4 is still meanwhile, cost 99p each, but imagine that anyone with any affection for rock
satisfying to play for the expert thanks to the excellent you can import your old ones. music could fail to appreciate it.
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ABOVE The Tour mode now has a series of choices to make, giving each
band a slightly different journey. A manager might offer to take you on, for
instance, earning the group more money but sacrificing cred with the fans
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Y
ou know you’re in for something special when Publisher Activision way of preventing yourself flying out of bounds and
Developer Robomodo
even the developer’s intro splash has framerate losing your combo, an occasional problem throughout
Format 360, PS3, PS4 (version tested),
problems. Expectations are lowered right off the Xbox One the series’ life that’s especially prevalent here. It’s not
bat, and with good reason: this is about as stable as Release Out now the worst idea on paper, but mapping it to the same
Tony Hawk’s Pro Skater 5 ever gets. It is shockingly, button as grinds is a special sort of madness. Suddenly,
brazenly unfinished, a remarkable mess of a game in 16 years of muscle memory count for nothing, a
just about every respect. There’s the insipid visuals, fractionally premature button press seeing you clatter
the abysmal technical performance, the will-this-do? back to Earth in the wrong place, killing your flow and
mission design, and the comically dreadful physics. combo. Newtonian physics are disrespected elsewhere
THPS5 is an insult to its history, to its licensed skaters by red ramps that boost you pointlessly high into the
and sponsors, to modern hardware, and to anyone who sky, a double jump on a level set on city-block rooftops,
plays it. The only person to emerge from all this with and a space station where gravity’s pull is reduced –
their head held high is the Activision suit who has but only in certain areas, leaving you second guessing,
presumably earned some kind of medal for having the usually incorrectly, how early you need to jump.
chutzpah to suggest selling the game for £40, and the Quite how you
brass neck to push it out the door in this state.
can make such Even when physics is behaving as it should,
THPS5 would have been an ugly game ten years Robomodo’s design team ensures you don’t have too
ago; indeed, we might even have preferred it in a lower an extravagant much of a good time. While a straight-up high-score
resolution than 1080p, since at least there’d be less of challenge is the first order of business when loading
it to look at. Environments are bland and barren, their
mess of a into one of the eight stages for the first time, and is as
textures arriving late on the scene thanks to streaming near-perfect satisfying as ever when the Slam mechanic isn’t ruining
issues on consoles that are capable of so much more. your run, things deteriorate rapidly after that. You’re
The second you spawn into a level based on THPS2’s 16-year-old left with fetch-and-carry quests (find ice cream cones
School II and start to roll forward, the framerate falls
through the floor and slowly lurches its way back up
physics model is around a warehouse, then deliver them to the pool
outside), speed challenges (skate through rings to a time
to something approximating stability. For a while, anyone’s guess limit) and a tremendous amount of weird nonsense,
anyway: the refresh rate jerks up and down like a yo-yo perhaps asking you to destroy targets using fireworks
on a knotted string throughout, and there’s rarely an that shoot from your board when you do a flip trick, or
obvious explanation as to why. to knock barrels of toxic waste into the puke-green
Still, if it’s bafflement you’re after, you’ve come sludge of an indoor pool. The difficulty curve is all over
to the right place. Quite how you can make such an the place and by the end even the high-score challenges
extravagant mess of a near-perfect 16-year-old physics have lost their lustre – the lowest tier of the infuriating
model is anyone’s guess, but Robomodo has. Ollie space level asks for 1.5 million points in two minutes.
innocently towards a handrail and the engine interprets With all that in mind, it’s understandable that the
your gentle, foot-high jump as a leap of such force that CREATE OR DIE game’s much-touted, series-first online mode is on
you clip the rail and fly a couple of hundred feet into As you complete objectives, you the quiet side. Our high-score and deathmatch invites
level up and unlock skill points,
the sky. One poorly judged aerial spin sees us crash into increasing your celebrity skater’s
go unheeded, the arena filled with fellow players
the base of a quarter pipe and slide on our backs across stats – movement speed, ollie standing stock still (looking up trade-in prices on
the length of the arena. We have lost legs through floors jump height, balance, and so their phones, we assume) and the action obscured by
and seen arms disappear through walls; we’ve fallen out on – in the traditional fashion. constant text popups as player after player leaves the
You also acquire new character
of the world, spinning into the blackness beyond. game. Meanwhile, server-side connection hiccups –
models, which take the concept
Such glitches in a game so clearly pushed out of the of player customisation to fairly of which we’ve experienced a few – boot you back to
door before it was ready for the public gaze are to be ludicrous extremes: the the main menu. It all feels thoroughly pointless.
expected; perhaps, if we’re feeling kind, they’re even screenshots you see on these All of it. The rumour mill has it that THPS5 has
pages all feature, believe it or
forgivable. Yet some of Robomodo’s worst crimes been shoved into stores so prematurely because
not, Tony Hawk himself.
against science are intentional, the studio fiddling Elsewhere, there’s a clunky level Activision’s Tony Hawk licence expires at the end of
with a physics model that was fine just the way it was. editor whose early player the year; we suspect that had the Birdman known this
We should have seen it coming: similar tinkering creations are rather telling. A would have been his videogame swan song, he’d have
Most Liked submenu yields a
with the series’ clockwork systems turned the studio’s offered up an extension for free. A man who spends his
screen full of levels that have
2012 remaster-cum-compilation THPS HD from what been given precisely zero likes, days twirling gracefully through the air has ended his
seemed like a sure slam dunk into an embarrassing air and more than half of them are videogame career clattering to Earth at speed, his arm
ball. Yet there are some mind-boggling design decisions remakes of the original THPS’s disappearing through the floor before he skids on his
Warehouse level, as if players
here, chief among them the Slam move, which fractures backside 100 metres across the stage, clipping through
are desperately looking back
the laws of gravity and thuds you sharply downwards on a simpler, more technically a wall and pinging off into the infinite void,
from the air. The intent, presumably, is to give you a stable, much happier time. where he will hopefully find some peace.
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achieve, but the orange variety still give you enough hangtime for an
easy 1080. Some levels have boost pads on the floor, for some reason
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A
mid the swirl of bleak ideas explored by this Publisher Nintendo regeneration. Inevitably, the game’s first half is more
Developer In-house (SPD), Koei Tecmo
unusually thoughtful horror sequel, the one that frightening, but encounters retain intensity throughout.
Format Wii U
perhaps resonates longest involves a folklorist Release October 30 While an episodic story occasionally struggles to
positing the notion of the camera as a “lonely box”. Does contrive motivations for the three playable leads to
that loneliness belong to the subject, isolated within return to the game’s mountainous setting after dark,
the frame, or to the photographer, looking through the this network of ornate shrines, tunnels and dilapidated
viewfinder as if gazing into the void? Maybe it’s both. buildings is home to some exceptional set-pieces.
Koei Tecmo’s series has always sought to scare There’s a truly disquieting moment when protagonist
players by inviting them to get unsettlingly close to its Yuuri stumbles into a forest of dangling effigies, a
ghostly subjects. And in using Wii U’s GamePad to disturbing image even before you consider the story’s
frame shots for its spirit-banishing Camera Obscura, it ties to the Sea Of Trees, Japan’s infamous suicide spot.
has the perfect conduit to discomfit still further. You Later, a bravura firstperson sequence highlights the
hold the controller in front of your face as tortured universal paradox of horror: the irresistible force of the
spirits lurch out of the darkness, spectral fingers SNUFF FLICK desire to know meeting the immovable object that is
grasping at you. Some spin in an elegant dance of death; You’re once again invited to the reluctance to find out. If many of its peers explore
some jerk and twitch, perpetually dangling from an ignore your instincts after the the fear of the unknown, Maiden Of Black Water taps
fatal shot is snapped. Reach out
invisible noose; others crawl and lurch, desperately into the terror of the inevitable and the unavoidable.
to touch the form of a ghost as
scrabbling for one last human contact before their light its spirit fades and you’ll witness Some will doubt the merits of a guiding spirit, who
is extinguished. And yet you wait for them to approach, a glimpse of the person’s will lead you to your destination with a squeeze of the
knowing that an extreme close-up is the quickest – demise. These are rendered as trigger, yet it’s thematically apposite. These characters
water-damaged VHS footage,
most merciful – way to put them out of their misery. are, after all, irresistibly drawn towards the darkness,
affording them a troubling
Tilting the controller offers a chance to deal more veracity, and if the camera whether it’s a morbid fascination with the deceased, or
damage through full-body shots, while other ghosts shows a degree of restraint at the deep, lingering melancholia of (possibly suicidal)
release fragments that must be snapped to prevent a the most violent moments, then depression. Likewise saturated in sorrow, Maiden may
the imagination too readily fills
be too gruelling for some – this is a potent and
Koei Tecmo’s motives for the ‘wetness’ mechanic (when damp, your defence in the rest. Few are mandatory,
but you’ll gain bonus points upsetting work that leaves a deep impression,
is lowered, but your shots deal more damage) may not be all that pure.
Plenty of attention is paid to how flimsy clothing can look when saturated towards upgrades for watching. spreading and darkening like a bruise.
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PLAY
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intendo’s recent fascination with fashion Publisher/developer Nintendo (EPD) communicate with others. Coordinating a plan is
Format 3DS
has given it a new pep in its step. There’s simple in local play, but online partners are restricted to
Release Out now (JP), October 23
something of Splatoon’s freshness in the pictorial icons, whether you’re requesting a piggyback,
carefree frivolity of Tri Force Heroes’ intro, wherein suggesting a bomb throw, or simply pointing the way
a stylish princess is robbed of her regal threads and forward. At times, it’s like attempting to relay a
forced to don a brown unitard. Her wailing father thus masterplan via semaphore, prompting moments of
demands a trio of prodigiously sideburned heroes set entertaining confusion and passive-aggressiveness:
out to find her a new outfit. A perky soundtrack impatient players will likely resort to tapping the
suggests light-hearted tomfoolery awaits, but Nintendo same icon repeatedly to chivvy along dawdling allies.
ultimately fails to recapture the competitive edge and Yet we’ve seen so many of these puzzles before.
mischievous invention of Four Swords Adventures. There are pressure plates to stand on, switches to hit,
Three Links are required at all times, which naturally and pyres to set ablaze with arrows shot through nearby
rules out a twoplayer option. You can cooperate with flames. One player will blow another over a chasm with
other players online or locally – generously, the entire LINK BATTLE the gust jar; once across, the other can return the favour
game can be played via Download Play – while lone Each world discovered unlocks with a boomerang. The stage design is compromised by
players command two Doppels, macabre dolls with Shy a new arena for the competitive the need to cater to lone players and groups, too. With a
Coliseum mode, the game’s
Guy-style death masks to which Link can transfer his handful of exceptions, the intricacy of its environmental
only option for just two players.
soul with a tap on the touchscreen. Yes, you can still The persistent presence of riddles is limited to afford solo players the time to move
throw one another off cliff edges, but with a shared Wallmasters – which will drain three Links into position. Inevitably, those exceptions
life meter, there’s less room for horseplay here. all your hearts if they connect – prove irritatingly exacting without two live assistants.
keeps things moving, though
The trio can form a totem to reach high platforms For a fashion-conscious game, unlockable outfits
the mode doesn’t hit its chaotic
and spar with tall bosses – an idea that would seem to peak until a third player is are also integrated with uncharacteristic gracelessness,
have limited range, and so it proves. And yet it’s lent introduced. Those who’ve been functioning as little more than difficulty modifiers.
much by the conscious limitations of the way you playing longer have a distinct So, carefree and likeable as it is, this coltish caper isn’t
advantage, too, since some
particularly well tailored: baggy in places and restrictive
In theory, bosses present less danger to lone players, since they can’t harm outfits (such as the cactus suit,
which damages foes on impact) in others, it’s proof that for multiplayer Zelda,
the Links you’re not controlling. But while a quick switch can often save
the day, you’ll still lose a heart if a Link is nudged into lava, or off the edge are more effective than others. four swords are better than three.
6
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uperheroes are broken. It’s back to the essence of the Japanese arcade
why Hollywood’s current as players come together to devise counter-
obsession with the caped strategies to even the odds. Ono was not
and costumed hasn’t fully referring to Marvel (as fans shorten the
crossed over into games: unwieldy full title) but Super Street Fighter
they need balance. While we IV: Arcade Edition, and specifically two
like our power fantasies too, characters. Yun and Yang would later be
they must always come with patched into a more reasonable state, but
some kind of threat. It’s why Batman, who not until Ono had been proven right: by the
draws his power from his bank account but patch, the two weren’t as dominant as they
remains vulnerable to bullets, works well in had been at the start anyway. Marvel’s more
games, while Superman, who fears nothing powerful characters have followed a similar
on Earth, does not. Short of giving every trajectory: they have dominated, fallen back
roaming thug Kryptonite knuckledusters, as players have worked out how to deal with
there’s not a lot you can do. them, then risen again as the counters are
Superman’s absence from Ultimate themselves countered. On it goes until
Marvel Vs Capcom 3’s colossal roster is a something else is found in those millions of
matter of ownership, not logistics, but had permutations, and the dance begins anew.
he belonged to Marvel, then this might be
one of the few games that could reasonably The first dance was led by Phoenix,
offer him a home. It is a game that revels in who looked down on the rest of the cast
the unworkable and the absurd, taking some from the summit of the tier list thanks to
of the most powerful superheroes in comic- her two forms. The first isn’t much of a
book history and pitting them against the problem, really – perfectly capable in the
great and good of the Capcom universe, right hands, certainly, but she has the
buffing the less powerful to give them a lowest health pool in the game and is no
fighting chance against the godlike. match for the roster’s upper echelons. But if
There are 50 characters in all (including you kill her, and she has a full stock of five
the two DLC fighters), from which you pick Hyper meters, she resurrects in dramatically
a team of three. That equates to almost more powerful form, screaming, “I can’t
120,000 possible teams even before you control it!” Players certainly can; amid the
factor in assists, which let you summon a resulting chaos, a Dark Phoenix can take out
partner from offscreen to deliver a single, entire teams in seconds. There were calls for
cooldown-controlled move. Each fighter has a patch, naturally, but since the handful of
three assists to choose from, too, meaning tweaks that came in the transition from
the game’s character-select screen really vanilla Marvel Vs Capcom 3 to Ultimate,
offers some three million possibilities. Phoenix has stayed unchanged.
Whichever you pick will be capable of A fight against a Phoenix team is
truly ridiculous things. This is a superhero unlike any other in Marvel. The max-meter
riot of hundred-hit combos, a screen-filling requirement for her resurrection is central,
mess of neon plasma fireworks, and a recipe with the Phoenix player building towards a
for disaster. An entire studio could spend full stock as quickly as they can with their
years tweaking its data values in an endless, other two characters. Across the screen,
fruitless search for perfect balance. In the meanwhile, their opponent must dispatch
four years since its release, Ultimate Marvel Phoenix herself as quickly as possible,
Vs Capcom 3 has been patched three times, certainly before that Hyper meter fills, and
the most recent of which still came less ideally without killing her teammates first.
than six months after launch. It is a game Phoenix doesn’t just come back from the
beset by problems, but few have ever been dead, you see. She also has her X-Factor – a
fixed, and no more ever will be. Capcom’s game-wide comeback mechanic, available
Marvel licence expired in 2013. once per round – which boosts movement
Capcom’s Yoshinori Ono once said that speed and damage output while restoring
he liked putting the odd overpowered recently lost health. It can, by itself, turn an
character in his games, because doing so entire match on its head. In Phoenix’s
fosters a strong community spirit, calling hands, it’s more powerful still, since its
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I T S S E C R E T S H AV E B E E N D I S C O V E R E D
NOT IN THE ARCADES OF AKIHABARA,
BUT ON CONSOLES ACROSS AMERICA
they could launch an all-out assault and kill that mirrors her every move. Combine those
everyone before Phoenix has her meters. Or abilities and you have the basis of a pretty
they could just take their chances against tricky bullet-hell shooter. Add in Doctor
the game’s most powerful fighter. Doom’s Hidden Missile, which makes a
A Phoenix match is Marvel at its most volley of rockets fall onto the opponent
broken and also its finest, a spectacle of from above, and you create a near-
see-sawing momentum, tension giving way impossible one. Pioneered by New York
to explosion over and over again for 99 player ‘ChrisG’, a Morridoom team has never
enthralling seconds. Across the years, the passed the Evo test, but it’s a regular sight
odds have evened out, players coming in the latter stages of just about every
together to compose an unofficial strategy tournament. Like the Phoenix fight, it’s like
guide devoted to a single character who in nothing else in the game. It’s cheap,
any other game would have been patched ridiculous and borderline unfair, but in a
into irrelevance. Phoenix teams won the Evo game that is never again to be updated, all
tournament – fighting games’ biggest stage players can do is learn to live with it.
– in both 2011 and 2012, the first two years It’s something Marvel players are very
One stock of your Hyper bar
performs a standard super of Marvel’s life. But they haven’t won since. good at. Marvel Vs Capcom 2 remained
move, but more powerful Phoenix faded from prominence not only popular on the competitive scene for a
attacks cost three meters.
Damage can be increased by because the community had learned to cope decade, and would have lasted even longer
frantic mashing of buttons with her, but also, you suspect, because of had a successor not appeared. It’s easy to
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Phoenix Wright must scour
RELIEF the stage for three pieces
of evidence. When the
Capcom loves itself search is complete, he gets
a bit of post-release access to a host of new
costume DLC, and moves, such as a huge
an alternate costume accusatory finger that
for every character covers most of the screen
in the game was
predictably on sale
soon after Marvel’s
release. Not all of
them survived,
however. Magneto’s see Marvel having a similar lifespan – even Fighter IV remains the purist’s choice, but
regal getup, which saw longer, perhaps, since a sequel appears Marvel is fighting games’ true spectator
him bear a striking
resemblance to the unlikely. Despite having more star power sport, its spectacular chaos, unpredictable
King of Spain, was than just about everything else on shelves, action and uneven odds whipping crowds
removed from sale
after the threat
sales stood at just 1.2 million units into a frenzy. It is second only to SFIV on
of legal action. The worldwide by March of this year. Evo finals day, and still takes top billing at
monarchy’s legal team many tournaments.
took understandable
exception to a It isn’t hard to see why. To newcomers, But only in the US. Japan, still the best
cosmetic comparison it’s an illegible mess, a noisy, chaotic entry nation in the world at fighting games, has
being drawn between
their sovereign and in a genre that, despite the complexity of never really taken to Marvel. Its secrets and
the murderous leader high-level play, is often easy to understand: trickery have been discovered not in the
of a band of mutants
bent on world
two characters, two depleting health bars, arcades of Akihabara, but on consoles across
domination. A cause and a timer. Even to experienced fighting America. It is a thoroughly unusual fighting
of blushes at the time, game players, Marvel can be hard to follow, game for many reasons, but the biggest
it’s a moot point now,
since all digital but over time you learn to focus on the might just be that its competitive scene is
content for the game things that matter: the setup that lands the dominated by the US. In Japan, it is part of
was removed from
sale when Capcom’s first hit of the 100-hit combo, the tricky the ‘kusoge’, or ‘shitty’ scene, a subculture
Marvel licence expired. mix-up that follows when the next that embraces the broken and the silly.
character jumps into the fray, the risky but One of its members, ‘Kusoru’, turned up
perfectly timed Hyper Combo or X-Factor at a tournament in Atlanta in 2012 with a
activation that triggers a comeback. Street ridiculous team of Rocket Raccoon, Frank
West and Viewtiful Joe that no one had ever
seen, pulling faces at the camera and trolling
his opponents on his way to first place. It
was Marvel in microcosm, an unknown
player showing off a ludicrous new tactic
he’d found in a pool of three-million
possibilities, wowing the crowds and
sending an entire playerbase scurrying off to
Training mode to work out how to counter
it. If it is ever to be taken seriously on a
worldwide scale, and sell the sort of
numbers that the faces on its cover deserve,
Ultimate Marvel Vs Capcom 3 is in dire need
of a couple of dozen patches. But those who
love it wouldn’t have it any other way. Q
125
STUDIO FOCUS
STUDIO
FOCUS 6
FUTURLAB
Location Brighton, UK
Founded 2003
Employees 8
URL www.futurlab.co.uk
1
Key staff
James Marsden
(managing director),
Kirsty Rigden 2 3
(operations director),
Hussain Sheikh,
(technical director)
Selected
softography
Surge Deluxe,
Velocity Ultra, 5
Velocity 2X
Current projects
The critically lauded Velocity 2X ( 1 , 4 and 5 )
TBA debuted on PlayStation Vita and PS4 in 2014,
and recently made the move to Xbox One and PC.
The game continues in the vein of Velocity Ultra’s
vertically scrolling shooting, but also incorporates
on-foot puzzle-platforming sections. 2 Eight staff
work at FuturLab, but the studio is in the process
of recruiting four additional members to the team.
3 The company is located in Brighton, home to
a lively hub of companies working in games.
6 FuturLab created Surge Deluxe in 2014. The Vita
match-three title sees players directing electrical
4 currents to the accompaniment of a soundtrack
by frequent musical collaborator Joris de Man
“F
uturLab is an award-winning “Our team enjoys working here new IP, which is a great challenge.
studio best known for its because there is mutual respect With Velocity 2X we were building on
Velocity series, including the throughout, and everyone feels involved the unique foundations established by
recent Velocity 2X. Based one in producing something to be proud of. the first game, so it was relatively
block from the beach in the vibrant city “We also don’t do crunch, as straightforward, but now we’re back to
of Brighton in the UK, the studio is now tired teams lose enthusiasm and make inventing, and we’re reminded just how
expanding to develop multiple projects. mistakes, which is often reflected in the challenging it is to create something new.
“What increasingly differentiates overall quality of a game. We believe Every few days there’s a breakthrough,
James Marsden, FuturLab from other studios is that we one of the reasons our games consistently and staring us down a few yards ahead
managing director make games that our team wants to play. gain critical acclaim is that they are is a new brick wall. It’s an exciting and
We also have complete control over made by a healthy and happy team. satisfying challenge, which is what
creative decisions as we own our own IP. “FuturLab is currently developing a we’re here for!” Q
126
Now fully interactive on your iPad
D OW N LOA D
2 FRE*E
I SS U E S !
JAMES LEACH
I
’ve never played Candy Crush Saga. This what would happen. Someone would ask me
isn’t some annoying hipsterish stance, like if I know the Monaco with oak doors. I’m
refusing to watch a Star Wars film, or never diligent and am convinced I do. So I fit the
drinking vanilla decaf sourced from Irkutsk. I Montpelier suite with all the laburnum extras,
just haven’t. I don’t even know what it is. and I get summarily executed.
As a so-called industry professional, I Even genuinely knowing games isn’t
probably should. If I had a quid for every time enough. A producer once asked me if I was
I’ve been asked if I’ve played this game or familiar with the Bullfrog game Syndicate
that game, I’d have a jar containing a load of Wars. I was pleased to tell him I’d actually
quid. The people who do it most are worked on it. He nodded and asked me if I’d
developers, simply as a shortcut – a way of actually played it. And again, I was very clear
not having to explain some highly specialised about the fact I’d worked on it. He was a
feature or facet they need me to know about tough cookie and asked again if I’d played it.
in the context of the game they want me to I knew beyond all doubt that, for a year, I’d
help with. But it’s a tricky one, as the truth is worked on that game and I told him so. He
that every year, more and more games are ended up asking that one same question 17
released, and since I can’t even hope to play times before I left to pick up a job application
them all, the ratio of games I’ve played to the form from Moben three doors down.
number of games that exist is decreasing. But my fear is not that complicated. When
It’s embarrassing, though, to be asked someone who’s hiring me asks me anything, I
whether I’ve played Chasm Of Oblivion or really want to say yes. I want to provide
some other interchangeably generic title and solutions. I certainly don’t want to be the one
to have to say no. Saying yes and hoping to person in the industry who hasn’t played
get away with it is never an option. That’s a Reflection Of The Vampire Pt VII. Imagine the
well-stocked minefield. The first thing that can shame. So only once in my life have I turned
go wrong is simple incomprehension. the tables. Dragged to a far-off meeting, I was
They’ll say, “Our game needs to do the I certainly don’t want to be kept waiting for ages, I didn’t get to see the
thing, that… oh, have you played Book Of people I expected, I was treated like an
Mercury?” I say I have. I don’t even know that the one person in the industry afterthought. So when we talked about the
Book Of Mercury is a thing. It sounds who hasn’t played Reflection job, I tried out a new tactic. I told them that
dangerous and, frankly, if it is in fact a book, what they wanted from their story had worked
tricky to read at room temperature. So they Of The Vampire Pt VII well in the Kingdom Power Rush games.
cheerfully go on. “You know the splitform Chiefly in the second episode, The Caves Of
particle element? We’re going for a gritty forges on and I radiate confidence. I even tell Ramillian. Of course, I’d just made all this up.
retake on that. Without those irritating photon them what I liked about the game, and what The team nodded and I felt superior for a
maps but we like the bit when Hiru resets the would work in the project we’re undertaking. second. Then two of them got their phones out
Higgs bosons to mate with the star core. You There are three blank faces opposite me. And and started Googling. Blushing, I had to tell
know.” Having mired myself, I spend 60 one disgusted/angry one. It turns out that I am them how ‘Ramillian’ was spelt. For some
minutes nodding at the gibberish they’re now referring to Call Of Duty: Blue Ops. Which, as reason, they told me, it didn’t appear to be
Illustration box-kite-curve.com
telling me. And I note that I have to buy Book we all know, was a puzzle game offshoot set mentioned by anyone, ever. So, panicking, I
Of Mercury stat, and find out what they’re in Neolithic times that involved building put them off the scent by talking about Candy
talking about. And I find out that it’s a 1990 Stonehenge while early Nazis threw pebbles Crush Saga, asking to use the bathroom, and
Neo Geo game that no one bought. from a nearby long barrow. I’ve made a fool furtively triggering the fire alarm. So there we
The next problem is simply getting it of myself and wasted everybody’s time. I have it. Retrospective shame, basically, is the
wrong. Am I aware, they ask, of Call Of Duty: spend the train journey home crumpling up my reason I can never play Candy Crush Saga.
Red Ops? It’s vital that I am. I sigh with relief – notes and wondering whether now is the time James Leach is a BAFTA Award-winning freelance writer
I know Call Of Duty well. The conversation to become a kitchen fitter. Although I know whose work features in games and on television and radio
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November 19
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