Pick-up-and-play, a term thats used in the industry to describe a game with a short learning curve and quick, rewarding gameplay. Worm’s has always been a game that has fallen into this category, its short battles and turn based gameplay well suited to playing for a few minutes as and when you can. For podcast listeners, you’ll be aware that my Wife is 9 months pregnant and the due date passed last Sunday with baby yet to make an appearance. Under such life changing circumstances taking on a game to…
Jumping into a game series on the 3rd iteration is usually a stupid idea. Going straight in at Mass Effect 3 for example would leave the player lacking a considerable amount of context around the universe, characters and story leaving you with nothing more than the gameplay from which to forge an opinion. Hence when the Editor-in-chief asked me to take a look at Dungeons III, my first thoughts focus around how to do a review justice when i’m missing two thirds of the narrative. Thankfully In this case developer…
Wolfenstein: The New Order’s ending seemed wholly conclusive. Protagonist B J Blazkowicz lay a dying man, his chance to escape alive thwarted by a final grenade. It didn’t matter however, those final moments of life afforded him the closure of seeing his comrades escape safely prior to the facilities destruction. It seems however that things weren’t as finite as they seemed, with Wolfenstein II: The New Colossus ready to redefine what constitutes a mortal wound.
Art doesn’t have to be beautiful – it just has to touch you inside.
Middle Earth: Shadow of Mordor came out of nowhere, an unexpected gem released to little fanfare that reviewed solidly across the board. Its Nemesis system provided structure, character and fluidity to enemies demonstrating that structure in games need not be so rigid, breathing something fresh and unique into the genre. Its success afforded developer Monolith the chance to further hone these mechanics, and the result is Middle Earth: Shadow of War.
I’m a fan of the Dishonored series, having enjoyed play-throughs of both the previous games in the series. I’ve never been captivated by the narrative, failing to resonate much with the characters or the universe. I am however very much a fan of the gameplay, which is the best yet modern attempt to create a spiritual successor to Looking Glass’ Thief series which holds a very special play in my heart.
Billed as an authentic driving simulation, Project Cars 2 delivers detail and content by the truckload. Trouble is, I really need more help to unload it all.
In a departure from my usual style, I present instead the story of Clive. Clive was a prisoner at the Centre Perks 2.0 prison until his recent escape. How did he escape? Well, disguised in some stolen civilian clothes he hid behind a bush in the gardens until nightfall where he then cut a hole in the fence and legged it. It’s not the most exciting end to a story, but the story that precede those events actually summarises The Escapists 2 rather well.
Meteorologically speaking, these are quieter times in Arcadia Bay. And yet, the social drama in this prequel is no less tempestuous.
The early 90’s was somewhat of a golden-age for the video games industry. The NES and Master System had successfully revived the industry and everything was set for the second act. Back then the major industry players, Nintendo and SEGA, were in a direct head to head for your money and leading the vanguard were their respective mascots Sonic and Mario.