4K resolution! Anti-aliasing! Increased chest jiggle physics! Now that’s exactly what I want to see in a PC port for a fighting game. And that’s what you’ll see plenty of in Dead Or Alive this week as it hits the PC platform. Pity that you won’t see several other features which are standard in these kinds of games.
Until recently, all we've seen in Evolve was Hunt, a cool game mode where four hunters tried to kill a monster before it evolved to level three and destroyed a generator. However, there is far more to the game than just that. I got to play all the new modes, and they change the entire experience.
As you may or may not have noticed, we're giving away a PlayStation 4 as well as a Sony Xperia Z3. I love my PS4, and I'm currently using the Z3 so that I can review it for all of you, and I might not give it back. If you don't already have a new console, this might help you decide which one to buy - can we officially call 2015 the year of the PS4?
Before the local release of the PlayStation 4, we featured a series of articles looking into the history of PlayStation – so why not give it another go on the eve of the Xbox One’s local release? Let’s take a brief look at the history of the console that started it all for the Xbox brand.
The PlayStation 4 is a wonderful console with a huge focus on games. More than six months after release though, and it’s still incapable of doing some rather rudimentary things that people expect of a fancy new bit of hardware. To be more specific, The PlayStation 4 lacks basic media playback functionality that precludes it from being a worthwhile whole replacement to its older kin; the PlayStation 3. That could be changing quite soon.
Because our public holidays carry over, this coming Monday will be a day that doesn’t involve getting up early, the daily commute or hurriedly walking around the office with a stack of papers so it looks like you’re actually busy working. Instead, it’s a day to spend with family, or as the case may be, playing lots of video games. Just beware, PlayStation gamers; there may or may not be PSN maintenance on Monday.
When Matt Stone and Trey Parker set out to make a South Park RPG, their main guideline was that it had to look and feel like the TV show. It wasn't enough to encounter familiar characters; players had to feel as though they were navigating that world itself. The Stick of Truth is fully successful in that regard.
Players take on the role of "the new kid", a 9-year-old boy who has just moved to South Park and has a mysterious past. When designing your character, there are a ton of options. These will change your interactions with other players - everything from your skin tone to class choice is fodder for hilarious jokes from Cartman. On one preview play through, we played with a spray tan, ginger hair and a cow t-shirt, prompting Cartman to ask if we were Kyle's mom; when I played with black skin, a huge afro and hipster clothes, the game even changed the parents' style to match.
There are four classes to choose from: Fighter, Mage, Thief and Jew. As you might expect, each gets unique traits and abilities. The first time I saw Stars of David fly out of a damaged enemy due to a special attack from the Jew class I nearly wet myself laughing.
While combat is turn-based, it's not just a matter of "press A to win". Players can select actions from a range of options in their attack wheel. Actions will need to vary based on enemy stances, armour or skills. Additionally, when attacked, players have the opportunity to block - if all attacks are successfully blocked, the player can counter attack. Combat is very fast and certain abilities have the possibility of harming the player as much as the enemy - what would else you expect when Butters tries to play with hammers?
In fact, the combat in the game is very difficult and expects a high degree of strategy from the player. Sure, you can successfully take on more difficult enemies early on in the game, but you will need to use your healing items, special attacks and abilities in just the right way. Combat adds a deeper level to the game, taking it beyond an opportunity to explore South Park in an interactive adventure - it is truly an impressive RPG.
Despite being 2D like the TV show, the game offers a huge open world the explore. Sure, I was only able to explore the town of South Park, but there was more than enough to see. As long as you stay on the side walks or use pedestrian crossings, you can go anywhere in the town. In this way, the game feels like a fully open-world game, without breaking from the 2D background design. Each house can be entered and explored, as can all the shops. Upon checking out the one business, I was treated to Chef singing "Simultaneous Loving" in the background while looting the items available. In the next store, "Taco Flavoured Kisses" was on the radio as I spoke to different characters and found a side quest.
Within each area, there is some degree of platforming as you move up ladders and across obstacles. You can use your environment to your advantage in combat, taking out enemies with a variety of objects rather than needing to fight your way through each and every one. This small amount of puzzle solving varies the gameplay and will appeal to those who prefer to out think their opponents rather than relying purely on brute strength.
The Stick of Truth has a pseudo-Facebook system that allows you to make friends with tons of characters in South Park. This brought back memories of Suikoden as I tried to collect all the characters as friends. Some people require you to complete extra missions, or have a certain number of friends before they will interact with you. Checking your friend-feed can give advice on quests, or just offer hilarious commentary as you go. Friends can also provide you with side quests or random funny dialogue. In this way, interacting with every person you come across becomes interesting, enjoyable and rewarding.
The aesthetic design is fully in line with the TV show and franchise. The character models are like those in the show, and even the walking animations are the same. Beat up an enemy and they'll whimper as they limp off screen. Each enemy is unique and even has funny and relevant names. Despite the fairly simple design that South Park is known for, nothing feels repetitive or meaningless.
Truly, the core of the game is laughter. Whether it's from discovering weird South Park themed Easter eggs, or the hilarious character interactions, or even the hilarious in-joke side missions, the whole experience makes the game feel like the series has come to life. My hour with the game was far too brief - there was so much to explore and discover. I honestly can't wait to play the full game.
It was a mission playing The Elder Scrolls Online Beta this weekend for a variety of reasons. In the end, I managed to log a bunch of hours with my awesome Red Guard character, but is this the next big thing or will the hype train pass us by on this one?
The Castle Doctrine is a game based on the eponymous legal doctrine in America that designates a person's home as a place where they can use deadly force to protect themselves. The premise of the game is simple, and yet psychologically complex. At its core, the game is about protecting your home (and safe), complete with wife and kids, before going out to raid other houses. Yet as you play, you find yourself becoming more paranoid about your home, and more intent on revenge.
The next time you shrug your shoulders and mutter under your breath, when faced with an obvious truism like “Don't judge a book by its cover”, remember this review. If there was ever a title that captured the essence of that saying, it would be indie UK developer Roll7's PlayStation Vita exclusive, OlliOlli.
Games are hard to make, I didn’t need to tell you that. Scores of talented people work for years to bring you high quality interactive entertainment. Project Spark is one of few games that gives you an engine to mess around with and create your own games and levels out of it. After seeing the demonstrations at the Xbox One launch last year, I was definitely intrigued at the possibilities of an open framework for game designers with limited programming skills.
In the late 80’s there were really just two major players in the console space: Nintendo and SEGA. As We’ve explained before, Sony was contracted to create a CD add-on for Nintendo’s cartridge-based Super Nintendo, but soured relations and an 11th hour bit of treachery halted what could have been a beautiful relationship. It’s probably for the best; Sony went on to develop the PlayStation, arguably one of the most important, influential, and awesome consoles ever created.
After being burnt by the failed Nintendo partnership, Sony’s Ken Kutaragi wanted to keep at it, caught by the allure of videogames and convinced Sony to take the risk. After a few years of development, Sony brought the world the PlayStation. They used technology, like the fancy sound chips from the cancelled Super Disc/Play Station, upgraded it and developed a console that gave Nintendo and SEGA a run for their money.
Developers were intrigued by the console thanks to the CD-ROM drive that would carry its games. It gave them far more space, at a significantly reduced cost. It also, thanks to the 33mhz SGI-powered chip and whopping 2mb of system memory, allowed developers to use 3D graphics, an alien thing compared to the Atari Jaguar and rather underpowered 3DO of the time.
LaunchThe PlayStation was released in December of 1994 in Japan, within weeks of the competing Saturn from SEGA. It sold considerably better than SEGA’s machine though, thanks to the 3D graphics that SEGA’s decidedly 2D console just couldn’t pull off. It saw release in North America on September 9, 1995 and in Europe on September 29, 1995 – debuting on South African shores just a few weeks later in November that year. 5000 units were imported to South Africa, but just half of them actually sold through from the initial shipment. Sony’s new gaming division went on to become the company’s most profitable, with the PlayStation selling 102 million units in the ten years it was on shelves before being discontinued in 2005.
The ControllerThe X, Square, Circle and Triangle buttons that are on the face of the PlayStation controller have become a symbol for videogames. Though the PlayStation originally launched without any analogue sticks, it soon, after iteration, became the very first console to have twin-analogue sticks. The controller was indeed very iterative; starting with just a d-pad, the controller soon (and briefly) got a model that had just one analogue stick, then later a dual analogue, before finally getting rumble motors as well and becoming the Dualshock that’s served as a template for Sony’s controllers since.
Defining GamesThe PlayStation was home to some rather incredible games, and was the birthplace of many of the gaming franchises you know and love today. Thanks to some lax third-party licencing and the relative low cost of production, the PlayStation is also home to some of the worst examples of shovelware. We’re not worried about those though. Some of the games that helped defined the console include:
Final Fantasy VIIRight up until final Fantasy 6, Square and Nintendo were bedfellows, but the move to CD (and the full-motion video that allowed) let Square take the reigns off of its creativity and wallow in its recently acquired love for Silicon Graphics workstations and 3D polygons. We’re glad, because what we got is one of the finest games and some of the biggest swords the JRPG genre has produced.
Resident EvilJill, here's a lockpick. It might come in handy if you, the master of unlocking, take it with you. Capcom’s Resident Evil was Shinji Mikami’s take on Alone in the Dark, and he managed to created a survival horror masterpiece that’s still one of the benchmarks of the genre. Playing as a member of the Special Tactics And Rescue Service (S.T.A.R.S.) Alpha Team law enforcement task force trapped within a creepy, puzzle-filled mansion, Resident Evil had you killing zombies, conserving ammo and using herbs to heal yourself. It also had you frequently change your underwear. Metal Gear Solid Snaaaaaaaake! Hideo Kojima took his convoluted, incredibly successful MSX game series Metal Gear and breathed 3D life into it on the PlayStation. Sited as one of the games that popularised the stealth genre, Metal Gear Solid had Snake liberating hostages from the clutches of FOXHOUND, confronting nasty terrorists and hiding in boxes. Crash Bandicoot Sony had a great console, but it didn’t have a Mascot like Nintendo did with Mario, and SEGA had with Sonic. Naughty Dog’s Crash Bandicoot became, for a while at least, that mascot. That crazy, wombat-looking bandicoot smashed boxes, collected apples and spun about like a maniac, showing Cortex who’s boss. Symphony of the Night Featuring a pretty expansive (mirrored!) expansive map, RPG elements, unlockable skills, and the sort of backtracking found in Metroid, Konami’s Castlevania: Symphony of the Night essentially created the “Metroidvania” sub-genre. Unlike many games of the era, Konami avoided the temptation to go 3D, instead using the PlayStation’s power to make it a damned sexy 2D game – meaning it still holds up pretty well today. Parappa the Rapper Kick! Punch! It’s all in the mind! Parappa The Rapper paved the way for rhythm games, giving us inventive characters, wacky songs and timed-to-music button presses, presaging games like Bust-a-groove, Guitar Hero and Rockband. Plus, it had an onion teach you Karate.
WipeoutSony purchased developer Psygnosis, later Studio Liverpool, who brought us the futuristic, techno-infused, anti-gravity pod-racer Wipeout that was Sony’s answer to Nintendo’s popular F-Zero. With weapons. With a real-sense of speed, Wipeout was an adrenaline-fuelled frenzy.
Oddworld: Abe's OddyseeAbe’s Oddyssey, a game about a mute factory worker leading a revolt to free workers from a meat-processing plant is one of the most cerebral, and tightly designed puzzle-platformers ever created. Featuring a beautiful, strange world and enemies with genuine personality, Oddworld certainly lived up to its name. Follow me? Ok!
Gran TurismoThough it looks a bit silly by today’s standards, Gran Turismo blew minds when it was released in 1999, after five years of development. Infusing his genuine passion for cars with video games, Polyphony Digital’s Kazunori Yamauchi created one of, if not the most influential driving sim on the planet. To this day, Gran Turismo is the PlayStation’s biggest selling bit of software, having shipped nearly 11 million copies.
TekkenThough it was preceded by two months by Battle Arena Toshinden, arcade port Tekken really pushed the PlayStation’s graphical capability, especially with its sequels, which were very damned close to their arcade counterparts. And though it’s now on other platforms, if there’s one fighting game that’s synonymous with PlayStation, it’s got to be Tekken.
ImpactWhen it came to videogames, in 1994 Sony Computer Entertainment was nothing, a sapling. Until then the gaming world was dominated by Nintendo and Sega. Nintendo’s impending Nintendo 64 was expected to maintain the status quo, but Sony’s focuse on a wider audience and darker, more adult games paved the way for gaming’s mainstream revolution. By the late 1990s, Sony’s PlayStation was synonymous with gaming, relegating Nintendo and Sega to second and third place. The incredible, millions-string install base and incredible third-party support paved the way for the PlayStation 2, which went on to become the best selling console of all time and, some say, was largely responsible for SEGA’s exit from the hardware business. Microsoft’s Bill Gates was quite impressed with the system, so much so that the company threw its hat into the ring for the next generation of consoles, pitting its giant Xbox against Sony’s PlayStation 2. The rest, as they say, is history.
If you’re not playing Heroes of Warcraft: Hearthstone, then you’re probably not in the closed beta and I feel really bad for you. It’s a fantastic card game, that is simple to learn and challenging to master. It’ll be hitting open beta soon, and it might be arriving with the following new features soon.
You’d expect a next-gen console to have features in place that inspire future games to make use of them. And with the Playstation 4, that’s largely true. But it’s a console that has also been inspired to add some social interactivity, courtesy of one of the hardest ball-busting RPGs ever made.
We’ve told you before that the Steelseries Siberia V2 headset was something special; a sleek, sexy light-weight, ultra-comfortable device with great sound to match its eye-catching aesthetic. We’ve now had a chance to get very, very intimate with its follow-up, the Siberia Elite…and I’m rather smitten with them.