We all know it's going to happen. Whether it's a virus released by a mad scientist (like there's any other kind, right?), an ill-conceived bio-weapon, or simply the consequence of there being no room left in hell, the dead will walk the earth and mayhem will ensue.
Nomenclature isn't important here, we could be facing zombies, walkers, zeds, infected, or any other brand of undead. What is important is archetypes. All of our data shows that the first enemies we encounter are almost certain to be of the slow, stumbling variety. In small numbers they shouldn't pose too much of a threat, but don't underestimate them. If you find yourself surrounded, try walking up some stairs or entering a different room (thanks, Resident Evil).
The ones to watch are the special types of infected; those who’ve undergone a slightly different mutation that resulted in traits such as increased speed, superhuman strength and/or the ability to spit corrosive goo. Ideally, you'd want to tackle these creatures from a distance, but, given that may not be an option...
Everything is a weapon
If the tragedy at Willamette taught us anything, it's that everyday objects can be used to smash, bash and decapitate. Further entries in the Dead Rising franchise took this premise even further and there's no reason why you shouldn't, too.
You might be unlucky enough to find yourself in a location completely devoid of razor-sharp katanas, though all isn’t lost - with a little tinkering and a lot of duct tape, you can create a weapon capable of cleaving numerous rotters in twain with a single swipe. Provided a little more elbow grease, you might even turn the hardiest of brutes into a chunky paste. Remember that we’re making use of everything, so do make sure to spread some of that viscera on your friends and loved ones to act as camouflage. They'll thank you for it later (much, much later).
Dig in, get comfortable and hope for rescue
Various governments around the world will no doubt be aware of the situation and there's a good-to-fair chance of military involvement, depending on the severity of the crisis.
It could take merely hours for a plan to be executed, or the pandemic could be so widespread that help just isn't coming. There's probably no way of knowing, so your best bet is to find somewhere defensible and reinforce the shit out of it.
Once that's done, you can periodically send out teams to scavenge supplies. Anyone who's spent time with State of Decay (or the sequel) will know it's prudent to set up a garden to grow food, in case you're in it for the long haul. Carrots would be good to start, as they're both nutritious and pointy, and people without a shred of decency can use them to ruin cake for everyone.
We were the monsters all along
By this point, if you’ve followed our steps correctly, you'll have a rundown hellhole to call home and all the tools necessary to defend it. Sturdy barricades and guard towers will keep you and yours separated from all but the most determined of undead hordes. You are safe. That is, until they come.
They could be the army you hoped would restore order, a crazed band of survivors with a penchant for looting and pillaging, or a once-timid Staff Writer who grew sick of following society's rules and now craves sheer chaos...
If whoever comes knocking is armed with weapons more offensive than carrot cake (or actual carrot cake), take that as an immediate sign that they don’t have good intentions. Generally the violence won’t stop until one party has been obliterated, so use everything you’ve learned so far to make sure it's not yours.
Yes, the real monsters are the ones who look just like you and me. Although, probably more like me.
If you've made it this far, you're now equipped with all of the knowledge you'll need to survive a zombie apocalypse. Congratulations! Stay safe out there and sound off below with any of your own survival tips.
Welcome, welcome, one and all to a dark and dangerous evening filled with cards, strange characters, initially dense gameplay ideas and bags of longevity. Was ist das? Well, Alexis Kennedy’s new game, Cultist Simulator, of course.
What about the presentation?
We had the game running at highest settings (though can’t imagine there’s a huge difference between presets in this instance), and although there’s not a great deal going on, it’s quite lovely. Both the table and cards have muted, pastel-y colours that really complement the cracking sound effects and music.
It’s nearly £15 quid on Steam; is that too much?
No, not at all. We’ve played our fair share (and more) of overpriced, average indie games, but this really isn’t one of them. The branching narrative paths are a delight and the deep gameplay systems beg for repeat play - if you’ve got a PC, we implore you to have a crack at this mysterious gem.
A lot’s changed since I first played We Happy Few, more than two years ago now, to offer an optimistic first look that ran counter to the backlash surrounding its strict implementation of survival mechanics. Most notably, Gearbox Publishing picked the game up and provided a substantial cash injection, inflating the size of developer Compulsion Games (since bought by Microsoft) and the scope of the project alongside it. While having moved to scale back the controversial survival elements makes We Happy Few read slightly less like a commentary on its player base, finally allowing them to appreciate its retrofuturist dystopia at their leisure, it’s anything but scaled back in other areas and that comes at a cost.
While scaling back the controversial survival elements makes We Happy Few read slightly less like a commentary on its player base, it’s anything but scaled back in other areas and that comes at a cost.
Many of the hours spent with Arthur are devoted to unravelling the dark alternate history of this psychedelic take on post-war Britain, where, with the Germans victorious, a defeated government prescribe their downtrodden population mood-altering drugs in order to ward off nationwide depression. Its unsettling premise and biting cultural commentary are effectively put across by minutely detailed environments and a fantastic script, delivered by a committed cast that convincingly sell the whole crazy shebang. Absorbing the fiction that first time through is a little bit special, but not so the second and third when you’ve already been there and done that.
In a fittingly bizarre twist, perhaps the greatest motivator in progressing through the bonkers variety of missions is to fix a number of glaring design nuisances. It’s essentially a tacit admission of guilt that the most expensive upgrades serve to bypass obtrusive gameplay conceits - like not mirroring social norms or adhering to a curfew turning all NPCs hostile, prompting drawn-out chase sequences reliant on finicky stealth to escape - making for legitimately powerful motivation to keep playing, whilst, at the same time, being a damning judgement of the systems you’re so eager to nix.
Having to once again adhere to these unreasonable standards when you take on the role of each fresh-faced protagonist comes as a crushing blow, though working your way back to a decent quality of life at least doesn’t take as long with higher paying rewards being dished out in the later stages. You’re extended a similar sort of half-courtesy when it comes to rebuilding an inventory, though not to the extent that you aren’t required to rummage through every cabinet, desk and drawer in order to properly deck yourself out with the crafted kit you’ll need to re-engage with the more satisfying elements of combat.
Further to that, the town of Wellington Wells procedurally regenerates between acts, throwing your internal compass off and failing to make contextual sense when overlapping story events now unfold in different locations. It’s obviously there for variety’s sake, having already endured plenty of backtracking through the map’s previous incarnation, but needing to rediscover areas and fast travel points is an egregious example of artificial padding.
In a fittingly bizarre twist, perhaps the greatest motivator in progressing through the bonkers variety of missions is to fix a number of glaring design nuisances.
Delaying players is doubly counterproductive when it also presents time for the numerous technical issues to rear their heads. We Happy Few recently received a patch enabling of Xbox One X support, noticeably sharpening the visuals while failing to address the bevy of infinitely more pressing performance issues. Glitches, dropped frames, agonising load times and horrific crashes - which can shut your console down completely - are frequent occurrences that, as they say, make the struggle real.
Despite all that - perhaps because I’m in the unique position of working in Quality Assurance and so am used to tackling worse on the regular - We Happy Few is, much like State of Decay, a broken solo survival game that I can’t help but love. If you aren’t as tolerant - which, let’s be honest, you don’t need to be when there are so many great games on the market - Compulsion have produced an exquisite world that’s often dull to exist in and, thus, hard to recommend you pay a visit.
It gets said so often that it’s fast becoming cliché, but We Happy Few really is a game that would’ve been better served as non-interactive media. The acquisition of movie rights by dj2 Entertainment is a shrewd move then, as the shorter cinema format should help eliminate the temptation to implement a grab bag of ideas without fully bringing them to fruition.
I don’t doubt that the eagerness to shove more and more content into the package largely came from a place of passion, but it makes a strong case for the editing process when things are stretched so transparently thin; We Happy Few could’ve been an exponentially more engaging experience if boiled down to its striking core concepts, cutting away two thirds of its swollen structure to focus on Arthur’s story, with Sally and Ollie serving in greater support roles. Compulsion, Gearbox and the industry as a whole need to realise that more isn’t inherently better, because no game’s worth is decided by its runtime.
We talk to Gary Carr, Creative Director and co-founder of Two Point Studios about the team's debut title, Two Point Hospital, and the inevitable comparison to the classic that inspired it.
With such fondness for the original Theme Hospital, how do you decide what to change and what to keep? Do you feel like you're anticipating how people's nostalgia might play tricks on them?
Ben was initially the yard stick to test this on. We realise obvious comparisons to Theme Hospital were inevitable...it’s impossible not to have some similar approaches when those concepts came from us in the first place. It’s just the way we think...it’s our style I suppose. Saying that, we were always intending to make a game that stood on its own two feet.
Theme Hospital always felt very British in its humour and style, is that something you've tried to hold onto in this iteration?
Funnily enough we were talking about this today. It’s inevitable that the humour reflects the makeup of the team but it isn't intentionally meant to be overtly British. We were definitely more aware this time that references needed to be more internationally understood but a British slant wouldn’t be a bad thing and easier to land for us and the writing team.
There's more than one hospital to take care of this time, how does that mix up the gameplay?
Yes it’s really made a big difference. I love jumping around my foundation. Taking all the features I unlock back to the earlier Hospitals I played.
Hospitals are famous for a lot of paperwork and process, how do you balance the elements of the game which are more simulation with the times you make a decision in the name of fun?
Classic trick… suck the player in with a charming world with visuals that are easy on the eye. Lots of fun and varied animations driven by our AI systems. Initially keep the game-play simple and well paced… then gradually layer on more challenges and abilities to tweak the simulation. Before you know it you are a hardcore hospital administrator farming illness for vast profits!
Without giving too much away, the personality traits the characters have in the game sound like they have the potential to create some really memorable combinations. How have you managed to balance all of those minute details to ensure everyone doesn't just become a raving lunatic?
It’s still an ongoing challenge! Getting the character interactions right is so tied into the traits systems, I’m amazed Mark Webley and Ben Huskins haven't lost the plot!
Other than TH, are there games you have revisited from the past that you still enjoy just as much today?
To be honest most games of a certain age are difficult to truly enjoy like I did when they came out… and include all the ones I worked on!
Is there something in the game you've just managed to sneak in, that you're particularly proud of, and players will have to keep a sharp eye out for?
Chris Knott, our lead animator is busy working on loads of animation alternatives for all the peeps interactions. He’s not supposed to, we are in bug fixing mode now, so don’t tell a soul!
Two Point Hospital releases on PC, Mac and Linux 30 August. Will you be readying your prescription pad and throwing on your lab coat? Let us know in the comments.
I recently spoke with a friend who we'll call Dave - because that’s his name - who claimed that playing original Xbox or 360 games on a shiny new Xbox One felt wrong in some way. That prompted me to draft this shortlist in order to debunk his nonsense theory, so, basically, here’s a select few games that I think prove Dave a wrong’un.
KOTOR released on the original Xbox way back in 2003, which, in the world of videogames, pretty much makes it an antique. It runs about as well as you'd expect and it won't win any beauty contests, but, it makes up for what it lacks on those fronts with its surprisingly in-depth systems.
Fully exploring the handful of open areas on offer is encouraged, as each location has its own distinctly unique feel and side quests. Players are given free reign when it comes to deciding how they want certain situations to play out, although it can be difficult not to stray towards the dark side when so many folks are susceptible to Jedi mind tricks or will just straight up pay you to leave them alone. Man's gotta eat.
On the surface, this 2D platformer may come across as just another Super Mario clone, but that couldn't be further from the truth. Braid, at its core, is more of a puzzle game with platforming elements.
Tim, the protagonist, has the ability to rewind time, which is essential when it comes to solving many of the game's challenges and erasing any unfortunate deaths. Tim's obsession with undoing his previous mistakes is a trait that becomes integral as the enthralling story unravels, gradually adopting a much darker tone. It’s more than a little bit Manhattan Project-y.
There's even a secret (and very difficult to attain) ending for those with the required patience and dedication, though it’s definitely worth the effort.
The Elder Scrolls IV: Oblivion
Before Skyrim was ported to every single device you own, predecessor Oblivion was top dog in Bethesda Game Studios’ house. It plays in much the same way as its more spritely sibling, but, despite its age, Oblivion is by no means the lesser of the two.
As you’d expect, there are activities aplenty to keep you entertained (or rather distracted) as you march (or rather meander) towards the inevitable final showdown. Guilds offer memorable questlines to anyone that happens to make contact, iconic side quests rival the main story, whilst a generous spattering of Oblivion Gates - portals to a fiery hellscape which must be closed to prevent their demonic denizens from escaping - will have you proudly pushing out your chest as the hero of the realm.
Trials’ simple, physics-based mechanics make it incredibly easy to pick up and play, but, as you progress, environments are deviously built upon to the point that they require savant levels of execution. Beginner tracks require little more than an understanding of the basic premise - get from A to B quick and clean - though before too long you're expected to pull off aerobatic manoeuvres that shouldn't be possible on a bike.
There's an unequivocal feeling of achievement to be taken from just shaving a few seconds off your best time and knowing, should he choose to embrace backwards compatibility, that Dave will never best me on the leaderboards. Isn't that what friendships are really all about?
The inclusion of a track editor increases the game's longevity by a huge margin, especially since many community creations play so well that they seemingly could’ve been designed by developer Red Lynx themselves.
Was Dave wrong to doubt the viability of Xbox One backwards compatibility? Have any of these suggestions convinced you to revisit a classic? Let us know and share your own picks in the comments below.
The recent double drop of Earthfall and Warhammer: Vermintide 2 saw an unprecedented peak of interest in frenetic cooperative action games here at PTC towers, with Sam even pitting the two against each other to see which is the better romp through an apocalyptic world for you and your friends.
The Lord of the Rings
Squint whilst playing Vermintide 2 and you could easily be forgiven for thinking you were looking at a slice of Middle-earth, rather than high Warhammer fantasy. Axe-wielding Dwarves? Check. Large hordes of repugnant enemies? Yep. Towering baddies bringing about the end of days? It’s got ‘em.
No doubt there are modders out there capable of giving Fatshark’s latest effort a Middle-earth makeover on PC, but it’d be great to see the supremely satisfying melee combat of Vermintide 2 officially melded with Tolkien lore.
Any of the franchise’s signature set pieces – the mad dash through the infested mines of Moria, the desperate battle in the woods around Parth Galen, or, perhaps most excitingly of all, the siege of Helm’s Deep – would make perfect settings for epic co-op action, plus the world is rich enough in factions and heroes for there to be any number of enemies and playable characters, each with their own unique weapons and abilities.
Aliens vs. Predator
As was made evident in the infamous Aliens: Colonial Marines, and to a lesser extent the human campaign of 2010’s Aliens vs. Predator, turning H.R. Giger’s terrifying, eight-foot-tall space ants into mindless fodder, easily knocked back and culled by puny humans, all but eradicates their mystique.
Ditching the human element in favour of Predators would make much more sense in any L4D-style iteration; not only do they have a bespoke arsenal of melee and ranged gadgetry, but, most importantly, their natural physique means they’re feasibly able to hang with the iconic, interstellar monstrosities in close-quarters combat.
Before there was the Covenant and the Master Chief, there was the Flood. Coming up against this parasitic life form in the original Halo was almost like a precursor to the L4D games themselves. Agile, deadly, and with a nasty habit of attacking in numbers, the Flood and their various forms are basically already tailored to the genre.
A campaign focussed on the Forerunners’ desperate war to stop them could be an awesome way to both reinvigorate an ageing franchise and explore some of the lesser known lore that’s only really been significantly touched upon in the expanded universe.
Plus, the Forerunners’ advanced array of technology means there’s no shortage of badass weaponry to play with. You could even have Monitors fill in if you’re short on co-op partners for added immersion.
So, those were just a few franchises we think would look good wearing a Left 4 Dead skin. What do you think of our choices? Are there any we missed that’d be perfectly suited to the genre? Let us know below or sound off in the forums.
Stolen Couch Games’ Animal Crossing-inspired life-simulator, Castaway Paradise, hits Xbox One and PlayStation 4 this week, so grab the factor 50 and join us on a trip to warmer climes for our latest quickie.
Fishing, a classic life-sim pastime, is also a little more intuitive in Castaway Paradise, with players able to aim while casting out and use special bait to attract bigger and rarer fish in their quest to top global leaderboards.
Castaway Paradise is an homage to Nintendo’s incredibly popular life-sim series.
Would you recommend it?
Whilst Castaway Paradise doesn’t quite have the level of charm or polish to compete with its original inspiration, the game’s light-hearted nature and sense of progression should be enough to satisfy those looking for an Animal Crossing fix on non-Nintendo platforms.
Wait, no Switch version?
Sadly not, no. Stolen Couch haven’t entirely ruled out a Switch port, but, despite it being a perfect fit for Nintendo’s hybrid console, it doesn’t look like we’ll be getting one any time soon.
With this pair of spiritual Left 4 Dead successors launching almost hand-in-hand on Xbox One, fans of frenetic co-op will no doubt be left pondering where to turn for their latest fix. Whether you’re more immediately drawn to the high fantasy of Vermintide II or the grounded sci-fi of Earthfall, we’ll be assessing how they compare in a few key areas in order to decide which emerges with its hand held high.
Both games are ostensibly similar, though their contexts and wider systems set them apart on all but the surface level.
Vermintide II has no such equivalent, but a much deeper well of customisation options helps to offset the absence, boasting more consistently engaging core combat not necessarily in need of the differentiation. This leads to a more consistent pacing, which can be both a good and a bad thing; all of Vermintide II’s missions are equally exciting, but do less to propel you onwards when you’re sure of what’s to come.
As well as having more tools at your instant disposal - with close-range thwackers outshining their slightly-less-whelming ranged counterparts in this instance - there are also more baddies against which to put them to practice. Combat, which is really at the core of both experiences, is stronger in Vermintide II due to this all round variety and a generally more bloody and impactful implementation.
Value & Longevity
Neither game lasts particularly long in terms of a one-and-done playthrough, so it’s a good job that they’re both designed to be played and replayed ad infinitum. High levels of challenge and moderate randomisation across enemy and item spawns help to ensure repeat ventures remain varied and engaging, though tangible rewards beyond just achievements do give Vermintide II the edge.
The latest in the Warhammer staple also features a greater number of missions, whilst at the same time costing slightly less (if anything at all, should you be an active Xbox Game Pass subscriber), surely awarding it a second straight category? For now, perhaps, but with Earthfall set to receive free campaign DLC in the future it’s quite possible that the tables could turn.
In terms of premium DLC, the pair do offer up optional cosmetics, though, thankfully, you can directly pick your poison instead of gambling on paid loot boxes. While you don’t get much opportunity to appreciate outfits from a first-person perspective, you will enjoy envious looks from online co-op partners, as you’ll want to avoid playing offline with merely adequate bots in either title whenever possible.
Each game weaves a threadbare narrative, acting as all the unintrusive motivation you need to keep busting heads as and when you see fit. In both instances stories are told through character dialogue snippets during gameplay, but to much greater effect in Vermintide, owing to its vibrant cast; while this injects an extra dose of personality, it leaves the survivors of Earthfall free to do the invaluable job of calling out enemy spawns more consistently.
Recognisable ambient and soundtrack cues serve a similar role in both games, in time negating much of the dialogue disparity as you learn to distinguish portions of audio, the dynamic soundscapes ramping up alongside escalating danger as more and more enemies are piped in.
Handling hordes of on-screen models is always a technical challenge, leading both titles to encounter very occasional frame drops, but nothing significant enough to really impact either experience. That’s especially impressive when Vermintide II runs at native 4K resolution on Xbox One X, whereas Earthfall isn’t enhanced at all, creating a clear visual gap for owners of Microsoft’s most powerful console.
Warhammer: Vermintide II
With almost a clean sweep, Vermintide II is clearly the more complete product and the game we’d recommend if you really must chose. If you’re any kind of starved Left 4 Dead fanatic, however, you should definitely consider snapping up both.
Leaks for games are springing up left and right, snark levels on Twitter are hitting fever pitch and Kingdom Hearts has been delayed yet again; it can mean only one thing - it’s E3 season.
The annual Electronic Entertainment Expo - to give it its full title - brings together publishers and developers from across the world to show of their wares to a salivating public, so let's take a look at what we know so far...
Xbox - Sunday 10 June, 9pm
Microsoft are mixing things up this year and are moving their event to the Microsoft Theatre to focus on partners and fans alike. Mike Nichols, Chief Marketing Officer, stated that they moved their event in accordance to the increasing attendance numbers. For those of us not lucky enough to be attending in person (so, everyone really) they’ll be showing off games on their streaming service, Mixer.
While Crackdown 3 has been delayed until February, it’s not all bad news, as Forza Horizon 4 is expected to make a debut appearance, while we'll also get more on Battlefield V's updated War Stories mode. Additionally, Microsoft are said to be focusing on their core franchises with a rumoured new title in the Fable series and three supposed Gears of War games, including a standalone battle royale game, a real-time strategy title and a traditional sequel.
Bethesda - Monday 11 June, 2.30am
Bethesda has promised its biggest, longest and most packed showcase ever according to the company’s Marketing VP, Pete Hines. They have confirmed that Todd Howard, director of Bethesda Game Studios, will be discussing “The Making of Fallout 76”, the newest addition to the franchise and undoubtedly their biggest game in terms of hype right now.
With rumours that the title will be moving away from traditional single player mechanics by introducing multiplayer survival elements, and the recent teaser trailer suggesting a time period closer to the titular nuclear fallout (which means an unexplored, undeveloped world without Deathclaws, Super Mutants or the Brotherhood of Steel) fans are very eager to see what lies ahead for this franchise.
Square-Enix - Monday 11 June, 6pm
Fans hopes were dashed today when Square Enix confirmed that Kingdom Hearts 3 will not be released this year - however, they did confirm a release date of 29 January 2019. With Toy Story, Monsters Inc and Big Hero 6 being included in the long-awaited next instalment of the beloved franchise, the game will at least make an appearance (it’s only been thirteen gruelling years…). Joining it will be Shadow of the Tomb Raider, the concluding chapter in Lara’s story, as well as the potential of more from the Final Fantasy VII remake. The real question here is: will it be Lara Croft, Sora or Cloud that steals the show?
Ubisoft - Monday 11 June, 9pm
Ubisoft’s slate this year is filled to the brim with new releases including The Division 2, Assassin’s Creed: Odyssey, Beyond Good and Evil 2, Transference, Starlink: Battle for Atlas, For Honor, The Crew 2, Skull and Bones (although delayed) and potentially a new Splinter Cell title. Not only that, Ubi have been working alongside James Cameron for an Avatar game, so we can expect to see more on that. It’s also expected that Far Cry 5 DLC will be mentioned during their press conference alongside everyone’s conference highlight - a new Just Dance game.
Sony - Tuesday 12 June, 2am
Shawn Layden, CEO of SIEA, has already stated that there will be no new hardware appearing in their conference slot, but he has confirmed that Sony’s presentation will focus on Ghost of Tsushima, The Last of Us Part II, Death Stranding and Spider-Man. Sony’s presentation will include new trailers for all four exclusives. First revealed in 2016, The Last of Us Part II will focus on Ellie’s quest for revenge, whilst Marvel’s Spider-Man will see Mary Jane Watson being introduced as a playable character.
Nintendo - Tuesday 12 June, 5pm
Nintendo have just announced a pair of new Pokémon games in Let’s Go Pikachu and (predictably) Let’s Go Eevee for Switch. Let’s Go contains some Pokémon Go elements, including the original 150 pokémon, so has everything going for it. We can also expect Mario Tennis Aces, Super Smash Bros. and Splatoon 2, plus we'll most likely see games such as Metroid Prime 4, Yoshi for Switch and possibly the Pokémon Switch RPG. All that is missing now is Animal Crossing for the Switch too.
Rampant speculation is all well and good, but we hold ourselves to a higher standard at Pass the Controller, so here’s some more things we’re pretty likely to see more from.
Warner Bros Interactive recently confirmed HITMAN 2 with their announcement trailer. Many fans will be glad to know that they have moved away from the episodic release format and will instead launch the sequel as a complete package. According to the press release, HITMAN 2 will feature highly detailed sandboxes, with “breathing environments” to explore as our favourite assassin, Agent 47, returns to the screen, but this time to uncover the truth about his past.
Atomic Heart, a sci-fiction horror FPS, is set in an alternative universe Soviet Union. Fans will play as a special agent who goes AWOL after being assigned a mission, from there the player has to restore peace and order in the motherland. Atomic Heart was crafted by Mundfish and is described to be a crossover between Bioshock and Fallout. If this is accurate, it could potentially be a game changer. Not much else has been confirmed on the storyline as of yet, but the teaser trailer alone looks very promising, with a picturesque environment to explore and an array of terrifying enemies to evade.
We Happy Few by Compulsion Games has come a long way since it’s reveal back at E3 2016, but it’s been a slow and painful uphill struggle with constant setbacks and delays. Compulsion Games released their final cinematic teaser trailer, which showcased brand new mechanics, new quests and a hostile character who Arthur supposedly knows. Guillaume Provost, Creative Director at Compulsion, stated that they added new engaging content that ensures the gameplay will be around 20 hours long in single player campaign mode. Fans will finally get their hands on the full release towards the end of 2018.
Overkill’s The Walking Dead game is a stealth, role playing co-op multiplayer game set to launch in autumn of this year. The game will not be following the TV series and instead will feature new characters with a different storyline, based loosely on the comic series. Fans will have a choice of four players, Aidan, Grant, Heather or Maya and with each character comes their own special skill set. But ultimately, teamwork is the only way you’ll survive in the post-apocalyptic world dominated by walkers. If one thing is for certain, it’s not the dead you should fear, but the living.
What title are you excited for the most at E3 2018? Tweet us @pass_controller, get in touch via Facebook, or sound off in the comments below.
A roguelike Arabian Nights adventure from the former BioShock developers at Uppercut Games, City of Brass finds itself on the receiving end of our latest Quickie.
That sounds great, but what about the systems surrounding combat?
Exploring involves some light platforming and plenty of pilfering, as you grab artefacts used to purchase upgrades and services that’ll (hopefully) help you eke closer to making it out of the titular city alive. Initially there’s something slightly cumbersome about the controls on console, especially in comparison to the far more fluid PC version (which also looks noticeably sharper than even the Xbox One X build), but some options menu tinkering and time to adjust should set you straight.
Is it something you’d recommend, then?
Provided you’re willing to spend a little time grappling with those initial control gripes on console, absolutely. City of Brass has an opulent aesthetic and satisfying mechanics that’ll keep you coming back, always met with an engaging new challenge to surmount.