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Taken for a Quickie | We Were Here Forever

2/2/2023

 
We Were Here Together character waving to screen

The We Were Here series is back with more co-op puzzling for players to sink their teeth into. Join us as we take a look at the fourth and latest entry, We Were Here Forever.

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​by 
Liam 
​Andrews

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@pass_controller

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Platforms: Xbox Series X|S, Xbox One, PS5, PS4, PC
Developer: Total Mayhem Games
Publisher: Total Mayhem Games
Players: 2


The fourth game, you say. Do I need to have played any of the previous entries before trying this one?

Prior knowledge of the series isn’t required before diving into We Were Here Forever. The game follows a similar setup to previous titles, with two characters, often separated, having to work together to solve a series of asymmetrical puzzles.

While the series has established its fair share of lore since the original game’s release, you won’t need to be schooled up on it to enjoy the puzzles.

How do you work together if you’re separated?

You’ll be relying on push-to-talk walkie-talkies to communicate (voice chat is disabled otherwise).
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While this serves as a good way of getting players to engage in clear and concise dialogue, forgetting to hold down the walkie-talkie’s activation button or accidentally talking over your partner could get quite frustrating as one, or both of you, would end up having to repeat yourself.
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The idea is certainly a cool one, but there were times when we would have liked to have been given the opportunity to ditch the walkie-talkies when it made sense to do so, such as when working on puzzles in the same room.
Wooden structures and cable cars suspended by ropes and supports.
Tell me about the puzzles.
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For the most part, we found the puzzles to be fairly engaging. Being separated often means one player has access to information that can help the other, such as a book that contains the correct combination to a vault at the other player’s location, and there is certainly enjoyment to be had beating them this way, via a combination of teamwork and brain power.

However, there were times where puzzles felt a little lopsided, with one player having more to do than the other on occasion. Others featured unique symbols that had to be described to the other player, which wasn’t always as straightforward as it sounds given the vague nature of their shapes.
Room with wooden supports, old machinery and glowing lights.
Would you recommend it?
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If you’re a fan of the series then yes, certainly, although newcomers who have little or no investment in the story shouldn’t be put off as you’ll at least be getting the most premium entry in the series; WWHF is a more visually polished game than its predecessor, with lots of detail in the chunky stylized visuals, decent animations, and well-crafted atmospheric environments.

If you’re into puzzle games, especially co-operative ones with friends (online only, mind), then for the low entry cost it’s probably worth a shot.
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Call of Duty: Modern Warfare 2 | Taken for a Quickie

7/11/2022

 
Ghost from Call of Duty Modern Warfare 2

Autumn! What a wonderful time of year. The leaves are turning a lovely reddish gold, the nights are drawing in, and Call of Duty is once again dominating the gaming landscape. Join us as we team up with the gravelly voiced crew of Ghost, Soap and Price for an action packed adventure in Modern Warfare 2.

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by
​Liam Andrews

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@liam_andrews5

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​Developer: Infinity Ward
Publisher: Activision
Platforms: Xbox Series X|S, PS5, PS4, Xbox One, PC
Players: 1 -64


Ghost, Soap and Price? I’m sure I’ve heard those names before…

2022’s MW2 borrows extensively from the original game’s roster of characters, with the main cast - and a few cameos - likely to be instantly recognisable to anyone who played the 2009 MW2 campaign.

While it’s great getting to play as / team up with the iconic members of Task Force 141 once again, the drawback for MW2 veterans, without spoiling things too much, is that a certain character’s motivations were pretty much known from the start, which lessened the impact of a story twist.

But even knowing what we did the campaign was still hugely enjoyable, offering up tons of bombastic action and tense stealth sequences in wonderfully detailed landscapes, with a few unique missions thrown in for good measure.

​Unique missions? Tell me more.

Well, unique for a CoD campaign. While crafting isn’t exactly a new feature in games, we certainly didn’t expect to find it in a MW2 mission. Cobbling together single-use, makeshift weapons whilst dodging enemy patrols was a surprising change of pace, but a welcome one.

Infinity Ward even toy with different genres, with players remotely guiding Ghost through an enemy compound via a series of security cameras in one stage, the latter taking down enemies or evading them based on your commands.
Soldiers moving through a field at night, Modern Warfare 2
Sounds good, but what about the multiplayer?

The main attraction for a lot of CoD fans, MW2’s multiplayer does not disappoint, building upon the excellent foundations laid by the 2019 MW reboot.

Weapons are even more customisable, with tons of attachments and upgrades to unlock, while new game modes have also been introduced to compliment the always enjoyable likes of TDM, Domination and Hardpoint.
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​What sort of new game modes?


Prisoner Rescue sees teams protecting or capturing a set of prisoners, with roles reversed at the end of each round. Players only have one life but can be revived by teammates if they’re quick.
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Elsewhere, Invasion mode plays out like a giant version of Titanfall's Attrition, with teams racking up points by killing enemy players or AI.

Ground War itself isn’t new, but it’s been refined to the point where it can be considered a decent rival to Battlefield’s iconic Conquest mode.
Gaz from Modern Warfare 2
So, would you recommend it?

Absolutely. Modern Warfare 2 is a substantial offering, with plenty of PvP and PvE multiplayer modes and an enjoyable, visually impressive campaign that introduces some fresh ideas to the series.

Expect the game to have quite a bit longevity as well, with a reported two-year’s worth of post-launch content and updates coming its way as opposed to the regular one-year cycle.
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Peaky Blinders: The King's Ransom Preview | Taken for a Quickie

5/10/2022

 
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During our recent jaunt around EGX, we got to play some awesome games, so we thought we'd round up a few to let you know what they are like.

First up, it's time to head to Small Heath, Birmingham, for some general trouble with the Peaky Blinders in Peaky Blinders: The King's Ransom.
James Michael Parry headshot
by James Michael Parry

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@james_parry

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So, there's a Peaky Blinders VR game?

If you've ever wanted to feel like a gangster with a Midlands accent then you're in luck! You can join Tommy Shelby's crew and get involved with the dealings of the Peaky Blinders, with the benefit of immersion offered by VR.

Do I need to be a die hard fan of Peaky Blinders to understand everything?

We were lucky enough to speak to Russ Harding, Studio Director at Maze Theory and Chief Creative Officer of Emergent Games, who are putting the game together, and he had some reassuring words for the uninitiated:

"Something like Peaky, because of the gangster tropes, is something which appeals to people even if they’ve never seen the show," said Russ. "We love being able to explore a time period that feels really immersive and we felt that even though it might be challenging, particularly tackling something that’s more of a drama and including full CG characters, it might appeal to a wide audience.

“The biggest challenge was being really authentic, we had a lot of access to the sets and background information and I think the team has done a great job bringing the world to life."
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So what do you do in the game?

Having managed to get hands-on with a demo of the game, – far more hands-on than usual, since it's VR and motion controllers and all that – we can reveal that the leader of the Peaky Blinders himself, Tommy Shelby, does feature in the game and is authentically voiced by the extremely talented Cillian Murphy.

In the section we played, you begin being smuggled into Birmingham by van and then can investigate the garage where you're dropped off, which is more exciting than it sounds.

You'll then meet up with Tommy at the famous Garrison pub and share a drink, which involves removing the cork from the bottle and manually pouring it into a glass without dropping it into the floor, and lighting a cigarette before making a difficult choice.

There's also an opportunity to take out some of the enemies of the gang by testing your shooting gallery skills in three dimensions.

When I've tried Virtual Reality in the past, I felt a bit sick, how is it these days?

It's been a few years since we spent a lot of time in VR and this demo was such a huge leap in visual quality alone it immediately made us sit bolt upright, or rather it would have done, if we hadn't already been standing…

There are options available to customise the controls to your preferences, for example being able to choose between sitting and standing. The modern motion controls also help you to move with far more precision than early VR headsets, or the more  interface of the Wii era.

In terms of movement, you can either teleport forwards or walk around using the left stick, and then either rotate your body physically or pivot with the right stick. It takes a little getting used to, but the game eases you in by putting you in smaller, more contained environments to begin with and then gradually giving you more to interact with, so the risk of motion sickness should at least be lessened.

What did you think overall?

Honestly, it’s the most impressive VR experience I’ve ever played. Even in just a fairly short demo there was so much detail packed into the world and the attention to detail in all of the period items you examine is incredible.

How the experience will extend into a full game experience, in terms of the variety and keeping the gameplay fresh throughout, might be a challenge, but the immersiveness of the format and all the touches the licence tie-in offers, such as the iconic theme tune by Nick Cave and the Bad Seeds, immediately transports you.

The high visual fidelity of the backgrounds also helps draw you into the world, and the environmental storytelling, which was a particular focus for the team, makes you want to spend more time poking around every environment, looking for clever little touches.

Finally, add to that the authentic feel to the characters you interact with, largely voiced by their original actors – though unfortunately without Helen McRory, who passed away during the development process – it really shows off the best of what VR can do.​

You can see more on Peaky Blinders: The King's Ransom in our video round-up of EGX 2022 on YouTube.
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Disney Dreamlight Valley | Taken for a Quickie

12/9/2022

 
Player talking to Mickey Mouse who says hiya pal!

With the centenary of the House of Mouse right around the corner, a new game has come to transport us to Disney’s fairytale land. We see what all the fuss is about with Disney Dreamlight Valley in the latest entry in our quick-look review series.
James Michael Parry
by James Michael Parry

Blue Twitter bird logo
@james_parry

So, what’s Disney Dreamlight Valley all about?

Imagine you’ve been transported to the happy-go-lucky world of Disney, to a place where all manner of characters live and kick back between live-action remakes, but alas, all is not well…

The Forgetting has caused characters to return to the worlds from whence they came, trapped apart from their friends. It’s up to you to restore Dreamlight Valley and bring everyone back.

Sounds very…Disney. So...is it like Kingdom Hearts?

Not really. While Kingdom Hearts has a dense lore and original characters to keep up with. DDV is far less complicated. Everything is pretty straightforward, and there’s plenty of help working out what you need to do, if you need it.

Here you will find the likes of Mickey, Goofy and Donald, but really that’s where the similarities end – not that I wouldn’t rule out Sora turning up for fun at some point in a future update.

An update, so this is some sort of live service, endless immersive experience?

It’s not as cynical as it sounds. Somewhat surprisingly actually, as there’s plenty of opportunity to make the virtual currency purchasable here, but so far everything appears to be in-game.

There are daily quests, which are replenished as soon as you do them rather than being timed, and characters have favourite gifts which cycle each day as well, just to mix things up.

Generally you’re free to explore the valley at your own pace, and in any direction you feel like, gathering up characters as you go.
Player watering flowers while Goofy watches like a creep
You mentioned Mickey and co., what sort of other characters are there?

Part of the fun is discovering characters as you go, but to give you an idea of a few you’ll meet at the start, there’s Merlin from The Sword in the Stone, Remy from Ratatouille and Wall-E from…well…I’ll let you guess.

At certain points when you are introducing new characters you have to choose between one and another, and it’s not clear from what we’ve played so far if you’ll eventually be able to unlock everyone, but our gut says you will.

Each character has their own relationship with the player, so you build friendship levels by interacting with them, doing activities with them while “hanging out” and giving them the aforementioned gifts.​
Player sits on a blue throne inspired by Frozen
What’s the gameplay like?

The experience feels very similar to Animal Crossing, with mining, planting seeds and watering them, and crafting items from recipes all present and correct. The look and feel has the cartoony look and feel of Disney, as you’d expect, but the animation and user interface has definite influences from the likes of Fortnite and The Sims.

A lot of the time you’ll be talking to the other characters, fetching things for them or making food for them. Particularly fun is cooking with Remy, as a nice bit of attention to detail sees the colourful squiggles you might have seen in the film in the game itself.​
Player talks to Remy the rat who says Bonjour!
So, what’s the verdict?

At this early stage the game is still feeling a bit rough around the edges, with visual bugs and game-breaking ones causing us to quit out and reload numerous times. That said, developers Gameloft are definitely on to something here.

The game is easy to pick up and play, and gradually clearing the darkness and scary thorns out of the world is very satisfying. Add to that the opportunity to potentially befriend your favourite Disney character and things start to get even more exciting.

How far the fantasy world will go remains to be seen – will we see a tiny Grogu going about his business in Dreamlight Valley in future? – but already there’s potential, and an Autumn update is confirmed to bring at least Woody and Buzz from Toy Story (notably without Tom Hank’s voice however) and ​The Lion King into the fold.

Everything is quite surface level, but it’s wholesome and fun, and a great game to enjoy with your loved ones, particularly those who are less comfortable with gaming.

The game is already a bit of fun and with a bit of polish could be something truly magical.

Have you been playing Disney Dreamlight Valley? Let us know what you thought in the comments, or in our Discord.​
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Taken for a Quickie: Hell Let Loose

26/10/2021

 
Hell Let Loose - Silhouetted soldier on a chaotic battlefield

In the return of our conversational quick look series, we check out Team 17’s Hell Let Loose.
James Michael Parry

​by James Michael Parry

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​@james_parry

So, war is hell then?

You could definitely say that – from the word go, Hell Let Loose aims to capture the chaos of battle. It throws you knee-deep into the mud and blood without much explanation of what’s going on.

Things can get messy, huh?

Yes. For example, after getting a squad of six together – aided by crossplay functionality – we joined a match and encountered various communication issues. Different platforms could and couldn’t hear each other, not helped by the three in-game chat channels (party chat, squad chat and proximity chat) that further complicate matters. 

Even after figuring things out and aligning everyone’s settings, there was seemingly still a bit of pot luck involved. Not ideal in a hardcore simulation game.​
Soldier holds a gun in first person in a destroyed town
What are the basics?

There’s a long list of classes, though it’s best to keep things simple at first by picking a Rifleman. Clutching an M1 Garand, you might be charged with storming the beach at Normandy, or defending it, then the game plays out a lot like Battlefield’s Rush mode. It’s on a much larger scale, however, so enemy encounters can be few and far between.

​What happens when you get into a fight?


There’s a realistic slant on gunplay in that you won’t take more than a hit or two before going down. You can bandage yourself up to avoid bleeding out, or a Medic can do the job for you, but supplies are very limited. 

Working as a squad helps, since the Officer can put spawn points down in an attempt to keep everyone together. There’s also an element of wider team coordination here; Officers have access to a special command comms channel, enabling them to coordinate with other squads and even tanks.

Ooo I like tanks, can I drive one?

Vehicles are fairly hard to come by, but yes. Those different roles include a Tank Commander and Crewman, both of which must work closely together. 

In even rarer air, there’s a spot on each team for one Commander. This role directs friendly forces in a kind of a real-time strategy meta game, without ever getting stuck in on the frontline alongside everyone else.
List of the classes in the game with a soldier standing by
Sounds interesting. Is it worth sinking some time into?

Because of how matches are structured, each leg of an attack has a fairly significant time limit - if the defenders almost hold out at each stage, an individual match can last well over an hour. 

Hell Let Loose is a faithful and unforgiving take on World War 2, but some players will miss the creature comforts offered by almost every other modern shooter. It definitely throws back to the heyday of the Medal of Honor series, both in the way it plays and the inevitable similarities in weapons and themes. Overall, it’s definitely worth a go – especially for PS5 owners as it’s an October 2021 PlayStation Plus title.
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Talk To Me | Not-Disclosed Games

11/2/2021

 
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We first had the pleasure of meeting Ole Toubro back at Rezzed 2018, when he was part of the team at Danish developer Mighty Moth, working on the aviation exploration title Above. He’s since moved on to form an even smaller team, with his new studio Not-Disclosed Games. We caught up with him to discuss games, the industry, lockdowns, Pilsners, the connotations of the word "tolerate" and last, but by no means least, hot tubs.

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​by Rob
​Holt

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​@acousticmagic

First things first: How’ve you been coping during the great year of lockdowns?

Pretty good actually, it’s been great with the whole family home - at times like one long vacation. We live in the countryside with 5 cats, 7 chickens and we had 10 turkeys for most of last year as well so that, along with a large garden, has helped us stay sane I think. I also took time out to build an orangery and a wood-fired hot tub, and started this pet project game with a friend - working from home and the fact that I didn't have to commute has also helped quite a bit.
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So, tell us about your new company, Not-Disclosed Games.

We are currently two people working with coding and design. We have been working together for quite a while and we do some contract work together as well. We also have half a guy doing sound and we are actually looking for an artist with the right finesse and skillset.

Your first game is twin-stick horror/sci-fi shooter Universe Apart. Can you tell us about the game, and what led you to combining these genres?

We both really like twin-stick shooters and my buddy had made a tiny playable one so we just built from that - adding everything around it. Trying out different art, ways to make it tile-based and random, have long-term gameplay etc. etc. After we got the shadows working we knew we had to make some horror elements - that gameplay and implementation is ahead of us: So if people have suggestions they should hit us up on Discord :)

What impact has COVID-19 had on the development stage?

Well I guess indie game developers have a pretty clear advantage in this - most of us were already used to working from home. I actually think this might have been a benefit for indie games, I mean just look at this February Steam Festival - the line-up is pretty fucking awesome.

What is it like to be such a small team in such a humongous ocean of development companies? How big a risk is it to release a game in the current climate?

Yeah the talent out there is quite amazing isn't it. I actually don't mind being a tiny fish swimming among all these different companies. Be they huge or small, multicoloured or grey, quirky or mainstream, hypers or truthers. I think the medium has far from matured - perhaps it never will - and it is just quite wonderful to be a part of. Our game is still in an early stage, but we like what we are creating - so we are pretty sure others will too.
We discussed the process of creating, and releasing, games/music/art last night; how strongly we both feel about actually getting stuff out there and provoking a reaction - good or bad. Could you elaborate on that?
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Yeah that was quite a good chat wasn't it :) I mean to really piss people off you can't be charging them as well, can you? Or is that exactly what the giants excel at with various broken products, stupid release schedules, in-game purchases or advertisements. I don't know. I just think many people outside games see every little hiccup as a catastrophe, they take it personally and some even want the drama. And the marketing teams behind the large games fuel this: There is no such thing as bad press! Fact is very few people know how stupidly hard it is to make a good game - and to make art, as we were discussing last night, you have to infuse that tremendously hard process with message and meaning, dare I even say soul. Some teams are at the right place and time to do that, and some even get hyped and reach a broad audience - to the benefit of everybody involved. Let me sail on my own tiny little hype train or boat or whatever: Universe Apart will have existential dilemmas and abusive elements - they are just not in the demo yet - or are they? :)
"Don't be too hard on yourself, trust your feelings and reach your deadlines."
Where do you see the future of gaming? Is it VR? Streaming services? Traditional consoles/PCs?

All of those… and implants and AR and huge simulations and tiny interfaces and stuff that game us. I actually think game theory integrated with everyday stuff is the next big thing - you already see it to some degree in software like TikTok, Instagram etc. Whole processes we interact with are currently being designed for our conscious and unconscious selves to interact with - and that is pretty much games.

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Coronavirus has put the pause button on life, allowing many people to assess where they are, and what they actually want to do with their time/for work. With that in mind, what advice would you give to someone looking to get started in the gaming industry?


Ha yeah - I don't know if I am the right person to ask that - but here goes: Don't be too hard on yourself, trust your feelings and reach your deadlines. Listen to old songs you liked, games you played and loved, movies you adored - none of them are perfect. If caught in the right sardonic mood you could tear each one of them apart and paint them in the worst light possible... So: Do your best, believe in yourself and release!
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What game(s) have had the biggest impact on your life?

I am quite fond of simple ones from my childhood that set a mood and let you live there for a while: Lotus, Wolfenstein, Lemmings or Commander Keen - and I could go on :)

In terms of real impact there was this aesthetic little game where you can only move right and you get older as you move, find a dog and another person to love and take with you, then the hair greys and the dog and other person are left behind as tombstones and you also end as a tombstone - that game made me cry. I can't remember it's name, or find it online, it might have been a flash game - that we the human race moved right and left behind…

I also thought quite a lot about the profound idea in Iain M. Banks’ Surface Detail where this guy hosts simmed VR hells for several other races. Consider that: Hell or gods does not exist, but if you violate certain religious laws your sentence is to be uploaded to a virtual hell! WTF? I love how that sets one's mind going about mortality, souls and life itself.

Final question... You're stranded on an island that happens to be blessed with power. Which console/gaming machine do you take and why? 

Being stranded on an island sounds like a lot of hard work. I think I would bring a switch so I could play a twin-stick shooter, while being busy on the latrine :)

Thanks to Ole for taking the time to chat to us. Click here for more information on Universe Apart.
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Taken for a Quickie | Tannenberg

28/7/2020

 
Tannenberg

M2H, the team behind Verdun, have finally brought their latest WW1 shooter Tannenberg to consoles. Join us as we take a quick look at the multiplayer title on Xbox One.

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​by Liam
Andrews

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@liam_andrews5

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Developer: M2H, BlackMill Games
Publisher: M2H, BlackMill Games
Platforms: Xbox One, PlayStation 4, PC
Players: 1 - 40

Tannenberg? Sounds familiar…

This isn’t our first foray into the Eastern Front with Tannenberg - we originally reviewed the Steam Early Access version. Back in 2018 the game earned praise for its authentic combat and tactical gameplay.

What’s new in the console release?

Honestly, not much, though that’s not necessarily a bad thing. Strategic, grounded gameplay transfers over from the PC edition (including the brutal, one-hit-kill weapons) with the only real new addition being a fortified town map called Przemyśl which made its debut alongside the PS4 and Xbox One release.

Pretty much everything that made the game enjoyable on PC is present and correct here, including Tannenberg’s flagship large-scale multiplayer mode. Maneuver sees two teams try to outflank each other in the race to capture and hold key sectors of a battlefield. The mode’s free-flowing nature makes for some excellent battles as 20-player armies clash over strategic points; predecessor Verdun’s own standout mode, Frontlines, looks almost claustrophobic by comparison.
I enjoy Verdun, but finding online matches is tough. How does Tannenberg fare?

At the time of writing, close to the game's release, the Tannenberg player base seems relatively healthy. 

There’s usually enough players around to make at least one or two full matches, though it is a niche game and that may soon change. While we haven’t had to make use of the included bots to bolster numbers just yet, there could be a time when AI opposition becomes a necessity and not a luxury.

What about the visuals?

Tannenberg isn’t the prettiest game out there, but it looks decent enough on console. Motion blur can be enabled to soften some of the rough edges and the frame rate can be unlocked, though even when running on an Xbox One X the latter caused noticeable screen tearing and occasional performance stutter.

Would you recommend Tannenberg?

Yes. The old-timey weaponry and rugged looks might not be to everyone’s taste, but give it a chance and you’ll find a fun, alternative multiplayer experience that can be genuinely thrilling.
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Taken for a Quickie | We Were Here Together

4/6/2020

 
We-Were-Here-Together

We Were Here Together makes its console debut this week; join us on an expedition to the Antarctic for some cooperative puzzle solving on Xbox One.

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by Liam
Andrews

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@liam_andrews5

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Developer: Total Mayhem Games
Publisher: Total Mayhem Games
Platforms: Xbox One, PC
Players: 1 - 2

A co-op puzzler set in the Antarctic? Tell me more.

We Were Here Together is the third instalment in the We Were Here series. Much like the first two games, the latest entry takes place in the far snowy south. Locations include mysterious castles, abandoned mines and creepy caves, all full of challenging puzzles for you and a friend to tackle.

New features include the ability to explore said locations side by side for the first time and narrative cutscenes.

Do I need to have played the previous games to enjoy this one?


No. While there is a story, it’s not the driving force of the game. Instead, the main draw is very much the teamwork required to solve puzzles.

I’ll need a good co-op partner, then?

WWHT is best enjoyed alongside someone you’re comfortable working with, as, despite the freedom players are afforded in this sequel, partners are often locked away in separate locations and required to solve asymmetrical challenges. Doing so requires online verbal communication via the in-game push-to-talk walkie talkies - there’s no local play here.

The walkie talkies, while a neat touch, can sometimes be a bit erratic. Occasionally they’ll cut someone off mid-sentence, but with private chat channels disabled you’ll have to either muddle through or make use of a third-party voice chat app.
I enjoy a good brain teaser; will I find the puzzles too easy?

Puzzles start off fairly intuitive, but there’s a sudden spike in difficulty after the first hour or so that sees things get a lot tougher. We also enjoy a challenge, but too often it felt like we were relying on trial and error rather than our grey matter, with some solutions proving to be fiendishly difficult. More than a few times we had to resort to referencing outside guides after drawing a blank trying to find patterns or clues for puzzles that seemingly had none.

Would you recommend it?

Those who prefer a good amount of guidance with their games might want to steer clear, but if you’re a fan of the previous titles, or affordable puzzle games that don’t hold your hand, then at £10.74 We Were Here Together is worth a go.
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WarpThrough | Taken for a Quickie

16/12/2019

 
WarpThrough

We’re back with another quickie, this time for WarpTrough, a portal-grabbing platformer from indie developer Roofkat.

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by Liam
​Andrews

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@liam_andrews5

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Developer: Roofkat
Publisher: Roofkat
Platforms: Steam
Players: ​1 - 4

Portals? Ooh, are we going on a trans-dimensional adventure?

​Sort of. While you’re tasked with passing through (read: collecting) a certain number of portals per level, the 2D layout of arenas stays the same no matter what dimension you’re in; only a slight change to the backdrop serves to represent each new world.

Standing in your way are an ever-increasing army of monsters that charge around levels randomly, making things significantly more difficult the longer stages go on. With only one hit needed to take you out, players must decide whether to try and reach the target number of warps by simply dodging monsters or by whittling their numbers down with special attacks.

What makes attacks so special?

The twist here is that you have to stand still in order to charge your attack, then move again to unleash it. Each of the four playable characters - whom you unlock as you progress through the campaign - has their own unique style, such as a fiery punch or electrical trap.

Our personal favourite was Ebbie’s dog, Ball, which bounced around levels taking out monsters while we chased down portals. On top of attacks, players can spend collected warp energy on extra life and time-slowing power-ups, the latter of which proved particularly useful.
Campaign, you say?

Aye, but a very short one, maxing out at around an hour or two. It’s a decent enough offering (if a tad nonsensical) with monsters, demons and otherworldly beings all making an appearance. Throw in a couple of bad puns for good measure, alongside some alternate outcomes, depending on your choices, and the mode is worthwhile.

However, it’s WarpThrough’s gameplay, rather than its story, that’s the real draw. The weekly challenge mode prompts players to rack up high scores with a select character and level, and is arguably the meat of the experience.

Would you recommend it?

Yes. The £9.29 price tag might seem a little steep at first glance, but collecting shiny orb-like portals is surprisingly addictive (as anyone who’s played Crackdown can likely attest to) and there’s a good amount of replayability, particularly for those who enjoy climbing leaderboards.
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Boundary | First Impressions

8/11/2019

 
Boundary | First Impressions - Pass the Controller

The final frontier has been the setting of choice for countless titles over the years, but Surgical Scalpels are upping the ante when it comes to vacuum-based fun by putting the vast, empty void we call space front and centre in their upcoming game, Boundary.

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​ by Liam
 Andrews

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@liam_andrews5

For those unaware, Boundary is a first-person multiplayer shooter set entirely in outer space. The game features MOBA-like elements, with up to ten armed astronauts battling it out in zero-g arenas in what Surgical Scalpels describes as “70% FPS, 30% dog fighting.” It’s coming to PlayStation 4 early next year, with a PC release said to be following sometime after and an Xbox One version potentially on the way, too. We’ve previously covered the game in an interview with the team’s CEO and Co-founder, Frank Mingbo Li, earlier in the year, but got the chance to go hands-on with the ambitious title during a recent press event in London.
After a brief rundown of some of the game’s basic features – customisable weapons, gun range, multiplayer modes etc. – we were handed the controls for our first match against a few members of the development crew. Despite being well experienced in the FPS genre, the lack of gravity and our newfound ability to move in six degrees of freedom initially took some getting used to.

The slower, considered movement of our avatar (a heavy Support class, but the floaty nature of space means nearly all classes move at a similar pace) coupled with the temptation to go blasting off across maps led to more than a few deaths as we were caught in the open by the opposition. Drift too far from the action, as we often did, and you’ll suddenly find yourself lit up on enemy radar. Linger even longer near the fringes and you’ll end up in the middle of a micro meteor shower that’ll quickly rip through your suit and health. Safe to say it took us a couple of matches before we eventually found our space legs.

Surgical Scalpels are aware that for many players, like us, this will be their first taste of zero-g combat in a competitive FPS. The development team have, therefore, tried to make gameplay as intuitive as possible by implementing a control scheme that’ll feel instantly familiar to anyone who has ever played a mainstream shooter like Call of Duty or Battlefield. Some elements are naturally going to be a little different, given the setting; there’s no jump or crouch/prone in space, after all, so those are swapped for ascend and descend abilities, while shoulder buttons traditionally saved for grenades are instead used for rotation.

Most classes – save for the Flanker, which we’ll discuss in a bit – come with a grapple that can be used to navigate close-quarter areas at a slightly faster pace than the standard thrusters allow (we used this method to pull off a particularly impressive surprise kill during one match) or quickly reach floating structures, from where players can set up ambush opportunities or catch a moment's respite to regenerate health and manually patch up any major leaks in their suit. The game also makes excellent use of the DualShock 4’s gyro sensor, which allows for easy precision aiming while on the move – a feature that was particularly handy while we were still getting to grips with zero-g traversal.
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Maps themselves, like the rest of the available tech and weaponry, are in keeping with the game’s near-future aesthetic; we played one that was dominated by the scattered remains of a destroyed space station, with plenty of solar panels and pod-like compartments to hide behind. Some parts, like those huge solar panels, are destructible, with players able to shoot holes in them and peek through in a way that was very reminiscent of Rainbow Six Siege’s breakable walls.
When I asked if Surgical Scalpels had any plans to add maps set on the surface of a planet or moon where there might be a touch more gravity, I was told that it could be a possibility in the future, but that post-launch DLC would first focus on adding more classes, with three more said to be arriving at some point after the game launches. The base game will begin with five classes in total, of which we tried the Support, Recon and Flanker (there’s also a Sniper and Medic class).

The Support class is the most armoured, with a huge exoskeletal-type chassis on its back that, while bullet proof, also has the largest silhouette. Most come with two main weapons, an ability, and two secondary weapons - such as heavy cannons or missiles - that are attached to the frame of the big backpack. Recon was our favourite, thanks to a gadget that detects enemy players once it is dropped or launched. Every class’ suit will alert you with audio (and eventually visual, once they’re close enough) warnings to the presence of a nearby enemy, but having one of these beacons floating around proved to be extremely useful at helping us track down the other team’s players amongst the large map’s debris and hiding spots.

We definitely see the aforementioned Flanker class being the most popular, however, due to its “ninja-like” abilities and speedier movement. This class never shows up on enemy radar, and instead of a grapple it has a triple action quick-boost ability that easily outpaces the standard ‘sprint’ found in other classes (it also won’t reveal your position to the enemy if it overheats, unlike the latter). Even though the loadout we tried only came with a shotgun/pistol combo, the reduced range was worth the trade-off for the extra speed and stealth. We wouldn’t be at all surprised to see a nerf coming its way post-launch.

While our session drew to a close before we could really get to grips with what the game had to offer, what we did play was enough to convince us that Surgical Scalpels could have something special on their hands. First person shooters can often feel formulaic, but Boundary brings something refreshingly different to a crowded table. Once you’re over the initial (albeit gentle) learning curve, the controls prove to be comfortably intuitive, and the extra freedom of movement considerably liberating. Most importantly, underneath it all is a decent shooter that, a few pre-launch bugs aside, felt reassuringly solid, despite the unconventional lack of terra firma underfoot.
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