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INSIDE | Xbox One

30/6/2016

 
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Games like INSIDE don’t come around often; it’s a truly special experience that should be savoured over its precious three to four hour course. It’s Playdead’s second game, the spiritual successor to LIMBO, and another absolute classic.

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​by Sam Sant

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@SlamShotSam


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Platforms: Xbox One, PC
Developer: Playdead
Publisher: Playdead
Players: 1 
INSIDE is immediately gripping, consuming us with many a burning question. This desire to discover never subsided, which is impressive, considering not a word of dialogue is uttered throughout the game. The narrative is conveyed more fluently through lovingly detailed environments, body language and actions than most stories that are scripted with painstaking care.

This minimalistic philosophy encompasses the game’s systems as a whole. Be it the focus on diegetic sound, the muted colour palette, three-button control scheme, or forgone tutorial, menus and HUD - there’s a general simplicity of shape and design. The end result is an experience that feels firmly grounded - less game-like - whilst abstract.

There are many a controller-gripping, squee-subduing narrow escapes from the mysterious range of pursuers encountered throughout the young protagonist’s harrowing journey. What makes these instances altogether disturbing is how defenseless you are, in addition to the fact the conflict seems unprovoked. Masked adults will happily gun the boy down, or set attack dogs him, the ensuing violence of which is freely depicted. These moments are shocking, but perhaps worse are the times he’s knocked unconscious, limp remains dragged to a presumed fate worse than death.

Some grisly fatalities are a necessity, as death serves to teach the player. Most often the process will help deduce the conclusion to a puzzle, of which there are many, all naturally integrated as to not feel like contrived progress gates. Many are physics based - courtesy of a system that’s beautifully true-to-life - involving correct placement of environmental objects. They’re never frustrating; exclusively occupying that perfect middle ground that sees you pause to scratch your head, whilst not for long enough to consider throwing in the towel and looking up the solution.
To fully explore INSIDE’s strange and exciting subject matter would be to rob you of discovering them for yourself.
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Platforming is a secondary gameplay pillar, more a means to an end than a challenge of its own. You’ll naturally employ the tightly controlled manoeuvres to aid in your traversal, but don’t expect any particularly taxing jumps.
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There’s a refreshing, if still slight, level of freedom for what’s usually a somewhat linear genre. Some sections can be tackled in an order of your choosing, dependant on which direction you choose to take off in, whilst there are also plenty of hidden secrets to uncover. These are tied to the game’s achievements, in addition to an alternate ending, but please resist the temptation to introduce the distraction of a walkthrough on your initial playthrough. Play at your own pace, allow yourself to absorb it, discover what you discover, then go back.

To fully explore INSIDE’s strange and exciting subject matter would be to rob you of discovering them for yourself. That said, the ending has been the one constant criticism raised. It certainly doesn’t answer all of the questions it prompted, but when paired with the alternate ending, we’re content with our interpretation. It doesn’t need to be spelled out.
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Games like INSIDE don’t come around often; it’s a truly special experience that should be savoured over its precious three to four hour course.
There are many a controller-gripping, squee-subduing narrow escapes from the mysterious range of pursuers encountered throughout the young protagonist’s harrowing journey.
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A rare, somber experience that’s dense with atmosphere, you’ll likely play in a stunned silence, mouth slightly agape in wonderment. If you ever find yourself in a games as art discussion - a topic that shouldn’t still be up for debate - point towards INSIDE and rest your case.

Pros

  • Beautiful, encompassing simplicity of design
  • Fantastic use of sound - focus on diegetic draws you in, whilst the scarcity of arranged pieces makes them more impactful
  • Tight controls and intelligent puzzles
  • Compelling narrative without the need to utter a word
  • Respects and trusts the player with no form of handholding

Cons

  • Can’t fault it

Score 10/10
0 Comments

Mighty No. 9 | Xbox One

24/6/2016

 
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Back in 2013, legendary game developer Keiji Inafune launched a Kickstarter campaign in aid of funding a spiritual successor to classic platforming franchise Mega Man. The project was a triumph, raising four times the proposed figure and exciting long-neglected Mega Man fans to no end. Now that the lengthy development process has concluded and Mighty No. 9 is in players’ hands, are we left with an experience that fulfils the initial promise, or one that’ll leave them crying like anime fans on prom night? (Couldn't resist that low, low-hanging fruit…)

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​by Sam Sant

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​@SlamShotSam

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Platforms: Xbox One, Xbox 360, PS4, PS3, PS Vita, Wii U, 3DS, PC
Developer: comcept
Publisher: Deep Silver
Players: 1 - 2
Peace is shattered as the utopian city setting falls victim to an outbreak that’s causing innumerable robots to rampage. Mighty Numbers 1-8 are also afflicted, so it falls down to the immune protagonist, Beck - the titular Mighty No. 9 - to cure them, reassemble the team, and together set about resolving the problem.

There’s little more to the narrative than that, which is actually reason to be thankful, as what’s present is poorly written and terribly delivered. If you do somehow manage to become invested in the drab storytelling and unlikable characters, a lot of mid-mission dialogue is lost amongst the busy myriad of audio and visual effects, so you’ll inevitably miss out on the full picture anyway.


Those effects are inoffensive, but hardly excel on either front. Character models look like cheap, knock-off action figures, whilst there’s some nice depth to the otherwise uninspired environments. The soundtrack’s a real disappointment; we tended to zone it out, as you would when faced with bland background music in a shop, until very select snippets prick our ears by reminding us of some nostalgic retro tunes.

Gameplay fares better, which is the most important thing. Beck has an arsenal of platforming and combat moves - some of which are never directly taught to the player, so be sure to seek out the extensive list of tips - all of which are responsive and precise. Perhaps the most significant manoeuvre is the dash, which expedites pacing to be more inline with modern expectations.

Worry not, as this doesn’t mean Mega Man’s deliberate play style has been thrown out of the window entirely. After taking a set amount of damage, enemies enter a stunned state in which they can be dashed into and assimilated. Doing so often grants the player temporary power-ups, whilst timing the dash perfectly will result in acquiring a tally towards your combo. The combo isn’t extinguished by taking a hit or failing to absorb an enemy, but by absorbing an enemy too late or dying - this prompts pause for thought, as it can actually better serve the player to avoid or outright kill the opposition at times.
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Characters are unlikable, poorly written and terribly voiced.
Playing in a considered manner is a good idea in general; whilst Mighty No. 9 isn’t as punishing as its forefather, it will slap you back down to Earth pretty quickly if you get too cocky. Facing staunch opposition from precision platforming, tough adversaries and, occasionally, the checkpoint system, frustrations can creep in. On the other hand, successes are met with all the more satisfaction as a result, especially if you’re the obsessive compulsive sort that wants to execute a perfect, S-ranked run.

​Less skilled players are somewhat accommodated, thanks to the option to bring nine lives along with them, as well as the fact that repeated failure is met with pity, as game provides you with armfuls of additional health items and power-ups.


Each of the twelve levels - most of which are uninspired, before some misguided variety is introduced towards the end and has you wishing to go back - concludes with an entertaining boss battle. They’re a definite highlight, classically possessive of subtle tells you’ll need to learn in order to employ the proper counter tactics at the proper time.
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Eight of these encounters are with the other Mighty Numbers, each of which bestow Beck a new transformation, ranging from emitting a proximity blast of fire, to transforming into a bulldozer, shooting electricity, freezing enemies and more. With experimentation you’ll find that they each work well in specific situations, as well as against certain enemy types. This should encourage diversifying, as does the limited usage capacity for each one, but more often than not we stuck to the standard form and its known quantities - shoot this enemy three times and dash, shoot that one six times, and so on.
The core gameplay loop is an enjoyable and moreish one that manages to outshine the many issues.
The final encounter is unfortunately sullied by some questionable design; it’s fine mechanically, but basically everything in the room is the same colour, making the whole affair a confusing blur as things merge together and get lost - not ideal when precision is called for. Thereafter you’re treated to an abrupt ending, four hours of credits and the setup for a sequel… But hey, it’s better than nothing. (Sorry, low-hanging fruit again.)

After completing the game, there’s plenty more to bring you back. Ex mode features solo and co-op challenges, boss rush and more; there are also hard and hyper difficulty settings for the masochistic, in addition to a sizeable list of seventy achievements to be earnt. There’s no question it delivers on quantity, it’s the question of quality that stands on shaky ground.
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Personally, as someone that isn't explicitly attached to the Mega Man franchise, didn't back the Kickstarter project, and didn’t follow the subsequent development process closely - I can say I enjoyed my time with Mighty No. 9. Perhaps it’s partly because I was made no promises and carried few preconceptions as a result, but regardless, the core gameplay loop is an enjoyable and moreish one that manages to outshine the many issues and persist as the game’s lasting impression. Just be careful with Kickstarter…

Pros

  • Fast, fluid, precise gameplay
  • Tactical combo system
  • Challenging, whilst simultaneously accommodating
  • Pleasantly old-school boss battles
  • Loads of content to plough through

Cons

  • Weak audio and visuals
  • Rarely reason to switch forms
  • Awful characters, writing and acting
  • Weak ending - annoying final boss and lame wrap-up

It’s a reasonably-mighty number 7/10
0 Comments

Mirror's Edge Catalyst | Xbox One

13/6/2016

 
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Never being the most active person, it’s quite easy to see the appeal of free-running (or parkour, as the kids are calling it these days). Flying across rooftops, leaping gaps in a single bound and scaling walls without breaking a sweat - none of these things are possible in the real world without a lot of hard work and training, but, thankfully, you can take the easy way out and get an approximation of the experience with Mirror’s Edge Catalyst.
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​by James Michael Parry

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​@James_Parry

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Platforms: Xbox, PS4, PC
Developer: DICE
Publisher: EA
Players: 1
Rather than being a game about movement, as you might assume, this instalment of Mirror’s Edge - which sees protagonist Faith released from prison and begin piecing her old life back together - is actually about running in a more metaphorical sense. Faith runs not to get to somewhere, but to outrun her own past.

Caring about Faith’s story is crucial to the narrative of a game like this, as otherwise missions feel a bit like a series of unconnected challenges, getting to and from certain places in the City of Glass. Fortunately, developers DICE have injected more than their usual dose of humanity into the game (not least because, let’s be honest, most of their games centre around killing people), and so you latch onto Faith’s character quite easily. It's harder work to be drawn into the fairly bland central story missions, partly because the game simultaneously does its best to distract you.
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Throughout the game’s open world are time trail challenges called Dashes, which players can set for their friends (and, in fact, anyone else playing the game), as well as fragile packages to deliver, bags and audio recordings to collect and more. Thankfully you can limit the Dashes to display just your friends’ and bookmarks, which cuts down on the clutter, but overall there are still quite a lot.

The gameplay from the first Mirror’s Edge had something of a difficulty spike - if you couldn’t get the knack of some of the complex strings of movements, you’d struggle fairly quickly to progress through the game. In Catalyst, the experience is a bit more gradual, tailoring progression through an upgrade system.
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You start with 11 of the 19 available movement upgrades already unlocked, and it still feels like one vital basic - the landing-comforting roll - should be unlocked by default as well, making the system feel slightly off. You do get a distinctly Batman-esque grappling hook after a while which changes up the traversal a bit, but the places you can use it feel a little limited by comparison.

​Combat is at least a lot easier to master this time around; there’s no failing to pick just the right moment to grab an enemy’s gun or being repeatedly kicked off a building here. In fact, Faith doesn’t use firearms this time around, and wouldn’t even if she could, a know-it-all loading screen tells us. Sadly this element of the backstory is limited to a companion comic, which isn’t included with the game, so many will never know the fully fleshed-out story of why Faith was in prison.
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The other characters are fairly one-note, particularly compared to the cinematic presentations we’ve seen in other games since the first game’s 2008 release. For many this won’t be an issue though, as they try that Dash just one more time in aid of beating their friend’s best time, or scratch their heads trying to work out the best way to get to a far flung ledge.
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Mirror’s Edge Catalyst is a project many have been looking forward to since the first game achieved cult status. Though not an actual sequel, it’s taken eight years to get back into exploring this world, and it does feel long overdue. Some elements are improved over the first game, whilst others seem to have backtracked, which is somewhat unsettling considering the industry’s advancement.

Obviously the map looks fantastic, though perhaps a bit too clean, and the movement is still fluid and addictive once you’ve got the upgrades you need. It’s a shame in a way that the game hasn’t been released in tandem with a VR version, as it’s always felt like exactly the sort of experience which would work well in that medium.

As a passion project, which it surely must be compared to the Battlefield and Battlefronts of the world, it hits the notes it needs to to be a game which DICE can be proud of, and for players, while it might not bring a lot of new elements to the table, it does what it does extremely well and is absolutely a game worth playing.

Pros
  • Super shiny world looks pretty
  • Gameplay hits the mark… eventually
  • Faith is a character you’d like to grab a drink with

Cons
  • Not a lot feels like a brand new, must play experience
  • Load times feel pretty long
  • Story hits a lot of familiar beats thanks to other franchises

Score  8/10
 
What do you think of the game? Leave us a comment below
0 Comments

Fragments of Him | Xbox One

9/6/2016

 
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Let me preface by saying that without touching upon some of the game’s major plot points, this wouldn’t be much of a comprehensive review, so expect some potential spoilers.

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​by Sam Sant

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@SlamShotSam


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Platforms: Xbox One, PC, PS4 (coming soon)
​Developer: SassyBot
Publisher: SassyBot
Players: 1
Fragments of Him is primarily a story of love and loss. You start the game as a young man named Will, beholden to the knowledge that you’re leading him through his final moments and to his inevitable death. Going about the morning routine, players hear Will’s internal monologue as he builds the courage to ask Harry for his hand in marriage, and looks forward to a potential bright future should he say yes. Soon after, Will is abruptly killed in an accident and those best laid plans are snatched away in an instant.
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Memories of Will, both happy and tinged with regret, are thereafter shared by boyfriend Harry, ex-girlfriend Sarah, and his grandmother, Mary. They each grieve in different ways, some more healthily than others, just like in reality. It's often the small, insignificant things that stick with the characters, reminding us to cherish even the most fleeting moments with loved ones.

The game’s simple presentation serves to allow the player to project onto these familiar archetypes, as they lack colour and detailed features. It’s very likely that if you've had the misfortune of experiencing a similarly catastrophic loss, those presented on-screen will become those you know/knew, thanks to an authentic portrayal of the grieving process.

​Your life history will dictate your level of engagement; if you’re fortunate enough to have never experienced an equivalent, many elements will pass you by. As a person that has been through very similar events, and lived raw scenes like receiving that fateful knock at the door, it’s quite poignant.
When the achingly sad soundtrack erupts to accompany an emotional and relatable scene, there’s real clout behind it.
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Fragments of Him is secondarily a story of acceptance. Will loves both Harry and Sarah dearly, but he has to make a choice as to which relationship to pursue; they admirably allow Will to discover himself independently, whilst remaining by his side. Less accommodating is his grandmother, who naturally lives to regret her archaic and inherent homophobia. The generational social commentary is perhaps a little ham-fisted in delivery, just as dialogue can occasionally be verbose and pretentious. Being the first to tread these waters in depth does afford a certain degree of lenience, however.

The major stumbling point for a lot of people will likely be the fact that Fragments is a rather poor video game at its core. It’s mundane by design, visually unimpressive, abundant with lengthy load times and lacking in engaging gameplay. It’s a meaningful narrative simply delivered through this means, the one benefit gleaned from which is the fact that an element of control furthers the developer’s desire to place those engaging with the media into the given situation.
​Outside of that and an unnecessarily lengthy retreading of ground - it’s a short game, we just saw this and don’t need reminding - there is a beauty to Fragments of Him. When the achingly sad soundtrack erupts to accompany an emotional and relatable scene, there’s real clout behind it. Rarely does a game prompt the player to open themselves up to a vulnerably contemplative mindset, encourage them to tell those close to them that they love them, and allow them to further appreciate the little things in life. If that’s something you’re open to, by all means give it a try; if you’re only looking for an entertaining video game, steer well clear.
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Pros

  • Brave, bold and unique direction
  • Meaningful narrative and intentions
  • Minimalistic art makes things relatable
  • Broad character spectrum

Cons

  • Functions poorly as a video game
  • Weak visuals
  • Long and frequent loading
  • Unnecessary repetition hampers pacing

Score 7/10

Homefront: The Revolution | Xbox One

8/6/2016

 
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If there’s a game which hasn’t had an easy time of it lately, it has to be Homefront: The Revolution. This reboot/sequel to 2011’s Homefront, which attracted mixed critical response at best, was originally announced by former publisher THQ, before being picked up by Crytek UK, and finally Koch Media’s Deep Silver publishing arm. As a result the game has also had a series of different developers, ending with Dambuster Studios who, at long last, have brought the game to the masses.

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​By James Parry

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​@James_Parry

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Platforms: Xbox One, PS4, PC
Developer: Dambuster Studios
Publisher: Deep Silver
With a history more troubled than that ex your parents never approved of, it was always going to be an uphill struggle for this game to smash expectations, and - despite all the objectivity in the world - the game just does the bare minimum to meet them.

Set in an alternate future of 2029, North Korea is a technological superpower which provides microchips and other hardware to power the United States’ military. In 2025, the US defaulted on their debt to Korea and, as a result, they decided to just turn off all the technology they had sold to America. The game picks up during the Korean occupation of America, which began as a peacekeeping force but escalated, in Philadelphia.

You are Ethan Brady, a new recruit who quickly runs into Benjamin Walker, the figurehead of the American Resistance movement. After a series of unfortunate events, Walker is captured before he has managed to make a lasting impression and there’s an awful lot of blood on our heroes hands. Those first few moments, meeting and setting up your character’s story, really don’t hold back on both fairly extreme violence and hammering home the dire nature of the situation for The Resistance.​

​It’s an interesting premise (if, ultimately, not a believable one), and certainly one which feels like it should have a lot of richness to explore and parallels to be explored, but the game doesn’t really give you the sort of narrative hit you might be looking for - particularly for a first-person shooter which doesn’t feature competitive multiplayer, merely a series of basic co-op missions in Resistance Mode.

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This has a few nice touches, like the fact that your character’s former occupation gives a bonus, such as a Pharmacist getting a bonus to reviving allies or a Receptionist being less likely to be targeted by the enemy (Mostly Harmless). The mode consists of attacking or defending missions of up to four players which involve you moving between areas taking out infantry and vehicles in a by-the-numbers fashion.

The characters who you meet on your quest to restore the US (or Philly, at least) to its former glory don’t prove particularly useful (or even memorable in some cases). All your fellow terrorists seem to have a particular look and attitude problem, and though you can recruit individuals to join your squad (though it isn’t clear how many…) they tend only to follow you around and alert the KPA (Korean People’s Army), rather than giving you a tactical advantage. It might be unfair to expect a detailed set of commands, to position them to perform sneak attacks or distractions, but it could have enhanced the gameplay considerably.
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The game’s world - somewhat unusually - is open-world in nature, setting it apart from many other shooters released since the original Homefront came on the scene. Yellow zones are a slightly more civilised affair, as you operate covertly to win the locals over, whereas Red zones are the real battlegrounds, destroyed and war-torn to the extent that you could hardly imagine them being rebuilt when it was all over.
The gunplay itself starts off irritatingly inaccurate, making upgrading the base weapons a must.
Players can also take on side missions (or Strike Points) to take out enemy strongholds and supply lines to gradually take over the map, in a similar way as you would in something like Assassin’s Creed Syndicate. Unlike Syndicate however, these side missions don’t appear to vary; they pretty much all seem to involve going to an area, clearing it of enemies and pressing a button. In fact if you can get to the button then sometimes that’s enough to clear the area anyway.

The gameplay itself isn’t robust enough either. There is a great gun modification system which means you upgrade guns on the fly to make a pistol into an SMG, for example, but the upgrades and the base weapons use different currency, making the system itself frustrating. The gunplay itself starts off irritatingly inaccurate, making upgrading the base weapons a must.
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One of the biggest marks against the game overall are the technical limitations. From the outset the load times into the game and levels themselves are huge, giving even Grand Theft Auto Online a run for its money. Not to mention there’s two or three seconds of lag whenever you leave an armoury menu or open a door. On top of that there are numerous issues with traversing such a complex map, which lead to your character trying to mantle over something and ending up perpetually falling just a few centimetres off the group, or being unable to navigate easily at all.

All in all it’s very disappointing to see the game come to this, when there are so many good things in the mix. Unfortunately though, they are largely lost as the game takes cues from other titles, but doesn’t deliver on them as effectively as it needs to. With a campaign which reportedly could last you as long as 30 hours (presumably only if you do all of the extras the game has to offer), repetition sets in quickly and the with the lack of inspiration from the characters or variety in skirmishes thanks to the inconsistent AI it’s no surprise.

If you’re after a quirky shooter experience then there’s certainly some interesting ideas, but not the substance or execution to back it up.

Pros

  • Gun customisation on the fly is fun
  • Premise is in the ‘so-wacky-it-might-work’ camp
  • The remote controlled C4 car is good fun

Cons

  • Serious technical and gameplay issues
  • Uninspiring characters with last-gen quality mocap
  • Not enough variety, consistency or excitement

Score 6/10

Overwatch | Xbox One

5/6/2016

 
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​Blizzard’s first new IP in 17 years is finally upon us, but was it worth the wait? Does the finished product differ much from the build I played during the hands-on event in April? Despite some minor niggles and a severe lack of modes, the game achieves exactly what it sets out to do; have you play a fun, fluid game of team-based shooting.

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 by Rob      Holt

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​@acousticmagic

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Platforms: Xbox One, PS4, PC
​Developer: Blizzard Entertainment
Publisher: Blizzard Entertainment
Players: 1 - 12
Overwatch is a six-on-six shooter, where you and your chums (or strangers from around the globe) battle it out on twelve different maps, with three - currently, anyway - separate modes. You’ll be attacking capture points, defending capture points, or defending/attacking to move a payload through the map in Assault, Escort and Hybrid matches. If this sounds overly simplistic, fear not, for there are many levels of depth thanks to the wonderful roster of characters.

These characters are split into four classes: offence (fast moving characters that require you to get in up-close-and-personal), defence (what it says on the tin), tank (huge, hulking beasts ideal for protecting others) and support (characters with the power to heal or gift additional attributes to the rest of their team). The really wonderful thing about Overwatch is, not only do the characters feel different from class-to-class, but also within their separate classes too.

Attack characters such as Genji and Pharah differ wildly, not only in weaponry but in handling, speed of movement and desired intent. Genji is a ninja, and with that in mind you’ll be scurrying through the maps, running up walls and confusing the enemy with your speed, before launching the might of your sword or shuriken upon them. Pharah, on the other hand, boasts rocket launchers, a jet pack, and the ability to propel herself high into the air - a tactic well served in getting behind the enemy defences. Every character has been designed with a different style in mind, feeling wonderfully unique. The brilliance of this cannot be understated, and Blizzard should be ruddy proud of what they’ve achieved in this respect. ​

It’s in these vastly different characters where the depth of strategy comes. Will you be sneaking in behind the enemy with one of the aforementioned, or protecting your allies with tank character Reinhardt’s shield? Perhaps you’ll be using the higher ground to unleash Widowmaker’s sniping capabilities, or will you take on the unglamourous - but absolutely essential - role of healing the group with support characters like Mercy? There are so many options at your disposal, and the option to change character upon death means you can react to whatever situation your team is presented with. ​
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Every map is crammed with small details, and a sumptuous colour palette - a true feast for the eyes.
Overwatch is a great looking game, the maps filled with a huge amount of detail and personality that'll have you coming back for more. The gorgeous falling Cherry Blossom petals in Hanamura, to the dimly lit streets of London’s King’s Row, to the post-festival atmosphere of Dorado - every map is crammed with small details and a sumptuous colour palette - a true feast for the eyes. The game moves along at a cracking pace, too, with no noticeable frame-drops. In addition, I’m yet to experience more than a few seconds of lag from my playtime; a real triumph considering my often abysmal internet!  The rock-solid performance provides another string to Blizzard’s bow.

​The sound design is another marvel; everything from the wonderful, amusing one-liners provided by the characters, to the rousing music as each match enters the dying stages. You get a sense of Blizzard’s sense of humour here, for instance when the resident Aussie, Junkrat, remarks post-death: “That’s a fine how’d ya do.” For those of you with a hatred for headsets, fear not - you don’t need to hear the commands/assistance of your chums as each character will voice their concerns - you’ll know to look out for life threatening turrets before you run into them, for instance. 
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With all of this brilliance there has to be some dung, mind; the severe lack of modes on offer at launch is a huge misstep. In spite of all the wonderful strategy on offer in each character, or in the core gameplay itself, if you don’t have much to play then video games can get dull quickly. The disappointment is only added to when you consider how lacking in originality these modes actually are.

In its current state I can’t see myself playing Overwatch for a lengthy period of time, and I fear many others will get sick of the capture points and payload game types swiftly too, which is a real shame. There should be more maps, characters and hopefully modes coming in the future, but to pay full whack for a game so lacking in modes is disappointing. ​

​With this in mind I couldn’t help but feel what a waste of money the many animated shorts and comic book series have been. Have they enticed any players that wouldn’t have gotten the game prior? I’m not so sure. I’m left wondering why Blizzard haven’t created game modes with the origins of Overwatch in mind - could they have made scenario type modes that show off some story to give context to all the fighting? Take the Widowmaker short for instance; couldn’t they have tasked one team with taking out Zenyatta, and the other with protecting him with Tracer? This scenario mode would’ve been an excellent addition in my view, and something I think the game could really do with.
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In conclusion, Overwatch is an addictive, fun, good looking experience that you’ll shovel down like a delicious meal. There’s no denying that the core gameplay is magnificent; let's just hope Blizzard give us some more game modes soon - if they do, we’re looking at a multiplayer classic (and I’ll add an extra point on, too!).

Pros

  • Smooth, largely lag-free online experience
  • Every character feels unique
  • Graphics are gorgeous
  • Silly sense of humour
  • Sound effects and music are spot-on
  • Beautiful, well designed maps
  • Excellent, satisfying gameplay mechanics
  • Rather addictive!

Cons
​
  • Not nearly enough modes
  • The modes that are on offer aren’t original
  • Complete lack of story-based content - why did Blizzard spend so much on short films and comics?

8/10


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