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Arizona Sunshine | PS VR

27/6/2017

 
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Lagging six months behind its Oculus Rift and HTC Vive counterparts, Arizona Sunshine has finally made its way to Sony’s PlayStation VR platform. Has the transition to weaker hardware sullied the acclaimed first-person shooter? Or has the extra development time made all the difference?

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by Sam
​Sant

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​@SlamShotSam

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Developer: Ver​tigo
Games & Jaywalkers
Interactive
Publisher: Ver​tigo
​Games ​
Platforms: PS VR,
Oculus Rift, HTC Vive

Players: 1 ​- 4
Set amidst an unexplained zombie outbreak, Arizona Sunshine takes the player (and a potential co-op partner) on a narrative-driven journey through the sundrenched US state of, you guessed it, Arizona. You play a nameless, wisecracking protagonist well versed in, and seemingly unphased by, the apocalypse, tasked with traversing eight quasi-open levels in aid of tracing an intercepted survivor broadcast to its point of origin. With all but no human interaction along the way, an internal monologue rife with bad puns and dad jokes makes for surprisingly welcome company in breaking up solitary bouts of zombie slaying.

Vertigo Games have utilised everything at their disposal to comfortably accommodate the experience on console: graphically enhanced for PS4 Pro, supporting all available control methods - that’s the DualShock 4, two Move controllers, and the PS VR Aim controller - and offering the choice between teleportation/free movement and smooth/segmented turning ensures everyone is able to play their way, free from discomfort.

That said, while supporting all of the control peripherals is commendable, they each come with their own caveats. Move controllers aren’t compatible with the new two-handed weapon mode, so if you don't have the Aim controller, you're stuck with the DualShock 4. Though the DualShock makes movement a breeze - we found navigating with it the easiest, though others might not be able to stomach sprinting around with the dual analogue set up - its inaccuracy when it comes to aiming makes for an unattractive way to play. All controllers work with the one-handed weapon mode, on the other hand, but you can only dual-wield with the Move controllers, which basically makes using anything else redundant. In the absence of an analogue stick when using the Move control method, however, you're all but tied to using teleportation in place of the more natural free movement.​
Vertigo Games have utilised everything at their disposal to comfortably accommodate the experience on console.
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Outside of the DualShock 4's issues, aiming is pretty spot on with both the Move and Aim controllers; you’ll utilise point-and-shoot motions in an entirely natural way, satisfyingly lining up shots as if you were in a real 3D environment. Closing one eye and looking down the ironsights allows you to execute strings of carefully-crafted headshots against the intentionally docile and dozy enemy AI, but, in the event a horde springs to life and swarms, you’ll be forced into a spray-and-pray panic, which gets the job done, but at the cost of a chunk of your ammunition.

Ammo should be a limited resource, but if you explore environments thoroughly enough you can scavenge quite the stockpile. Opening up cars, drawers, cupboards and more via occasionally finicky, telekinetic interactions uncovers all sorts of strange hiding places, with certain ammo types being rarer finds than others. You’ll keep track of what you’ve accrued through the innovative, HUD-busting inventory system that sees you look down to inspect the bullets, grenades and firearms holstered on your belt before physically grabbing them to use them. While immersive, the main drawback of this is that, when playing seated, it’s all too easy to accidentally grab items when your arms are held close to your core, so you’ll need to keep them awkwardly outstretched.

You can carry up to four weapons at once, though you’ll find an abundance of them, so it makes sense to choose as diverse a range as possible - namely a shotgun, submachine gun, pistol/magnum and grenade launcher - to tactically meet differing situations head-on. You’ll also sporadically encounter stationary sniper rifle and machine gun emplacements, which offer up an empowering and gleeful temporary twist on combat, helped along by the protagonist’s excited exclamations that will no doubt mirror your own (if you're anything like the psychopaths we are…).

Though they are comparatively empowering, standard zombie encounters aren’t exactly emasculating. This is largely due to the aforementioned healthy levels of ammo, however the (mostly) bright and breezy setting and lead character sap any real sense of horror from the experience. That’s fine, especially with so many VR horror games already on the market, but in doing so it readily passes up on leveraging the genre that is perhaps virtual reality’s greatest asset.

Despite that, it’s still very frightening on the odd occasion you turn around and find a member of the undead ranks invading your personal space, with the resulting unnerved excitement only making us wish it happened more often. Upping the difficulty can draw you closer towards true horror by nixing ammo pickups and buffing zombies, should you desire that, while harsh checkpointing means you’ll actually be invested in staying alive and fear death that little bit more (or possibly just curse the devs).
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Aiming is pretty spot on with both the Move and Aim controllers; you’ll utilise point-and-shoot motions in an entirely natural way.
Regardless of your skills, death is something that always comes in Arizona Sunshine’s Horde mode. This is exactly what it says on the tin, or the cassette, in this case, challenging you with surviving increasingly difficult waves of enemies that attack from all sides as you’re confined to a small central area. Playable alone or with up to three partners online, co-op is definitely the way to go, and not just to have someone watching your back. Thanks to the game’s motion control, interacting with players is often cause for hilarity - you might wave to greet one another, dance and fist-pump to celebrate a wave well defended, or even get weird and spend some time stroking each other's faces, locked in prolonged eye contact… Whichever way you play, there’s a relevant leaderboard to track your performance and give you something to strive towards.

​While the level of interactivity in Vertigo Games' post-apocalyptic take on the sunny state of Arizona can leave a little to be desired (you can pick up axes, shovels and pans, but can't use them as melee weapons, for example), its nonetheless rich and immersive environments are a pleasure to explore. When combined with seriously satisfying shooting mechanics and entertaining co-op, both thanks to great motion control implementation when using the Aim and Move controllers, Arizona Sunshine takes mantle as one of the first full fat FPS experiences to reach PlayStation VR.


Pros

  • Satisfying shooting with the Move and Aim controllers
  • Varied, detailed and quasi-open areas to explore
  • Co-op is great fun
  • A range of comfort options that are mostly accommodating to everyone ​
  • Likeable protagonist, not despite, but in part because of, his groan-inducing dialogue

Cons

  • All control peripherals come with some form of caveat
  • Shallow and occasionally finicky environmental interactions
  • Inventory system can be clumsy when playing seated

Score 8/10
3 Comments

DiRT 4 | Xbox One

22/6/2017

 
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Brum, brum, as they say in Codemasters’ midlands-based world of speedy motorcades! Can Codies keep up their mastery of all things diesel-burny with Dirt 4, or is it a mucky stain that even the most efficient of washing machines couldn’t get out? Gentlemen - and ladies - start your engines!

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by Rob
​Holt

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​@acousticmagic

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Developer: Codemasters
Publisher: Codemasters
Platforms: Xbox One,
PS4, PC

Players: 1 - 8
From your first moments on the grid - hey, isn’t that another Codemasters racing game? - the attention to detail is obvious. The cars looks shiny, the dirt looks dirty, engines crackle and tarmac bears the signs of burnt rubber. Everything screams authenticity, from the fabulous array of cars, to the vast selection of competitions, to rain splattering on your windscreen, to the familiar tones of your co-driver, all adding up to a truly immersive experience.​
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From the get-go you’ll be asked to select between the more arcadey handling of gamer mode, or the simulation-y simulation of, well, simulation mode. Both have their obvious merits, but, being more of the Sega Rally type of racers, we stuck mainly with the looser, power slidey gamer style. It really is impressive to feel the difference between each car, and how they behave in different weather conditions and on different surfaces. It’s here where the skills learnt in the game’s resourceful Dirt Academy really start to pay off. The only disappointment is the ridiculously hard to navigate crosskart stages, where you’ll feel like Bambi on ice as you oversteer on every corner - get these stages out of the way early, if you want our two penneth.

Handling options don’t end there, either: you can toggle a myriad of assist types on/off, as well as selecting manual/automatic gears to suit your style within both arcade/simulation frameworks. Those in for the long run - and there’s a great deal of meat on Dirt 4’s bones - will probably opt for simulation, but either way make sure you learn how to drive in manual, as in time it leads to faster starts and cornering.

Thankfully, Dirt 4’s excellent handling is put to great use within a wide array of modes. There’s the main thrust of career, covering everything from traditional rallying, to American-style landrush events, to rallycross and finally historic rallying - these are a real treat for long running fans of the sport and Codemasters’ Colin McRae series. There’s so much depth in this mode alone, as you progress up the ranks achieving goals (drive a stage clean, get the fastest split time, etc.) to earn reputation points and funds to buy new cars, with the end goal of making your own team a success.
From your first moments on the grid the attention to detail is obvious.
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Alongside career you’ll find sack loads more - there’s a wealth of online options under both the competitive and multiplayer monikers. Competitive floats a weekly supply of challenges to undertake and work your way up the leaderboard, plus there’s a divisional, FIFA-style mode that will suck many in. Multiplayer fleshes things out nicely with an assortment of head-to-head modes, but clean drivers should beware, as you’ll come across plenty of corner-cutting hacks like yours truly!
 
Special mention has to be saved for the literally game changing Your Stage creation facility. Here you’re left to your own devices to create rallying stages and events, which can then be shared online. The track design initially seems limiting, as you can only alter a few sliders - track length, difficulty, etc. - but the game’s superb algorithm chucks out some fantastic stages in just a few seconds, something that just wouldn’t be possible with a full fat design suite. There are endless options here, too - even with the same slider settings, the generate stage option throws up another, completely different track, giving the game real legs when it comes to longevity.

The audiovisual side of Dirt 4 also impresses for the most part; as mentioned earlier, the car models are beautiful, from the authentically placed sponsorship logos to the ever-changing vehicle shell. Crashes often result in bits of the car body falling off, with the wake of crashes ahead affecting you as you pass.

Unfortunately, the off-track visuals are on the more basic end of the spectrum - trees and crowd members look very simplistic, which is a shame, but undoubtedly assists the game in running smooth as silk. Backend elements are also on the unglamorous side of things, with simple, easy to understand menus and options that are functional, but definitely bland.
The Your Stage creation facility offers up endless possibilities, giving the game real legs when it comes to longevity.
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Dirt 4 contains the standard array of radio-friendly hits from the last few years, much like EA Sports’ many offerings. If you like that kind of thing, you’ll love being in the menu screens, if not, you’ll be jamming the A button as quickly as possible to advance to the race. The on-track audio is spot on though, with firing engines, screeching tires and colossal bumps and smashes as you take out yet another tree/sponsorship board. Just be careful not to turn the volume up too loud, as your spouse/family/neighbours might find Dirt 4’s tones grating in time.
 
As we reach the chequered flag, we have to hold our hands up and praise Codemasters for producing another excellent racing game. The sheer wealth of options available in single and multiplayer are backed up brilliantly by the endlessly entertaining Your Stage feature. Though the presentation might be bland in places, and crosskart events can be painful, it’s impossible to overlook how good the actual rally racing is. Grab your helmet and race suit, get in the car, and go get dirty!

Pros
 
  • Large variety of game modes
  • Bags of longevity - especially with Your Stage feature
  • Gameplay style can be tailored to arcade or simulation
  • Car models are beautiful
  • Fabulous attention to detail
 
Cons
 
  • Crosskart events suffer from unbalanced handling
  • Overall presentation and backgrounds are bland
  • Engine noise & song selection can begin to grate
 
Score 8/10
0 Comments

Nex Machina: Death Machine | PS4

21/6/2017

 
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Nex Machina is a top-down twin-stick shooter from Resogun developer Housemarque. Its arcade-style design harkens back to retro classics like Robotron and Smash TV, which is no surprise considering the famed designer of those projects, Eugene Jarvis, was aboard the development team.

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by Sam
​Sant

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​@SlamShotSam

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Developer: 
​
Housemarque
Publisher:
​
Housemarque​
Platforms: PS4, PC
Players: 1 ​- 2

Taking place in a distant future awash with bright neon colour, your time in this “cablepunk” setting is exclusively spent in the midst of pure action. You’ll find no narrative here, just an unapologetically old school shoot-'em-up breathed new life with a few mod cons.
 
It boasts painstakingly detailed and impressively dense 4K/HDR visuals on PS4 Pro and PC, a spectacular level of destruction that sees a deluge of debris shower the screen, uncompromising 60fps performance no matter the level of on-screen carnage, and an absolutely thumping synth soundtrack.
 
On the gameplay front, you’ll battle your way through a number of themed and segmented Worlds, saving vulnerable humans along the way. Clearing every enemy in a segment triggers a seamless transition to the next, each gradually building in complexity towards a closing boss encounter, for which you’d better have brought your bullet hell skills, because they can get intense.
 
Though Nex Machina demands speed and precision to the point we find ourselves playing perched on the edge of our seats, leaning into the screen with a laser-focused gaze, the frenetic action is actually very accessible at a base level. With only four button inputs and a range of difficulty levels, it’s an easy game to pick up and play.

In typical Housemarque fashion, however, there’s much more beneath the surface for those that wish to delve a little deeper. Notching up the difficulty boosts movement speeds, introduces more enemies to kill and humans to save, lowers your pool of lives and continues, and even introduces a punishing sixth World.
Nex Machina demands speed and precision to the point we find ourselves playing perched on the edge of our seats, leaning into the screen with a laser-focused gaze.
That’s a lot to tackle, especially with no tutorials or hints of any kind, but by bravely leaving you to uncover its many nuances through observation and trial and error, Nex Machina ensures its self-learnt intricacies are cemented in your mind. The gameplay communicates information fluently, steadily introducing an evolving range of baddies to illustrate what attacks you can and can’t dash through, what you do and don’t have to kill to progress, or who’s the biggest overall threat and resulting primary target of a given wave. Knowing how to correctly manage enemy types to stop them controlling portions of a stage is integral to your survival, while identifying those that target helpless AI humans and dealing with them quickly will work wonders for both your score and your conscience.
That said, choosing whether or not to save humans is a constant risk vs. reward minefield; you’ll need to put yourself in harm’s way to grab them and gain the associated points to climb the online leaderboards, but, if you die in doing so, you’ll end up worse off than if you'd left them to their doom and saved your own skin.

​Any single blow is fatal in Nex Machina, and death carries some significant repercussions. Not only do you lose a life and a chunk of the score multiplier you’ve worked to build - along with your all-important, trance-like flow - but you’ll also drop one of the upgrades (increased range, bullet spread, etc.) or secondary weapons (these range from a sword to a rocket launcher, with use limited by a brief cooldown period) you've collected. This often leads to multiple consecutive deaths as you foolheartedly rush to pick it back up from the spot you died, or just struggle on in its absence if it was something you were relying on. All too often we’ve been on a perfect run only to lose multiple lives and upgrades successively to the mechanic, leaving us caught in a rut and faced with besting that same difficult section now at a marked disadvantage.
 
You can keep retrying while you maintain a stock of continues, but when they run dry it's a legitimate game over and you have to start back at square one. Whilst that’s somewhat jarring by today’s standards - especially when you consider the fact you also can’t save, so you’re in it for the long haul when playing Arcade mode, the game's main attraction - forcing you to replay sections helps to develop your skills, which will see you glean more from the game in the long run. It might seem irritating if you don’t remember a time when this was the industry standard, but the extra practice really does make perfect.
 
You’ll never actually be at too significant a loss, mind, as the game only takes around two hours to play from start to finish. Despite what you might be thinking, that isn’t any real cause for concern when it comes to Nex Machina’s value proposition, as it’s massively replayable. Memorising enemy spawn patterns and the location of secrets unearthed by destroying environments is endlessly rewarding, allowing you to implement that knowledge into future runs to achieve lofty new high scores.
Arcade and Single World modes (the latter allowing you to practice Worlds out of sequence) can be played in co-op if you have a nostalgia-hungry pal to hand, which we mean literally, as it’s fittingly (though still disappointingly) local only. The suite of modes is rounded out by Arena, which tasks you with meeting gold, silver and bronze score thresholds whilst wrestling with modifiers like limited timeframes and increased tempo. They take place in the same familiar Worlds, but are just about different enough to provide an engaging break from the main thrust now and then, which is perhaps how they’re best consumed, with only eleven challenges on offer.

Housemarque proved themselves capable of keeping arcade-style games relevant in the modern marketplace with the release of Resogun, but in partnering with Eugene Jarvis on Nex Machina they’ve surpassed themselves. Filled to the brim with pulse-pounding, nail-biting and addictive action on a gorgeously impressive scale, never skipping a beat, constantly complemented by the standout, retro-infused soundtrack, the game is a modern shoot-’em-up masterpiece that stands shoulder-to-shoulder with the 80s classics that inspired it.
 
Pros
 
  • Tight, challenging and moreish gameplay
  • Stunning visuals
  • Flawless technical performance
  • Range of modes to keep you invested
  • Hugely replayable and rewarding to do so
 
Cons
 
  • Easy to get stuck in a rut when you die and lose your upgrades
  • Local only co-op will rule it out for some
 
9/10
0 Comments

The Town of Light | PS4

14/6/2017

 
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The Town of Light covers bold new ground with its story of a young woman’s treatment in a 1940s mental health facility; with this narrative the clear focus, however, could the moment-to-moment gameplay suffer? Join us for a stroll around the corridors of Volterra asylum, won’t you?​

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by Rob
​Holt

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​@acousticmagic


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Developer: Lka.it
Publisher: Wired
Productions
Platforms: Xbox One,
PS4, PC

Players: 1
You play as Renee, a troubled woman retracing her steps through the now abandoned hospital that held her as a teenager. As you make your way through the wards you’ll find objects and clues from her past that trigger split-second flashbacks or fully-playable scenes from her memory, which assist you in unravelling and ultimately exposing what happened to Renee during her formative time there.
 
It’s worth noting that The Town of Light deals with a lot of harrowing issues. Set in a macabre time in human history, the game covers dark age mental health treatments, with whole flashback scenes taking in electric shock therapy, brutal restraints and frontal lobotomy.

That’s not all, either - Renee is also subjected to some abhorrent behaviour outside of her mental health “treatment”, with developer Lka.it also tackling rape, depression, questions of self-worth, suicide, personality disorders and the power memory can hold over an individual. The latter in particular is showcased beautifully with Renee’s relationship with side character Amara. We can’t praise the team enough for attempting to tackle such important, heavy subject matter, even if they struggle to follow through on the initial promise of the narrative in the game's late stages.
 
Unfortunately, the gameplay doesn’t quite manage to shoulder the weight of this subject matter. At first glance, you’d be forgiven for expecting a Resident Evil-style puzzle adventure, but what actually transpires is an incredibly linear game lacking in puzzles and combat. The latter - much like the recently reviewed RiME - is wonderfully refreshing; how nice it is to play through a game set in a mental health hospital where you aren’t armed with a shotgun to blast away crazed patients as they try to murder you.
We can’t praise Lka.it enough for attempting to tackle such important, heavy subject matter.
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The former, however, is a disappointment. The linear nature of the game could be forgiven if there were puzzles to vary the pacing, but they never really materialise. In the early stages you’re asked to find “warm lights” to keep your doll, Charlotte, nice and toasty, which takes no rocket-surgeon to figure out as there’s only one room with such lights. Similarly, towards the back end of the game you’re tasked with finding your old stuff in the storeroom, but once you’ve interacted with one bag your gaze is automatically directed towards the actual parcel, removing any potentially engaging investigation/problem solving elements - this kind of thing happens a lot during the game’s short duration.

Interactive gameplay may be almost non-existent, but the setting has plenty of depth, thanks largely to the asylum’s design being based on a real-world facility in Italy. Once you finish the game, you’ll be presented with a short live action film that really showcases how spot on Lka.it got it. It’s a pity, then, that the graphics are rather poor, especially when you take into account the always excruciating load times and occasionally stuttering framerate.

Outdoor sections are the real offenders here: there’s ugly texture pop-in and the lighting effects look off, making the whole presentation seem a generation out of date. Inside the facility things fare slightly better, but everything still has a grainy, blocky look to it. The Town of Light does pull it back somewhat with some wonderful graphic novel-inspired flashback scenes - think Deadlight - and marvellous visual effects during playable memories. Corridors wobble, colours revert to monochrome, and light sources pierce as music and voice screech and decay. These are the best sections of the game hands-down, when the story, visuals and sound effects finally align to create a truly affecting blend. ​
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It’s just a shame that the game fails to make good on its early promise with the mighty gut punch of achieved potential. The story rips the veneer off mental health treatment and many other significant issues, but fails to truly discuss the complex depths below the surface and the effect they can have on the individual, family and society itself. Renee’s memories become more and more confusing as the game plows to its denouement, vastly eroding the impact the story could have had.
 
The Town of Light’s short length, combined with the lack of any truly engaging gameplay mechanics, leaves us with the feeling that this story would’ve been better served as a graphic novel or film. For us, that unrealised potential is a real blow - the game flirts with the idea of being the One Flew Over the Cuckoo’s Nest of gaming, but ends up falling well short.
 
Pros
 
  • Graphic novel-inspired art style during flashbacks
  • Playable memory sections
  • Bold, interesting subject matter for a game
  • Fantastic real-world setting
 
Cons
 
  • Rough visuals and frame drops
  • Texture pop-in
  • Load times
  • Gameplay mechanics are null and void
  • Fails to live up to its initial narrative promise
 
Score 5/10
0 Comments

The Walking Dead: A New Frontier - Episode 5: From the Gallows | Xbox One

1/6/2017

 
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A New Frontier’s previous episode, Thicker Than Water, saw us part with the gang on uncertain terms. Before rejoining Javier and co. in hopes of tying off the loose ends left hanging this past month, From the Gallows continues the customary trend of opening with a flashback to a turbulent time in the Garcia family’s history.

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by Sam
​Sant

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​@SlamShotSam


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Developer: Telltale 
Games
Publisher: Telltale
Games
Platforms: Xbox One,
PS4, PC, iOS, Android

Players: 1 (up to 12 via
​Crowd Play)
While this formula had already become altogether too predictable, as we’ve touched upon in previous episode reviews (links to which are below), the scene serves its purpose in providing a valuable new perspective on the present through the nostalgic lens of the past. It’s admittedly still somewhat of an interesting idea, genuinely influencing the choices you make throughout the remainder of a given episode, but we wish the device wasn’t leaned upon so heavily in each and every outing - variety is the spice of life, after all.

It isn’t long before you’re back in the here and now, where a particularly strong fear is almost immediately allayed. Telltale utilised some cheeky, seemingly spoilerific marketing to pull the wool over our eyes on this one, and, though it was initially deflating to see that material, the relief gleaned in the payoff made it worthwhile.

Trapped in Richmond, as zombies line the streets and its survivors seek your head, you’re allowed some time to reflect on your actions throughout the season so far. Having undeniably brought the community strife, however seemingly justified you were in doing so, being forced to take in the aftermath of your choices displays you in a rather unflattering light. In typical Walking Dead fashion, however, you can’t linger on defining shades of grey for too long, so the group press on and hatch a familiar plan to acquire heavy-duty vehicles with which to plough through the horde.

Throughout this portion of the episode we found ourselves opting to remain silent, in place of offering a vocal response, far more than we typically would, which, depending on the instance, could be either a good or a bad thing. While caring for and about the character interactions lead us to allow others to interact without interjecting, or to finish getting something off their chest without interrupting, it was just as often the case that nothing resembling the desired response was accounted for.

This was almost exclusively centred around conversation with Javi’s brother, David, as the game desperately tried to manufacture conflict between the pair. Having made a promise to support David, we were keen on keeping our word, so adhered to the old adage about not having anything nice to say. That said, a particularly poignant scene (helped along by the affecting soundtrack) in which you can opt to fight violence with love and care made it clear what this had ultimately been building towards.
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A seemingly critical choice follows thereafter, with seemingly being the operative word, as ever when it comes to Telltale adventures. While switching out the proceeding scene and deciding certain characters’ fates, things quickly reconverge and sprint towards the same conclusion. Whilst this perhaps isn’t surprising, it’s disappointing by comparison to the legitimately different end points offered in the previous season, feeling like a marked step backwards.

From the Gallows puts in a decent technical performance on Telltale’s dated engine, keeping regular foibles like texture pop-in and stuttering to a minimum, while also forgoing out-of-place point-and-click segments on the gameplay front. Despite playing well, a lack of truly burdensome choices (we fell into the large majority on all counts when checking the community stats) and meekly safe progression (there aren’t any real surprises beyond the initial hoodwink) make A New Frontier’s finale the weakest of TWD’s bunch.

With the Garcia family’s story neatly wrapped-up for now, and Clementine’s return not just teased but confirmed, in spite of the fact A New Frontier is a season we can still recommend, we seriously hope to see more imagination and innovation on display come next time around.

Pros

  • Well-written and voiced characters
  • A thorough (if conventional) conclusion to the season
  • One particularly poignant encounter
  • Used promotional images to pull an effective bait-and-switch
  • Avoids including weaker gameplay segments

Cons

  • Plays it safe and is predictable for it
  • Largely unimpactful choices
  • Lacking response options can make it feel like you’re being lead
  • Minor technical issues

7/10


New to the season? Check out our reviews of episodes one through four:

Episodes 1 & 2: Ties That Bind

Episode 3: Above the Law


Episode 4: Thicker Than Water

If you’d like a closer look at From the Gallows, have a watch of Gabriella’s full let’s play below.
1 Comment


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