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The Crew Motorfest PS5 mini review | Taken for a Quickie

19/9/2023

 
The Crew Motorfest
Start your engines racing fans, it’s time for a big motorised party as the latest iteration of Ubisoft’s racing franchise The Crew drifts onto our screens with The Crew Motorfest.

Though we’re admittedly far from racing experts, we’ve taken Motorfest for a quick spin to see if it can hold its own in the Forza Horizon-dominated party racing scene in our mini review series, Taken for a Quickie.

Let’s powerslide into it…​
James Michael Parry
by James Michael Parry

Blue Twitter bird logo

​@james_parry

The Crew Motorfest
Developer: Ubisoft Ivory Tower,
Publisher: Ubisoft,
Platforms: PS5, PS4, Xbox Series X|S, Xbox One, PC, Amazon Luna
​Players: 1+

So, what’s the game all about?

Racers come in your two basic breeds: the very serious, very realistic, simulation kind, and the more arcade-y, colourful and (sometimes) loud and obnoxious kind. This one is very much the latter.

You kick off your adventure in Hawaii, as the eponymous Motorfest has taken over the entire island of Oahu, filling it with events, garages and general motor-based Tomfoolery to explore.

How does it compare to Forza Horizon then?

Wow, we’re really going straight in there are we?

OK, look. It’s not as established as Forza Horizon, and so the comparison is immediately a bit unfair - Playground Games have had five chances to gradually improve and work their way up to the, admittedly, outstanding Forza Horizon 5, but you shouldn’t count out The Crew either.

They might be only on their third outing, but Ubisoft Ivory Tower have injected a lot of life into this entry, with all the colour and loud music you’d expect from a party racing experience.​

What’s the soundtrack like?

Going back to the days of the Burnout series, music has always been a key element of the chilled out racing vibe, and Motorfest has a variety of stations to choose from, from rock to electronic and “vibin” to “ravin”, albeit with only a handful of well-known licensed tracks.

If it really hits the right spot for you though, might depend on your tastes. The pounding bass of EDM flows through almost all Motorfest’s activity, so if you were looking to drive along to classical tunes you might be out of luck.
The Crew Motorfest

Do you feel the party atmosphere?

om the starting line you’re invited to create a character, starting with one of a series of archetypes in some sort of hipster convention line-up, and then your new character is immediately thrown into the Motorfest itself.

You’re introduced to playlists – a curated series of races with a loose theme connecting them together – and given the map to explore, but if you choose a waypoint too soon it will get wiped and you’ll be steered towards the objective instead. Bit of a buzzkill.

Doing the directing is your AI assistant Cara (seriously). Their upbeat British voiceover is a little on the eager side for our taste, and goes a long way to setting the tone of the initial part of the game.

Generally, it comes across like a new kid at school who really, really wants to make friends, rather than a chilled out, free-roaming party experience where you can do things at your own pace.
The Crew Motorfest

I see it’s a “Motorfest” not a “Carfest”?

Well spotted! There are other types of vehicle in this game, specifically boats, planes and motorbikes – and there's even a quad bike.

While we didn’t explore them much in our limited time, there’s the option to mix up your play experience by hot-swapping to a different vehicle type every now and then – but they aren’t available straight away.

Rest assured, it’s still a car-focused game at heart, but a lot of time and effort has been put into having these other vehicles be more than just a gimmick, but legitimate additional strings to Motorfest’s bow.
The Crew Motorfest

What about the “crew” part?

Like previous entries, there is a big focus on multiplayer and how it can enhance the experience. Since the game is always online, unlike some other titles, there’s no option but to see other drivers zipping around as you explore.

When you start, you’re on foot and can wander around a bit before getting in your car, to give you the opportunity to crew up with other players. The reality though is that most already seem buddied up, and online interactivity in games like this is hit and miss across the board, so you certainly can’t rely on it – unless you already have a premade crew of your own.

Once you’re joined up, if you get invited to an event you don’t have the vehicle for, you’ll be loaned one, just like in the singleplayer playlists.

Is there anything you don’t like?

While destruction in racing games isn’t everything. Interacting with other roadsters in general Motorfest feels a little…off.

While you won’t smash into fellow players in freedrive – they become ghost cars whenever you get close – you certainly can crash into AI traffic.

While it’s certainly sparse, especially for a vibrant island of over a million inhabitants, the times when you do come across other cars, you can be stopped dead if you aren’t careful.

There’s no shunting other cars out the way either, you’ll think you’ve smashed into a rock.

Since there are so few NPC vehicles trundling about on the roads, and you don’t challenge them to races like you might in say, Burnout Paradise, it almost feels like an afterthought left in from early in development to try to bring some life to the island outside events, which can feel a little lifeless for such a colourful holiday destination.

The end result is an experience which is a little isolating when you're playing in singleplayer, rather than getting you excited to join crews, or build one of your own, to take the fun up to 11.

The Crew Motorfest

So, what’s the verdict?

There are a lot of tried-and-tested concepts executed well here, though those looking for more than mere dashes of creativity and the odd sprinkle of genius might be driving home with a flat tyre.

The look and feel is on point, if a little over-the-top to really feel like its substance could ever live up to its energetic style, and the experience of driving is rewarding.

The trio of difficulty options presented at the outset, which will be brought up again if you find yourself sailing through events a little too easily, are nice and straightforward and the act of actually driving isn’t too complicated.

Being an ongoing live experience though means timed playlists and microtransactions are here from the outset, which won’t be to everyone’s tastes.

The experience as a whole is a good bit of fun though, a commendable first effort following a sharp left turn for a series which began with the original protagonist getting let out of prison.

The Crew Motorfest is a solid experience which should be more than enough to get your engine revving, but, depending on how much you throw yourself into it, your mileage may vary.
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Forza Horizon 5 review | Xbox Series S

5/11/2021

 
A Maclaren AMG races against a plane

Go! No “3,2,1”, no “On your marks, get set”, Forza Horizon 5 (and the series in general) wastes no time in getting you right into the action. In fact your first act in the game is to leap out of a plane in a series of cars and dive straight onto the beautiful open roads of Mexico.
James Michael Parry

​by James Michael Parry

Twitter logo

​@james_parry

Forza Horizon 5 box art
Developer: Playground Games
Publisher: Xbox Game Studios
Platforms: Xbox Series X|S, PC, Xbox One
Players: 1-72

The visual spectacle of those opening minutes feels hard to top. Each of the five cars in the opening sequence, some on-road, some off-road, is designed to show the different types of events and experiences, from straightforward road races to tricky desert trails to near impassable dust storms.

While the weather system was the headline feature for Forza Horizon 4, here it feels perfected, fully bedded-in to the extent where a change in weather can take you by surprise, or collide with you, forcing you to make a detour.

In your first hour, particularly if you’re a newcomer to the series, it would be easy to feel overwhelmed. The sheer amount of options, cars and terminology going on quickly gives you a sense of the scale of this adventure, and the entire map is unlocked from the beginning, so you could, if you wanted, do a grand tour straight away.

Fortunately, developers Playground Games know what they are doing after five installments in the franchise, and only reveal what things are as you run into them on the map. This creates a sense of discovery similar to [Burnout Paradise Remastered], where you’ll come off the path you’re on only to find something hiding just over the next hill.

For completionists, there’s a treasure map available for a one-off microtransaction, but the developers have already said this game has more flexibility with collectables than any of their previous titles, so we could see all sorts of billboards, props and obstructions being added during the live service-inspired seasons of play, with season one beginning at launch.​
Four green Jeeps explore the forest
​One area which has a tremendous level of depth is the cars themselves. Adjusting tyre pressure and swapping out parts to tune your cars for whatever event you're about to take on is encouraged, and is something you can rely on the collective knowledge of die-hard fans if you’re unsure, thanks to a search option which lets you check out setups which have been shared.

If you’re feeling like online is a recurring theme, you’re not wrong. The narrative conceit for the game in the first place is a festival (or fiesta) in celebration of cars which wouldn’t be too out of place in an early Fast and Furious film. Horizon Festival is all about bringing people together, and the team has made sure they carry this spirit into every aspect of how the game is put together.

Not only will you see other players mooching around the map as you explore, but you’ll be pitted against other players’ Drivatars, digital echoes of their racing style, in races and events. While not a new idea, in fact the series has brought them in from the main Forza Motorsport series since its second outing, the compiling of player driving data makes for far more unpredictable and interesting AI opponents.
A Pegeot 207 faces on a dirt track at the Horizon Festival
Hooking up with players in real-time is where things get even more fun though, as there are four main modes – Open Racing, Open Drifting, Playground Games, and The Eliminator – with tons of different types of events between them.

Open Racing is as straightforward as things get, challenging you to road, dirt, cross country and street races. Open drifting, as the name would suggest, is all about the drift, so you’ll be sticking to roads and trying to nail those corners, while Playground games include flag rush, king and survival. The Eliminator returns from FH4 as the Forza Horizon take on Battle Royale, pitting up to 72 players against each other into head-to-head races within a gradually shrinking area of the map.​
The driving in Forza Horizon 5 is some of the most beautiful escapism you can experience.
On top of that there’s Horizon Arcade, which is more of a collection of minigames which you take on together as a group. Perhaps you’ll need to maintain a certain speed within an area of the map to score, or drift for as long as possible around a certain bend. These challenges, admittedly, do tend to be “drive around a specific area”, but to dismiss them as only that is reductive, as you can easily find some fun and memorable moments as a group.

Individually, your in-game persona will be the one interacting with the NPCs as you drive around. You can customise your character with different looks and physical appearance to an extent, including a wide variety of prosthetic limbs, but the general build and vibe of the different characters still feels a little flat. The game does call you by your real name, if you have it shared in your Xbox or PSN profile, as it has in previous games.
A Ford hot hatchback goes off-road with a helicopter and other cars
As you drive around, discover roads, smash billboards and complete other challenges, you’ll unlock accolades which let you progress through the game and unlock more events. You’ll also be given wheelspins, a free lootbox mechanic earned by completing in-game challenges, to unlock more cars, clothing for your in-game avatar and all sorts of other goodies.

While races are all well and good, you might find the expeditions a welcome change of pace. These involve exploring a specific area, which might, for example, have a tropical storm going on, and take pictures or find jumps to establish it as a new area for the Horizon Festival and unlock new events in that part of the map.

Since we were playing ahead of release, there were a few bugs here and there, but far less than we’ve seen in other pre-release titles. One technical issue we hope is sorted out is how the game handles the Series S’s Quick Resume feature. With online games this can often be very hit-and-miss in general, so perhaps it’s to be expected, but we didn’t manage to jump back into the game easily, whether we played on or offline.

The driving in Forza Horizon 5 is some of the most beautiful escapism you can experience. The cars themselves are as realistic as any buttoned up racing sim you could mention and the vast vistas and rolling hills are a joy to tear along, sending cacti, road signs and other debris flying.
A Ford dune buggy looks out over the sands
Handling varies considerably between vehicles, meaning it can take a while to find a vehicle, or handful, depending on the road surface, which works for you. Once you’ve found the groove though, it’s totally up to you how you explore the expansive, marker-filled map. The towns, landscapes and even historical ruins you’ll find are all recreated with the care and attention of a team that has taken the time to make a game that feels like exactly what they wanted to make, with no compromise.

Game Pass, and a very comprehensive set of accessibility options, lowers the barrier of entry for this Forza Horizon more than ever, so, whether you’re new to the series, or just eager for another adventure, Playground Games has given you a sandbox with everything you need.

Pros
  • Stunning visuals are pushed up a notch by the dynamic weather’s sun, sand and rain effects
  • Intuitive, customizable controls with a huge amount of depth for real petrol heads
  • Variety everywhere you look with hundreds of miles of road, mud and dirt to explore

Cons
  • Sheer amount of options and car tuning depth can prove overwhelming at first
  • The chirpy DJs and voiceovers can grate a little, but you can always turn them off
  • Quick Resume doesn’t seem to be along for the ride just yet

10/10​
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PHOGS! review | Xbox One X

2/12/2020

 
PHOGS! get hot under the collar

Sometimes you need a video game to inject some joy into your life, and that applies especially in 2020. Enter PHOGS!, the charming puzzle game about exploring with a double-headed dog in search of bone-shaped treats.

James Michael Parry
by James Michael Parry

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​@james_parry

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Developer: Coatsink and Bit Loom Games
Publisher: Coatsink
Platforms: Xbox One, Xbox X|S, PS4, PS5, PC, Switch
Players: 1-2

The game at first glance seems simplistic, but behind it's bright colours and basic control scheme lies a delightful, engaging experience for all ages. Beyond colour, the aesthetic has a cartoonish, almost cel-shaded style. Its early, food-orientated levels channel greats like Overcooked and Mario Odyssey’s Luncheon Kingdom, before transitioning to a more subdued presentation for the nighttime stages.

Exploring with the PHOGS themselves is fairly linear. While you’ll need to keep an eye out to find all of the collectable bones in each level, tackling each challenge required to move on to the next area is straightforward. Visual tells seamlessly teach you how to complete the various tasks, plus there’s some fun environmental storytelling, making the experience particularly accessible to younger or first-time players.

There’s an emphasis on savoring the experience here too; there are no time limits, no scores and no real penalty for falling off the edge of a level, which keeps stress and frustration to a minimum. There’s a unique approach to the control scheme as well, as you’re asked whether you want to use one or two controllers to play. In the case of the former, buttons are separated in such a way that you can play quite happily after some initial adjustment.

Though PHOGS! isn’t too demanding overall, there’s still an element of challenge to achieving 100% completion on each level. That said, you aren’t overwhelmed by a huge number of collectables - instead, finding them will require observation and persistence to track down. Testing the physics is also intuitive, with only the odd moment where you’re thrown around unexpectedly.

​
Your reward for scouring the levels is the ability to spend your bones on a modest variety of hats. Unfortunately, even unlocking everything leaves plenty of bones leftover, and the hats themselves often look better in the customisation room than they do in the flesh. With customisation at the forefront in titles like Fall Guys and the Worms series, this inclusion feels a little under-developed, but nonetheless welcome in the absence of microtransactions.
PHOGS! have fun in the sleep world
PHOGS! is easy to pick up and play and the gradual introduction of different challenges and mechanics is steady, drawing you in and having you eager to lap up just one more level.
The PHOGS (a merging of the words physics and dogs, as seen within the gameplay) exude character as you move them around. If you lazily control a single head at a time, for example, you’ll see the trailing head quickly drop off to sleep. That same level of characterisation extends to the NPCs as well, with our particular favourite being an octopus chef who's increasingly pleased with how his mountaintop soup is turning out, thanks to your help.

​
The game’s music has enthusiasm and beaming positivity to match, but at times relies too heavily on a short, repeated phrase that can start to grate. Fortunately each level has a new tune, meaning such earworms are fairly short-lived.
PHOGS! have a snooze on the beach after lots of exploring
PHOGS! is an experience we’ve been hearing about for a long time, and it's a pleasure to finally have our paws on it. The sheer delight at successfully getting Red and Blue to the friendly patchwork-style snake which safeguards the end of each level can’t be overstated. It’s easy to pick up and play and the gradual introduction of different challenges and mechanics is steady, drawing you in and having you eager to lap up just one more level.

​
Coming into the festive season, a family PHOGS! session sounds far more appealing than a six-hour argument over Monopoly. It’s also just as fun to watch as it is to play, for any technologically-opposed family members. Coatsink and Bit Loom Games have taken a simple concept and really nailed it. If you’re in the mood for some gaming joy this Christmas, PHOGS! undoubtedly fits the bill.

​Pros

  • Adorable artstyle and characterisation
  • Accessible to all ages and skill levels
  • Hard to resist grabbing all of the collectibles 

Cons
​
  • Music can grate at times
  • Customisation options are underwhelming
  • Controls can occasionally feel a little floaty and imprecise

9/10
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Cake Bash review | Xbox One

15/10/2020

 
Picture

With The Great British Bake Off back on our screens, what better time for a sweet treat-themed party game? High Tea Frog and Coatsink present a slice of confection perfection in this bake-em-up; a serving of satisfying sponge smashing great for both distracting from the doom and gloom and venting some pent-up frustration.

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by James Michael Parry

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@james_parry

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Developer: High Tea Frog
Publisher: Coatsink
Platforms: Xbox One, PS4, Steam, Stadia, PS5, Xbox Series X, Switch
Players: 1-4

While a first impression of the premise - fight it out to be the bakery’s tastiest cake - might lead you to Super Smash Bros. comparisons, in fact the experience is more like an expanded Mario Party minigame, with its own minigames sprinkled in for good measure.

The titular bash is an up to 4-player stand-off  in an appropriately-themed battle arena with one of five slightly different objectives. This might be trying to stay underneath a shower of sprinkles, fill a pie with fruit or smashing up fortune cookies, but each twist on the formula becomes a balance between trying to complete the objective and sabotage your opponents.

You may be taking on other players, either via online coop or locally (but not a mixture of both, sadly), or a collection of bots, which are particularly well balanced for this title. Not pushovers nor over-zealous killers, the computer players put up a decent fight (and often know what they are doing more than you) without grinding you to dust and putting you off playing.

Between the fights themselves are affectionately-named “treats” which are non combative minigames like icing scones and smores, swatting away wasps or serving up a constantly moving caterpillar cake. These eight flights of fancy are a neat way to break up the main game, which sees you run through a mixture on the way to the final judging, but like the bash types themselves, could do with even more variety to keep things fresh.

There are five levels to choose from, which, like the other options, unlock pretty quickly through standard play and can be mix and matched along with game types in the more arcadey Recipe mode.
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Unfortunately there’s no way to set up custom matches with friends for now, as you’re limited to the more structured, standard experience online, but you’ll want to do this anyway to keep unlocking more skins for your various cakes and pastries.

The soundtrack has a similar vibe to Two Point Hospital or even Animal Crossing, which the artstyle also shares some cues, while the visual presentation overall, as well as its theme, conjures memories of frantic Overcooked sessions, but the game still stands on its own.
Cake Bash might not be absolute perfection, but it is a fun time with minimal calories.
​Gameplay is solid, though extended play sessions will lead to things starting to feel repetitive, as the, at times, imprecise controls catch you out. Still, the whole experience is greatly enhanced by the joy of taking on other players and perfect for a warm up before a more longform gaming evening.

In all there is a certain charm in a game which feels distinct in the execution of its premise as well as the quality of its production for a small scale title. While we played on Xbox One, we can see greater potential in its Switch version (due out soon) in particular, due to the platform’s flexibility.

There are no soggy bottoms on show here, and with how quickly it is to tuck into, you’ll likely surprise yourself, coming out with phrases like “As an éclair, I’ve never looked better” and “Oh no, I’ve been impaled by a fork.”

Certainly more than worth checking out if you’re in need of a tasty distraction, Cake Bash might not be absolute perfection, but it is a fun time with minimal calories.

Pros
  • High production values
  • A simple idea executed well
  • Satisfying sponge smashing

Cons
  • Could do with a few more options, stages in particular
  • Controls feel unintentionally spongey at times
  • Doesn’t take much for you to feel full up

9/10​
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Vitamin Connection | Review | Nintendo Switch

11/3/2020

 
Vitamin-Connection

Created by Shantae and the Pirate’s Curse developer WayForward, Vitamin Connection is a new and exclusive IP for the Nintendo Switch. It tasks players with saving the fictional Sable family (and by extension, the world) from an all-consuming pathogenic outbreak. Far from a sombre reflection of the present-day Coronavirus situation, Vitamin Connection and its cheery, colourful gameplay could very well prove to be the antidote for those seeking shelter.

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by Liam
Andrews

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@liam_andrews5

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Developer: WayForward
Publisher: WayForward
Platform: Switch
Players: 1 - 2

Rather than combating microscopic germs with self-imposed quarantines and better hand washing routines, Vitamin Connection sees players take control of the Joy-Con-esque Capsule Ship. It’s piloted by two silent protagonists, Vita-Boy and Mina-Girl, as they endeavour to navigate maze-like 2D levels.

​The game’s six campaign missions - each of which takes place inside a different member of the Sable family, from the baby to the dog (and even the TV) - include a handful of infected locations that players must clean up. That gameplay loop is bookended by cartoonish cinematics through which snippets of the game’s rather bonkers plot play out.

Forward momentum through levels is handled automatically, with players only needing to move and rotate the Capsule Ship in order to avoid obstacles and battle enemies. The latter is done through a combination of the ship's Vitamin Beam (a directional attack mapped to the right stick) and an extending claw that can pinch and pull apart tougher bacteria, and also grab floating obstacles to use as makeshift shields.

Clearing out the main infected areas of any given host is achieved through the completion of challenges, titled sub-games. These usually only take a few minutes to complete, and, while some can fall a bit flat (like Escaper, which requires getting from A to B without collisions), the Dance Festival, Wire Coaster and Medicine Ball (read: air hockey) games are plenty fun. Even more so in co-op, in fact, with players able to replay favourites at any time once they’ve beaten and unlocked them.
Vitamin Connection definitely feels like it’s best experienced in co-op, and while it’s possible to see and experience all that the game has to offer solo, it’s certainly more enjoyable with a partner along for the ride. It’s a shame, then, that progression between solo and cooperative campaigns isn’t shared and there’s no drop in/drop out support for spontaneous sessions. 

​Rather than simply throwing in another Capsule Ship for a second person, Vitamin Connection’s asymmetrical co-op mode sees players splitting the duties of a single craft. With the left Joy-Con, one player controls ship movement and activation of the Vitamin Beam, while the other, using the right, deals with rotation and aiming.

The added layer of teamwork helps lift the relatively straightforward gameplay and adds a whole new level of humour to proceedings as players endeavour to coordinate attacks and evasions. Sub-games also benefit from the addition of a second player, with WayForward making good use of some of the Joy-Cons’ lesser utilised features, such as motion controls, and even the IR sensor for reflex-based challenges.
Vitamin-Connection
Dance Festival has players pulling off moves in time to a musical beat, and is great fun with a partner in tow.

It’s innovative touches like these, along with a ridiculously catchy J-Pop soundtrack and a bright, cartoony aesthetic, that help Vitamin Connection, at times, feel like it could have come directly from Nintendo themselves. Unfortunately, however, the game also has more than a few frustrating quirks that spoil the fun and stop it from being something really special.

​Levels often feel samey, despite belonging to different hosts, and sub-games are repeated throughout the campaign with only slight variations to colour and design serving to set them apart. It’s also far too easy for your ship to get stuck in narrower sections of levels and end up being left behind, doomed to a slow death, as the screen, cut scenes and action all continue to move on without you.
Vitamin-Connection
Levels are littered with these ribbons, which are incredibly satisfying to break with the corresponding colour.

Away from the actual gameplay, a number of technical issues also dog Vitamin Connection. Controls can become unresponsive after switching from handheld to TV mode, or vice-versa, and the Joy-Cons too easily lose calibration during co-op sessions. The latter is particularly frustrating during the Dance Festival sub-games where precision is key; since you’re unable to recalibrate until the challenge is over, the only choice is to either continue using wonky inputs or reboot the game and start over.
Vitamin-Connection
Vitamin-Connection
Medicine Ball and Wire Coaster were two of the standout sub-games.
Still, when everything’s going well, Vitamin Connection is a fun party game that’s both challenging enough to keep regular gamers hooked and intuitive enough for casuals to keep pace. With around 5 – 10 hours of content as standard and the challenging post-game Pro Campaign to boot, there’s plenty on offer for the £15 price tag. 

While it might not be an entirely sweet remedy, Vitamin Connection is certainly no bitter pill to swallow.

Pros
​
  • Bright, cartoon-like aesthetic
  • Great in co-op
  • Catchy soundtrack
  • Novel use of Joy-Con features

Cons
​
  • Repetitive levels and challenges
  • No drop in/drop out support
  • Joy-Cons often lose calibration

7/10
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GRID | Xbox One | Review

17/10/2019

 
GRID-Codemasters

Liverpool vs Manchester United. Borg vs McEnroe. USA vs Europe. Whatever the sport, a decent rivalry can add so much more to a simple competition, eliciting passion, anger and excitement from spectators and participants alike. It’s an extra layer of intrigue that veteran motorsport developers, Codemasters, have successfully recreated in GRID thanks to their nemesis system, but we’ll get to that in a bit.

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by Liam
​Andrews

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@liam_andrews5

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Developer: Codemasters
Publisher: Codemasters
Platforms: Xbox One, PlayStation 4, PC
Players: 1 - 16

We’ll start with career mode, the game’s main attraction. A sizeable offering, GRID’s single-player component features six different car classes that can be tackled in any order, each of which are composed of twelve events (save for the invitational class, which features double that number) and a showdown finale. Events are made up of between one and four races that feature a mix of city and traditional tracks, as well as car types, and come with different prerequisites for beating them, such as placing in the top three, winning outright or finishing with the fastest time.

​Completing an event usually unlocks a further two, making it easier to avoid those that don’t suit your play style or are simply too challenging. It’s a good way of ensuring progression isn’t stymied, while more experienced drivers and completionists can easily go back and mop up leftover events for extra prestige and in game currency to buy new cars. While the basic machines readily available to all players are competitive enough, there are one or two later options, such as the BMW M1 Turbo, that are well worth splashing the cash on.

Each class feels and handles differently, from heavy, ponderous muscle cars that lumber around corners to the boisterous F1000 series at the other end of the spectrum. There’s enough variety to keep things interesting, and although locations are often repeated (there’s more than 75 tracks in total, based on regions such as China, Japan, Malaysia, the UK, San Francisco, Sydney, Havana and Barcelona) tackling them in alternate weather conditions or in a different class of car often means approaching them in a totally different way.
GRID’s AI provide excellent opposition, keeping races both consistently competitive and entertaining.
Before each race, you’re given the chance to take part in hot lap qualifiers, which, while entirely optional, are a great way to learn each track’s nuances ahead of the main event and also give you a chance to improve your starting position. Leading the line going into a race is, naturally, a big advantage, especially when competing on GRID’s city tracks, where tight corners and narrow streets make it harder to break out from the back of the pack.

​Starting in the rear means you’re also more likely to collide with other drivers, and, intentionally or not, pick up a few nemeses in the process. It usually takes several collisions to spark a rivalry, though occasionally just a single bump is all that’s required to annoy the AI. Teammates aren’t immune to a bout of in-house rivalry either, and will actively ignore orders and requests if you hit them too many times.
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City tracks are particularly impressive at night

Rival drivers are marked out by an angry red indicator above their car, and will attempt to hinder your progress should they get the opportunity to do so, sometimes even to the detriment of their own race, whether its aggressively blocking an overtake or performing a surprise pit maneuver just as you’re taking a tricky corner. It’s a brilliant system that adds so much more to races, creating short-lived rivalries and added drama without ever feeling unfair or overpowered.

In fact, GRID’s AI in general provide excellent opposition, keeping races both consistently competitive and entertaining; we’ve seen computer-controlled drivers smash into walls, flip cars and take risks that, at times, mirror human behaviour, adding to the overall sense of authenticity. You can, of course, get a similar experience by delving into the game’s online offering, but without the option to pick and choose tracks, car types or weather settings (unless you’re hosting a private game), you might find yourself battling the conditions more than other drivers.

​Visually,
GRID is a good-looking game, if not spectacular. Some levels stand out more than others; racing through one of Zhejiang’s city circuits at night, with neon lights reflected in the rain-soaked road, for example, looks amazing, but traditional circuits like Silverstone and Brands Hatch, with their wide tracks and open surroundings, are relatively bland in comparison. One of the more bizarre visual hiccups are the cars’ mirrors, which display reflected images in retro-like low-res graphics and reduced frame rates. If, like us, you prefer a cockpit view, it can be a little jarring, but it’s a minor issue that certainly doesn’t detract from an otherwise decent game.
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Objects in the rear view mirror are actually a lot prettier than they appear

GRID also caters to both petrol heads and newcomers alike thanks to a generous suite of difficulty options; while we preferred a more arcade-like experience, with automatic gears, race lines, cosmetic damage only and face-saving flashback abilities enabled, it’s possible to turn all assists off, increase AI difficulty and transform the game into a proper simulator. It’s this flexibility, along with the game’s solid racing gameplay, generous solo offering and excellent nemesis system that make it an easy recommend.

Pros

  • Nemesis system adds spice to races
  • Decent variety of cars and tracks
  • Excellent sense of speed
  • Accessible career mode
  • Caters to both arcade and simulation playstyles

Cons
​
  • Online play lacks customisation options
  • Low-res mirrors reduce immersion
  • Traditional circuits are aesthetically bland

​8/10
0 Comments

Star Wars Pinball | Nintendo Switch | Review

14/9/2019

 
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Pinball machines are few and far between these days. You might find a dusty old one in your local pub, but it’s very unlikely you’ll stumble across the crème de la crème like a Star Wars-themed table.

James Michael Parry

​by James
Michael
Parry

@james_parry on Twitter

​@james_parry

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Developer: Zen Studios
Publisher: Koch Media
Platform: Nintendo Switch
Players: 1-4

Fortunately, thanks to the power of the Nintendo Switch, you can now carry 19 of those along with you in Star Wars Pinball. At first glance you might be tempted to make a snap judgement – either that the tables are going to feel samey quickly, or that the sheer number alone is overwhelming and you don't know where to start.

The game eases you in gently with its Career mode though, which has you take on each table in turn with a different imposed limit, whether that's time or pinballs or distance travelled. You don't need to be a pro to make progress here either, even just paddle flapping away you'll find the points wracking up, but to really get to the big bonuses – and more importantly experience the more visually interesting features of each table – you may want to refer to the table guide, which will take you through the various special missions and skillshots which can be played with on any given setup.

If linear isn't really your speed, you can also tackle the tables in any order with a standard three-ball setup, complete with the usual score challenges to boot. After a bit of flipping, you'll find you've picked up some holocron shards which can then be used to unlock force powers, giving you buffs and abilities used to tip the odds in your favour and help to reach even higher scores.

​​There are online leaderboards and a metagame within them which pits the light against the dark side of the Force for... well, it's not immediately clear what for. Of course, if you're on the go out in the middle of nowhere you might feel a bit more isolated. Never fear, as befriending fellow passengers on public transport has never been easier with hotseat multiplayer letting you take turns and challenge one another for the mantle of top scorer.
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The level of detail and visual polish the game has to offer is only really shown off on a big screen however, if only because so much of the detail is otherwise packed into a small space. Even with a range of camera options (which annoyingly don't seem to remember your preference between stages), you can't get the full effect in handheld move.

One particularly neat feature is that you can encourage the screen to turn 90-degrees in either direction, meaning in tabletop mode (presumably with some makeshift stand option) or handheld portrait with an adapter, you can enjoy a more comfortable oblong, bird's eye view of proceedings.​

The highlight of the experience, and where Zen Studios really flex their creative muscles, is the scene mode, which has six scenes or characters showcased in micro-fights or challenges spread across the board, where your actions might cause blaster fire to be deflected or a door to be unlocked. The fun of reliving those iconic moments is a genuine thrill, even for a fan with more rewatches of the original trilogy than they might like to admit…
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There's longevity here (unless you really, really aren't a fan of pinball), and plenty of nooks and crannies to explore within every table. You'll even stumble across the odd minigame, where you'll navigate an asteroid field or go toe-to-toe with Darth Vader in a lightsaber duel, and playing around with familiar characters (albeit with less familiar voice acting) is a delight.

Pinball is here, and the Force is with it.

Pros

  • A vast array of tables from all across the galaxy
  • Inventive ideas and even lesser films are spun in interesting new ways
  • Gorgeous visuals, slick presentation and solid performance

Cons
​
  • Slightly hammy voice work in places
  • Camera can be uncooperative
  • Force feedback is lacklustre

9/10
0 Comments

The Ninja Saviors: Return of the Warriors | Nintendo Switch | Review

29/8/2019

 
The Ninja Saviors: Return of the Warriors review - Pass the Controller

While some of us at PTC Towers were only wee lads back in the 1990s, the decade's pedigree can't be denied its role in propelling console gaming to the heights it has reached today, spawning influential games left and right.

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​​by James
Michael
​Parry

Picture

​@james_parry

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​Developer: ININ/Taito
Publisher: Strictly Limited Games
Platforms: Nintendo Switch, PlayStation 4 

Players: 1-2

One of my all time favourites, the Streets of Rage series - which will soon return for a belated fourth outing - was among those to popularise the beat-'em-up genre back in those days on the Sega MegaDrive (or Genesis, if you must). 

But where does The Ninja Saviors: Return of the Warriors come in, we hear you cry? Well, it seems clear its original incarnation, Ninja Warriors on the SNES, was influenced by that very franchise, and those similarities continue through to its latest incarnation. 

Unfortunately, even for a asking price of £16.99, discounted on release (or £25.99 boxed later this month), this release offers only a brief stint of excitement over its eight stages (each ending with a customary, overpowered boss), clocking in at just an hour or two of face-slashing action.

Of course, there are ninjas involved, which immediately makes it better, but even during its short tenure enemies become overly repetitive quickly, with early level bosses being doubled up and introduced as foils a couple of levels from the end, and the screen often being filled with pairs of identical enemies determined to take you down.
​

​Standard baddies go down in a single hit, making them often more of an inconvenience, whereas the aforementioned bosses suddenly ramp up the difficulty at every turn, with only a couple employing interesting tactics and none having any real semblance of character.

Though you have three playable ninjas to choose from, each has the same screen-wiping special attack and a handful of moves to deal damage with. The designs are cool enough but there's little to make the play styles feel different compared to the variety seen in, say, Streets of Rage 2.
The Ninja Saviors: Rise of the Warriors - fight!
There’s a two-player co-op mode on offer, but only accessible locally, and you can also begin to feel like a bit of a spare part if you're a newbie and your co-pilot is a veteran. You can opt for a harder difficulty if you do find yourselves sailing through, which opens up two new characters to try out, but bizarrely only in solo play...

In typical arcade fashion, you're offered only one life and therefore a single try to get through the game without being taken down. If you decide to continue after dying you'll get going again from a fairly recent screen, but the game stops counting your time, and with no in-game scoring system to speak of there's now just pride to play for.

If a nostalgia hit is what you're looking for, The Ninja Saviors: Return of the Warriors could scratch an itch. It’s a well-made if slightly one-note adventure that won't kill a huge amount of time.

Pros

  • Technically sound and well ported
  • A few interesting enemy encounters
  • Ninjas!

Cons
​
  • Incredibly short
  • Overpriced for what you get
  • Fairly derivative

5/10
0 Comments

Redeemer: Enhanced Edition | Xbox One | Review

30/7/2019

 
Redeemer: Enhanced Edition | Xbox One | Review - Pass the Controller

There's something quite satisfying about pulverising someone with a large axe. While Redeemer (the prettier Enhanced Edition, in this case) isn't the first game to offer that combat experience, it is an experience which defines it, or at least the broad strokes of its main character Vasily, who utilises elaborate melee strikes and environmental executions to deal devastating killing blows.

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​ by James
 Michael
​ Parry

Picture

@James_Parry

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Developer: Sobaka
Studio
Publisher: Buka
Entertainment
Platforms: Xbox One,
PlayStation 4, Switch, PC
Players: 1
Vasily himself has a sense of tragedy about him, conveying echoes of a past with John Wick-like beats to it. He initially seems to have ditched his troubled life to see his time out with a quiet existence in the mountains, only to then be drawn back in when he's discovered by a shadowy corporation. We're only ever given short animated glimpses into his motivations, though, offering little reason to really connect with the character. In fact, on the face of it, Vasily comes across as a watered down version of Kratos from God of War in many ways.

You’ll guide watered-down Kratos through labyrinthine corridors, which come to feel repetitive quickly but are littered with neat little details, such as enemies getting up to mischief just outside of the gameplay area. Additionally, environments are littered with fuse boxes, spiked walls, statues and pillars which you can use to execute enemies, cutting even some of their harshest ranks down in one hit.

The animations thereof are satisfying and, provided you don't zoom the tight isometric camera in too closely, quite impressive. As things progress, enemy numbers are something which not only start to push the game technically - even on Xbox One X - but feel like a cheap way to ramp up the level of challenge, making it more satisfying (and closer to the intended feel, we’re sure) to knock the difficulty level down a peg in order to power onwards.

​​You’re given a range of scrolls, perks and upgrades to boost your moveset, but keeping track of what does what is tricky, and, other than perhaps move unlocks, the buffs don't jump out as particularly game-changing. As a result, gameplay fails to significantly develop as Redeemer plods along, further hindered by the fact that new enemies are introduced as standout mid-bosses before being tarnished when they’re subsequently thrown at you in their droves.
Melee weapons quickly degrade too, leading to a map littered with half-broken hatchets and electric batons which are largely interchangeable, but crucial to dismantling some of the larger enemies. There are guns on offer as well, but they’re often difficult to use at range due to the aforementioned camera perspective.

Overall, while Redeemer: Enhanced Edition might be a fun way to pass the time on your commute (should you opt for the Switch version), it's difficult to wholeheartedly recommend you devote your time to it at home.

Pros

  • Brutal, savage takedowns
  • Clearing a room with multi-kills is satisfying
  • Some endearing set dressing

Cons

  • Repetitive gameplay and environments
  • Characters and enemies show little personality
  • Largely redundant progression system

6/10
0 Comments

Tinymetal: Full Metal Rumble | Nintendo Switch | Review

26/7/2019

 
Tinymetal: Full Metal Rumble | Nintendo Switch | Review - Pass the Controller

​The world of strategy has been simmering away under the surface of the mainstream for a few years now. Long since the heyday of Westwood Studios, which ruled the real-time strategy genre with its Command & Conquer and Red Alert series, it’s been turn-based games which have been all the rage, thanks to the rise of Firaxis’ excellent XCOM revivals.

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​by James
Michael
​Parry

Picture

@James_Parry

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Developer: Area 35
Publisher: Area 34
Platforms: Switch,
Steam
Players: 1 - 2
Between the two eras was nestled a little gem - Advanced Wars on Nintendo DS - and its from that franchise which Tiny Metal: Full Metal Rumble draws the most inspiration. Not just from the look and the two different viewpoints you’ll encounter (one for movement and one for battles), but even the units and its futuristic, Japanese parody of US military bravado.

There’s a lot to take in from the get go, especially for those who aren’t Advanced Wars acquainted, so initially games can feel slow to get going. After a couple of campaign missions - which attempt to trickle in elements at a slow pace, but seem to tutorialise them the mission after you really need them - things pick up as more diverse unit options are introduced to bolster your arsenal, but also the tactical range of your enemy.

Units themselves have some character, cheerily riling off their canned lines as they move and attack, with the most personality saved for the 16 hero units, who carry their progression between battles. The generals too each have their own colour scheme, but besides from a fairly straightforward superpower a piece, which might boost attack power and capture speed for a couple of turns, aren’t as exciting in their own right.

​​While there’s a cost for producing new units in the game, all take just a single turn to appear, leaving you to decide which factory to spring a tank (known as a Metal) from for maximum tactical advantage. Learning which units can attack which takes time, making the difficulty curve not exactly steep but bumpy, and it takes a while for games to feel satisfying as you’re rapidly surrounded in the early game.
Soon, such is your efficiency at producing and preserving units, either by merging wounded squads or healing them at a player-owned city or facility, you’ll quickly find the map overrun and units begin to block each other from moving around effectively, leading to a major risk of bottlenecks if you aren’t too careful.

While the game works well in docked mode, this title has more of a handheld feel, and the turn-based nature lends itself to pulling it out for a few stops on the bus or morning train commute. Matches themselves, even early in the campaign, can easily last over half an hour a piece as games run across 15 or 20 in-game days (or turns) before one team’s HQ is ultimately vanquished.

Tinymetal’s music is fairly unmemorable and doesn’t get across the sort of drama and excitement you might hope for, especially compared to some of those iconic Red Alert or XCOM tunes. It should be noted that we haven’t unlocked the additional tracks with in-game currency, however. Visually, it’s fairly straightforward, but certainly more stylised, exciting and accessible than the somewhat similar Tiny Troopers Joint Ops XL.
Those looking to scratch a strategy itch won’t be disappointed here, with fun and games to be had for a budget-friendly asking price, but the repetition of the experience will start to grate for some before too long.

On top of the main campaign there’s Skirmish, where you battle AI using custom maps and settings, and also an online multiplayer component - but seemingly one too sparsely populated to find a game, even during peak hours.

In the end, Tinymetal: Full Metal Rumble on Switch is a fun little way to spend some portable gaming time, but doesn’t do too much to be exciting or bring a new twist to the genre or platform. There’s little to master, other than the patience for slow-moving and resource-limited units, but there’s still something endearing and easy to enjoy about the game.

Pros
​
  • Nice aesthetic brings the battlefield to life
  • ​Isometric blocks hiding the fog of war present challenging sightlines
  • A multitude of accents and quirks do enough to make units interesting

Cons

  • Hero units aren’t the silver bullet they’re made out to be
  • Repetition can set in quickly
  • Online multiplayer is barren

7/10
0 Comments
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