Pass the Controller | Latest news, reviews and reviews in video games
  • Home
  • News
  • Reviews
  • Features
  • Videos
  • Community
  • About
    • Contact
    • Meet the Team
  • Home
  • News
  • Reviews
  • Features
  • Videos
  • Community
  • About
    • Contact
    • Meet the Team
>

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​
0 Comments

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.

Picture

by Liam
​Andrews

Picture

@liam_andrews5

Picture
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.
Picture
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.
Picture
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

Snooker 19 | Xbox One | Review

15/5/2019

 
Picture

Let’s be blunt here: snooker hasn’t been in the mainstream since TV’s Big Break, featuring the chauvinistic “charm” of Jim Davidson and trick-shots aplenty from John Virgo. We appreciated our first foray onto Snooker 19’s green baize at this year’s EGX Rezzed, but is the final product “Rocket” Ronnie O’Sullivan quality snooker, or “Rancid” Rob Holt level play?

Picture
by Rob Holt
Picture

@acousticmagic

Picture
Developer: Lab42
Publisher: Ripstone Games
Platforms: Xbox One, PS4, Switch, PC
Players: 1-2
We have to start proceedings by highlighting the fact that Snooker 19 isn’t a production that comes close to matching the scale of something from the likes of EA, Konami, or Codemasters. It is, however, comparable with the likes of BigAnt’s Ashes Cricket and Rugby 18 from BigBen Interactive - and while it definitely isn’t anywhere near as bad as the latter, there are a few key design decisions that prevent Snooker 19 from being the breakthrough potsman’s game.

For the uninitiated, snooker is a game played by folks in waistcoats and bow ties, who strike balls into pockets with other balls struck by long sticks of wood, all while utilising rests and spiders. Professionals - as with other pub sports like darts and pool - used to chain smoke and drink pints whilst playing, but unfortunately modern day expectations have exiled these most excellent of skills from the game.

Snooker 19 keeps things suitably modern, then: photorealistic player faces (pretty much every recognisable pro from the men's game is here), all the bigtime venues are accurately represented, the ball physics are solid enough, and it sounds on point. The big question with all sports games, mind, is how does the bugger play?

In this case, decently enough. Left stick aims your strike (apply left trigger for precision aiming) and right stick/right trigger apply spin to the cue ball. From here you’re shown two different camera angles to assist your pot, before moving to a simple pull-back-then-push right stick shot meter, where you’ll need to stop the rising reticle in the middle of the meter for the best contact. Everything else is down to your knowledge of the game and geometry, though, folks, which makes the almost entire lack of tutorials/practice mode very strange indeed.

​
These oversights become even more apparent when you get into the career, which is easily the meatiest part of Snooker 19. Take an established pro - think recent champ Judd Trump - or a relatively unknown rookie - we went with Lu Ning - to the top of the rankings, playing across the globe, no fart in nostril. Career provides thee with bags of longevity, but the lack of features such as in-mode practise, or any kind of stat/skill building seem really odd considering that these are basics in every other sports game. I’d have loved to create my own player from scratch and build them up, but no such option is available.
Difficulty in the single-player modes can often feel out of balance, too. We’ve played multiple games with the AI set at the low, middle and high ends of difficult and nothing much seems to change. Making one mistake will definitely lead to a loss in the mid to top tiers, though two mistakes are still enough to see you off at lower rungs. You can change your own aim assists and the like to make tricky pots easier, though we’d advise playing with this enabled to begin with so you can get your eye in.

Multiplayer options are solid, if unspectacular. While there are your standard online 1-on-1s and tournaments, it’s local multiplayer that lifts the trophy for us. Playing in the room with an enemy or good associate is absolutely grand, their fixed gaze making for tense moments which lead to simple pots being bodaciously blundered.

As previously mentioned, 
Snooker 19 really does look and sound the part. Balls are super shiny, John Higgins’ face is accurately morose-y, and the arenas and tables look superb...y. The thoroughly satisfying sound of cue-on-ball and ball-in-pocket are truly authentic, while the commentary from Neal Foulds and David Hendon follows the action most of the time - a regular slip up for sports games of this budget/niche. There is a lot of silence during gameplay, but that’s befitting of a concentration-based sport like snooker, so we won’t hold that against developer Lab42. 


As we reach the end of the frame, we cannae help but feel a touch disappointed with Snooker 19. Yes, it’s a niche sports title at a competitive price (~£25) but the lack of customisation, modes and training really hurt it. Big snooker fans will love it, that’s for certain, but it doesn’t have enough mainstream appeal to reach a wider audience.

Pros

  • Core snooker is spot-on
  • Licensed venues, tournaments and players
  • Photorealistic graphics
  • Authentic cue-on-ball audio
  • Local multiplayer is a hoot
  • Reasonably priced
  • Career mode provides longevity...

Cons
​
  • … but absolutely lacks the depth of FIFA, Ashes Cricket, etc.
  • Not enough gameplay options
  • Lack of customisation
  • AI feels unbalanced
  • Lack of tutorials and practice mode

5/10
2 Comments

DiRT Rally 2.0 | Xbox One | Review

28/2/2019

 
Picture

Some things in life are bloody hard. Think ironing on those travel-sized boards, resisting that packet of Ginger Nuts hidden within the cupboardy prison, understanding anything written by a lawyer, or the cleverly titled DiRT Rally 2.0. We might jest, chums, but seriously: this is the *snicker* Dark Souls of racing games...

Picture

​by Rob Holt

Picture

@acousticmagic

Picture
​Developer: Codemasters
Publisher: Codemasters
Platforms: Xbox One, PS4, PC
Players: 1-8
We loved Codies’ last rally game, the perhaps confusingly named DiRT 4, thus ventured brimming with excitement into DiRT Rally 2.0. That being said, the first ten-plus hours were quite painful, to be honest. Sliding off the edge of banks, crashing into walls, flipping over regularly, smashing the bodywork to pieces, and many, many punctures studded our formative time with the game.

After sticking with it and learning the ropes though, the magic began to happen. Sports games can only truly be judged by their gameplay, so it’s there we must begin. Believe us when we say that every car in 2.0 feels unique. This in itself is a phenomenal achievement (though not the first time for Codemasters), yet when you add custom tune-ups and new parts to the mix, the handling possibilities really are endless. The game’s ozone destroyers also behave wildly differently depending on the terrain they’re on; something that’s especially thrilling in the superb rallycross stages.
​
​
The crunch of gravel, screech of tarmac and slippy-slidey of mud feel gloriously tactile, and that’s using a controller, so we can only imagine the majesty of the full-on wheel and pedals experience. The weight of each car and accompanying peril as you slide around corners, nip through tight tracks flanked by trees and misjudge the occasional jump is surprisingly tangible. Ultimately, this feeling is what’ll make players fight though the opening hardships, always coming back for more.​

So, the driving is grand, but what of the modes, options and whatnot? Yet again those Birmingham-based blighters at Codies have coughed up a super selection of stuff to enjoy. 
Picture
From the title screen you’ll find two main methods of play: My Team and Freeplay. My Team focuses on online-centric challenges, AI challenges, and both rally and rallycross career modes. The career modes are an excellent timesink, but we’ve really found ourselves getting stuck into the daily and weekly challenges, which counter-balance the longevity of career with short, sharp tear-ups.

Freeplay features a quad collection of historic rallying (absolutely fantastical), officially licensed FIA world rallycross championship, time trial, and, most intriguing of all, custom mode. Here in the custom world one can create and share their very own championships and stages, all created via an easy-to-use system. Players decide on terrain, type of race, number of stages, weather for these stages, track conditions, etc. Much like 
DiRT 4’s Your Stage, Custom guarantees staying power. 
​​
Raindrops hit the screen with a thud, and muck splatters the back of whatever diesel-burner you happen to be controlling.
2.0 is a real looker, too. Bash your way around cliffs as the sun sets and you’ll see what we mean, as gorgeous lighting creates lens flare and has distant waters shimmering away beautifully. Stagnant puddles glisten with filth, raindrops hit the screen with a thud, and muck splatters the back of whatever diesel-burner you happen to be controlling. Some of the backgrounds might be lacking a bit in detail, but honestly, when the driving is this intense, and the foreground this pretty, you probably won’t care.

Sound-wise, 2.0 gives us the same aural problems that DiRT 4 did, unfortunately. The raucous wailing of engine noise possesses the ability to grate on both oneself and the neighbours, and, on a personal note, the monotone of the co-driver is so reminiscent of my Year 10 ICT teacher that I began to nod off. Menu music and background vibes are fine, if a little understated. ​
Picture
We do have a few more niggles that we’d like to mention on top of that charismatic co-driver, though, folks. Whilst we personally loved the total lack of hand-holding tutorials, many with the desire to get involved with DiRT for the first time will be left feeling woefully unprepared for the mountainous learning curve and ridiculously narrow tracks that lie ahead. A practice/training mode, as seen in DiRT 4, would certainly have allayed this issue.

We’ve also experienced some problems with low-light and night races (the many miserable, rainy Polish rallies come to mind), where even Dr. Personality’s instructions can’t save you from smashing into trees, or even missing whole corners, because you couldn’t bloomin’ well see ‘em! Playing these at nighttime with the lights off and the brightness dialled up will help, but that’s realism gone too far.

These minor negatives aside, DiRT Rally 2.0 is exactly the kind of game that people don’t really make anymore. It’s mercilessly tough, never holds your hand, and takes a while to really get under your bonnet. If you don’t have the leather interior and hub-caps for that, then we suggest you stick with DiRT 4, but for anyone up to the challenge, we can’t recommend this enough.  

Pros

  • Hours upon hours of gameplay, spread across multiple modes
  • Tough, but incredibly rewarding racing
  • A truly authentic representation of the sport
  • Gorgeous visuals
  • No hand-holding...

Cons

  • … Likely making it too hard to crack for some
  • Engine noise and co-driver can grate
  • Some Lighting and further graphical issues

8/10
0 Comments

WWE 2K19 | Xbox One | Review

17/10/2018

 
WWE 2K19 Xbox One review - Daniel Bryan Flying Goat to Triple H at WrestleMania XXX - Pass the Controller

Like many people, I grew up a professional wrestling fanatic. WWE’s unique blend of sports and entertainment, presented with a grand flair for theatrics, had me well and truly hooked. Early licensed games successfully captured the magic, but, as the mainline series progressed, focus was shifted to a more grounded sports simulation in a presumed effort to match UFC’s more ‘legitimate’ output. This was widely regarded as a mistake, so now, better late than never, 2K have acted on fan feedback and embraced the outlandish elements that set WWE apart, making for a much more enjoyable game on the whole.

Picture





by Sam Sant

Picture

@SlamShotSam


Picture
Developer: YUKE’S Co.,
​Ltd.
Publisher: 2K
​Platforms: Xbox One,
PS4, PC

​Players: 1 - 6
WWE 2K17 and 2K18 - the previous couple of entries, naturally - perhaps epitomised the series’ misdirection when they dropped Showcase mode to instead center around the po-faced MyCareer mode. Now, not only is Showcase back, but MyCareer has seen an epic overhaul that takes it from boring to brilliant.

Back in unaltered form, Showcase charts a famous WWE period or career while tasking players with faithfully recreating landmark matches. Daniel Bryan’s tumultuous journey to the top is the focal point this time around; charmingly narrated by the plucky underdog himself, Bryan is immediately established as a likeable and genuine everyman with a positive message.

Those that have followed Daniel Bryan’s ups and downs on television will no doubt appreciate the chance to experience them first hand, but fans may also question the choice of featured match-ups on occasion. Unfortunately, forgoing matches featuring opponents that have since left the WWE is an inevitability.

The mode’s biggest attraction is its historical authenticity - an interactive time capsule of sorts - but it can also be a drawback. Not only due to the limited selection of moments for 2K to draw from, but in that there are often several set-piece moments to recreate in any given match, which makes it pretty torturous when you fall at the final hurdle and, due to a complete lack of checkpoints, get sent back to the start of a 20+ minute match. Turning the difficulty down to cut back on wasted time is an option, but less competitive matches lose the otherwise engaging element of back-and-forth drama.

In an unexpected twist, MyCareer is arguably the flagship of the WWE 2K19 package. After creating a character from the limited set of initial customisation elements (enter Perry Punch’ard, our French Canadian striking specialist), you’re thrust into a fully-featured story mode to work your way from the independent circuit to the top of WWE.
Showcase is back and MyCareer has seen an epic overhaul that takes it from boring to brilliant!
Where previous incarnations left players to their own devices, here there’s a real narrative focus, with developed storylines and voiced cutscenes on-par with WWE’s on-screen product. Some of the wrestlers phone their lines in, plus John Cena’s voiced by a truly dreadful impersonator (his fees probably aren’t cheap now that he’s made it in Hollywood), but it’s self aware and just silly enough to get away with it without devolving into ridiculous parody.

As an aside whilst we’re on the topic: commentary is still awful. Lines are often delivered deadpan and endlessly repeated, there are constant stilted cuts, plus moves can be announced despite never having happened. The audio mix could use some work on the whole, in fact, with theme music drowning out voices and echo-y recordings - where we’d assume the dev team struggled to secure touring WWE Superstars for a professional studio visit - lowering the overall level of quality. At least the licensed soundtrack is great.

Familiar audio issues may remain, but this iteration of MyCareer is what fans have been clamouring for. At its core it remains a lengthy pro wrestling roadmap, but it’s told with heart and knowing references that fans will love.

Established fan or not, everyone can appreciate the surprisingly deep RPG systems. Experience and currencies are awarded as you progress - in greater quantities if you engage in optional branching conversations and side matches - allowing for the acquisition of skills, abilities and a range of cosmetics. Even beyond MyCareer, striving to improve your custom wrestler (formally MyPlayer) should keep you coming back for exhibition events well into the future.

That being said, getting your footing and sticking with MyCareer up until that point could prove taxing for some, as the starting attributes aren’t fit for much. Grinding to overcome that starting hump can feel as though you’re being guided towards purchasing the premium KickStart DLC, which is also included in the Season Pass, but it’s perhaps a worthy trade-off if that explains the surprisingly non-monetised Loot Packs. Again, you could probably just drop the difficulty, but that comes with its own issues.
WWE 2K19 Xbox One review - cover star AJ Styles makes his entrance - Pass the Controller
​While Showcase and MyCareer have significant legs of their own, WWE 2K19 has plenty more to offer in the returning Universe mode (where you micromanage your own endless programming schedule) and the all-new 2K/MyPlayer Towers. No doubt inspired by Mortal Kombat, Towers task players with running a gauntlet of back-to-back matches, each with their own specific modifiers and stipulations. They’re updated frequently and you should be wary of which you choose to tackle - Towers can be brutally difficult and there’s no prize for failure, however long you might have devoted to climbing them beforehand.

​
If you’re feeling brave, you might want to attempt the insanely difficult 15-match tower in which you play as cover star (and gaming superfan) AJ Styles. If you manage to beat it, not only will you get an achievement, but you could be on track to face AJ in a WWE 2K19 match worth $1,000,000!

Varied match types - many of which have been tweaked for the better (Cage matches in particular) - help to keep each game mode fresh, as does the ability to play co-op and competitive multiplayer either locally or online. Network bouts suffer with latency, but stability is overall much improved and the Road to Glory online league - in which wins earn rewards for your MyPlayer and points towards qualifying for global online pay-per-view events - offers more specific motivation to test your mettle against human opposition.

There’s absolutely loads to do and it’s all held together by the solid simulation-style gameplay, only with increased scope for the sort of crazy maneuvers that made those old WWE games so appealing. Generally you’ll be performing a wide range of contextualised strikes and grapples, whilst attempting to tactically target limbs, manage stamina consumption and preserve reversal stocks. Advanced players can play to the crowd and taunt opponents to receive different buffs, or those just along for the ride can roam the backstage area and hurl themselves from atop a production truck with nary a care for the unforgiving concrete below.

Payback abilities are a new addition catered towards narrowing the skill gap between those player types, accommodating comebacks and, at their best, edge-of-your-seat contests with that ‘big match’ feel. You’ll choose a Major and a Minor skill, both of which are charged by taking damage, though some are markedly better than others - escaping certain defeat is preferable to delivering a low blow and risking disqualification, for example - so you may well find yourself rigidly sticking with the same loadout instead of switching to counter the opposition.
WWE 2K19 Xbox One review - former UFC star Ronda Rousey makes her entrance - Pass the Controller
Former UFC star "Rowdy" Ronda Rousey is a pre-order DLC character, along with luchador Rey Mysterio.
Some will no doubt still pine for the simpler days of No Mercy on the N64, but while WWE 2K19 doesn’t fully re-adopt arcade-y gameplay, it has injected plenty of madcap fun back into the series. There’s a big head mode, 8-bit and cel-shaded screen filters, a zombie Triple H character, MyPlayer abilities that essentially amount to super powers, Wyatt Compound (wrestler Bray Wyatt’s creepy backwoods home) brawls, plus an insanely extensive creation suite that now allows for Minecraft-style block body types.

​
The creation tools, inclusive of even a video editor, provide everything you could possibly need to create your very own wrestling promotion from the ground up. It’s seriously bonkers and a boon for even the creatively barren, as shared Community Creations can be downloaded and enjoyed free of charge. You can already grab accurate renditions of just about any wrestling or pop culture figure, which makes it a bit of a bummer that you can’t use them for MyCareer, though that would admittedly break the context of the story and wider MyPlayer progression systems.

If you don’t have the means to download Community Creations for whatever reason, the 250+ roster (the series’ biggest yet) should keep you plenty busy anyway. It encompasses a vast majority of the current crop of male and female Superstars across all brands (RAW, SmackDown, NXT and 205 Live), as well as the best of the UK division and a slate of bygone Legends. There’s a character here for everyone, whether they’re a current fan, a lapsed fan, or a casual onlooker.

Having so many playable wrestlers means that character models vary wildly in terms of quality. The game looks middling for the most part, though can veer into striking or hideous territories at the drop of a hat, which is slightly disconcerting as an enhanced game being played on Xbox One X hardware. Presumably the extra horsepower is pumped into maintaining a steady technical performance, which it does, even in frenzied 8-person matches.

WWE 2K19 is easily the best offering since 2K replaced THQ at the helm back in 2014. Using this as an extensive blueprint, if 2K update the ageing game engine and fix a few distracting issues - like clipping, dodgy rope physics, HUD elements occasionally obscuring mini-game prompts, the aforementioned audio issues - they may well re-establish the franchise as the platinum-selling titan it once was.

Pros

  • Showcase is back
  • MyCareer & surrounding MyPlayer elements are vastly improved
  • Embraces the quirkier elements of WWE
  • Solid core gameplay, aided by the new Payback system
  • Incredible creation suite
  • Massive roster

Cons

  • Lack of checkpoints in Showcase mode can be frustrating
  • Spotty audiovisual presentation
  • Early MyCareer balancing feels designed to push the KickStart DLC

8/10
0 Comments

TT Isle of Man: Ride on the Edge | Xbox One | Review

21/3/2018

 
TT Isle of Man: Ride on the Edge Xbox One review - Pass the Controller

The Isle of Man TT. Even those with only a passing interest in the world of motorsport will most likely have heard of this iconic event. Now, thanks to the arrival of TT Isle of Man: Ride on the Edge, fans can (safely) get closer than ever to the infamously dangerous race.

Picture

by Liam
​Andrews

Picture

​@liam_andrews5

Picture
Developer: ​Kylotonn
​​Publisher: Bigben Interactive
Platforms:
Xbox One, PS4, PC
​Players: 
​1 - 8

For those completely unfamiliar, the Isle of Man TT is an annual event in which riders descend upon the small eponymous island, located in the Irish Sea, to take on the Snaefell Mountain Course. Unlike your standard race track, this course includes regular everyday roads and locations - having been closed, of course - with riders hurtling through narrow high streets and country lanes at incredible speeds, as even the smallest mistake could prove fatal.

​It’s that thrill (or arguably, madness) which Kylotonn have tried to replicate in Ride on the Edge, with mixed results. The developers have nailed the sense of speed, danger and authenticity, but clumsy AI, a few bugs and a lacklustre career mode hamper the overall experience. From a purely simulation point of view, however, Ride on the Edge achieves what it sets out to do - providing players with a perfect replica of the full Snaefell Mountain Course and its landmarks, from Creg-ny-Baa and The Hawthorn to Parliament Square.

The names of these locations pop up as you pass them, helping you to memorise the course whilst racing through it at breakneck speeds. It’s quite a lengthy track, after all - 37.73 miles to be precise - which, even in videogame form, is no small undertaking. If, like us, you’re no Valentino Rossi when it comes to racing, then you’re looking at around 25 – 30 minutes per lap (not including stopping to refuel) with a total commitment of nearly 2 hours to complete the four laps that comprise the TT Trophy.

Despite the ability (at least in single-player mode) to pause at any moment and take a break, completing just one or two laps in a single sitting is a significant challenge due to the level of concentration required; take your eyes off the yellow chevrons showing you how, and at what speed, to best approach a corner and you’ll likely end up barrelling headfirst into a someone’s front garden.
The developers have nailed the sense of speed, danger and authenticity.
Fortunately, the game gives you the option to slice up the large course and enjoy it piecemeal, letting you practice specific sections or simply replay a favourite part at your leisure. If you fancy a break from it altogether, there are also nine fictional tracks much more suited to shorter play sessions.

​It’s these courses, along with the individual Snaefell sections, that make up the early parts of the no-frills career mode, where your goal is to win fame, money and, eventually, the Tourist Trophy (that’s four laps of the full track). This is something easier said than done, as winning races in Ride on the Edge is hard, even on the easiest difficulty settings - crank up the realism and simply pulling away in first gear becomes a challenge.

Without wins, there’s little chance of earning enough cash to buy faster bikes and, therefore, progressing to later tournaments. It’s also frustrating to see what wealth you do have frittered away as monthly bills pile up, though the real problem with career mode lies in the aforementioned clumsy AI that comprises your competition.
These infallible racers stick to the yellow chevrons like glue and streak along with little regard for your safety or ambitions, often sneaking up from behind and running you off the road while you’re just focussed on finishing a perfect lap. It’s a problem that effectively renders mass start races - which make up a large percentage of the tournaments on offer - obsolete, along with a big chunk of potential winnings.

Multiplayer doesn’t fare much better, with the game’s small player base limiting the race options available to those who do choose to venture online.

Unless you’re really into time trials and leaderboards, most will find there’s not much to keep them coming back for more once TT Isle of Man: Ride on the Edge’s initial thrills have worn off, meaning this is one best suited for hardcore enthusiasts only.

Pros
​
  • Exhilarating sense of speed
  • Authentic recreation of the iconic Snaefell Mountain Course
  • Plenty of bikes to choose from
  • Watching races back in replay mode is surprisingly fun

​Cons

  • Difficult to find fully populated online matches
  • Fairly basic career mode
  • Heedless AI can spoil a race

6/10​
1 Comment

Ashes Cricket | PS4 | Review

5/12/2017

 
Picture

There’s no doubt about it: the Ashes is the biggest spectacle in the world of leather-on-willow, yes-we-have-a-break-for-tea, professional cricket. Step forward Don Bradman Cricket dev Big Ant Studios (they’re Aussies - we’ll try not to hold that against them…), for their first foray into the light of a - at least partially - licensed sports game, with the creatively titled Ashes Cricket.

Picture

​by Rob
​Holt

Picture

@acousticmagic

Picture
Developer: Big Ant Studios
Publisher: Koch Media
Platforms: PS4, Xbox One, PC
Players: 1 - 4
Big Ant only released Don Bradman Cricket 17 - the disappointing follow-up to their initial effort with DBC14 - eleven months ago, so it’d be sensible to presume that they haven’t spent the time required in the nets to drastically alter proceedings. Being sensible never did anyone any good, mind, so it’s with huge bat-raising joy we can tell ye: Ashes ranks as one of the finest cricket games ever made.

The improvements burst forward from the outset, with massively upgraded presentation greeting you, alongside the first look at the photo-realistic player models (for both the men's and women's squads). The simple, clean tiles and improved music present the usual Big Ant array of options (career, tour, single match, online, academy creator) alongside the showstopping Ashes mode.

Those of you who did pick up DBC17 will see noticeable improvements once the first match loads. Everything looks more authentic, from the beautifully rendered officially licensed Ashes stadiums (The Gabba, Adelaide Oval, MCG, SCG and WACA), to the length of the grass, to the state of the pitch. ​

​Leading from the front are the those photo-realistic player faces, on which every bit of designer stubble - for the men! - or pore is intact. They’ve even managed to patch in the more left-field team selections (Tim Paine, James Vince et al), too, resulting in truly credible visuals for such a modest budget. Big cricket fans will also notice that certain players have had their batting stances perfectly mimicked, too - look out for Steve Smith’s crabby posture as you run in to blow his head off!
In a bid to reach a wider audience, Big Ant has implemented two separate control systems; Classic (from DBC) uses the analogue sticks to control foot movement and bat, then line and length when bowling, whilst Standard primarily utilises button presses, with the left stick used to aim in a more arcadey set-up.

The latter is great for an introduction, but you’ll find batting becomes ridiculously easy (Big Ant’s cricket games are usually hardcore in their difficulty) with balls often sailing over the fence. We scored at at least 10 runs per over in every test match we played using standard batting controls, with a lowest team total of 369 all out, and that was on the hardest difficulty setting... Comparatively, getting the same total on DBC17 on easy difficulty took a lot of patience and luck.
What fun it is to have your whole team scream "OWZAT?" at the press of a button.
When it comes to bowling, the simple button press set-up of the Standard control method certainly helps with accuracy, so we'd suggest giving it an extended go before switching to the analogue stick-led Classic controls.

The final - and perhaps most welcome - addition to this edition of virtual cricket is the excellent use of motion capture. DBC17 had some hideous animations for certain strokes (cut shot, we’re looking at you), and every bowler delivered the ball in the exact same way. Well, this is no longer the case, as Big Ant has enlisted the help of Australian stars like Glenn Maxwell, to ensure that batting is more fluid and picturesque, and bowling is more convincing.
There are welcome returns too with the lovely catching mechanic - a sort of QTE event where you match a reticule up with the moving ball to complete the catch - user-controlled appealing (what fun it is to have your whole team scream “OWZAT?” at the press of a button…), robust academy creation suite (players, teams, logos, stadia), and the career mode time-sink. The latter is especially splendid, as you take your player from club cricket all the way to Ashes glory, giving the game massive longevity.

Unfortunately though, it’s not all good news for Big Ant. Bugs and glitches are a bit of a  problem here; fielders warp randomly into place, pitch cracks vanish sporadically, catches are taken with one hand whilst the player looks in a different direction, and perhaps worse - and we’ve had this happen three times already - you’ll get someone out only to find that they are still batting next ball, seemingly oblivious to what previously occurred! It’s here where Big Ant really fall down, but knowing their history for swift patches, we imagine this’ll be put straight soon.

To add further fuel to the disappointment fire, however, we must mention the commentary. The audio in general is much, much better this time around - the ball hitting the wicket keeper’s gloves is particularly meaty and satisfying, as is the inclusion of the Barmy Army's chants - but even Michael Slater’s presence can’t save the commentary. Phrases are regularly behind the action, or are off the mark entirely. It’s amusing, but it lets the on-screen action down.
So, as we reach stumps on the final day, we find ourselves largely impressed with this latest cricket offering from Big Ant. Online matches might be hard to find, and sure, we would’ve adored a classic Ashes scenario mode - imagine Edgbaston 2005, or Headingly 1981, or Adelaide 2006, etc. - but the core experience is excellent. For a sport starved of quality video games, Ashes Cricket stands with urn raised, celebrating victory. Take our word for it, chums: this is a must-have for lovers of the gentleman’s game.

Pros

  • Fully licensed Ashes squads & stadiums
  • Academy creation suite is excellent
  • Improved visuals & audio
  • Career mode is as brilliant as ever
  • Control options for the purist & slogger
  • The game DBC17 should have been

Cons

  • Commentary is naff, in spite of Michael Slater’s presence
  • We would’ve loved a classic Ashes mode
  • Bugs & glitches
  • Hard to find an online match

8/10
0 Comments

Rugby 18 | Xbox One | Review

29/10/2017

 
Picture

The tough-old-bugger’s game of Rugger Union has never really received the video game it deserves. With that in mind, Bigben Interactive (Rugby 15, Rugby World Cup 15) step forward for their latest attempt at righting that wrong, with the outrageously titled Rugby 18.

Picture

​by Rob Holt

Picture

​@acousticmagic

Picture
Developer: Eko Software
Publisher: Bigben Interactive
Platforms: Xbox One, PS4, PC
Players: ​1 - 4
We’re going to be honest with you from the kick-off, chums: Rugby 18 is as poor as a routine handling error, or a Chris-Ashton-showboating-try gone wrong.

Rolling the ball into the scrum, we start with the disheartening gameplay. Kick-offs are simple enough, with a regulation button press (one for a punt, another for a shorter loopy kick) combined with the left stick for aiming working well. Kicking during open-play is a little more fraught with danger though, as the behind the lines, Madden-style camera angle struggles to show the depth and direction of your kicking arc. Goal kicking and conversions fair better, with a simple dab of the right stick controlling direction, bend and distance. Hold on to your scrum-hat, for this is the high-point of the game.

Open-play shows glimmers of potential, before being swiftly destroyed by high-tackle-esque coding blunders. The offensive controls are simply enough, with the bumpers corresponding directly to the direction of your pass. You’ll find that sprinting with the right trigger, and performing handoffs and spins with the right stick also help in your quest for a try. This part of the game usually works without too many glitches, but it starts to suffer as soon as you get tackled.

Whether in defence or attack, every tackle results in a ruck, and it’s here that the problems really start to show themselves. You’ll need to call extra men in to help you maintain possession, or to turn the ball over, but they move so damn slowly you’ll start to lose your mind. The AI players also waltz or hang around in offside positions too, but penalties are never called. It’s bizarre, assuring one thing beyond doubt: you’ll never play more than a couple of matches in a session.

Like the rucking, the other finer points of Rugby Union suffer too. Line-outs offer simple enough set-ups - 7 man, 5 man, etc. - but never feel fun, interesting or engaging. ​
Picture
Scrums droop from a complete lack of antagonistic weight, too. The bind, set, engage motions are performed with the sticks or triggers, and then it’s up to you to line up a reticule with a side-to-side shifting semi-circle to drive your players forward. In principle this system could work, but it sorely lacks the guts required of the sport’s true test of strength.

Mauls can feel great when you push towards the line and touchdown for a try, but just like the scrummages, you never truly get the impression that you’re in a battle. The lack of feedback in the controller across all of the aforementioned is a truly odd omission too, especially when you consider how combative a sport rugby is.

Tackling is perhaps the worst offender of them all though, with players often launching themselves in the opposite direction of the action, resulting in you losing ground, or conceding a try easily. The game also seems to decide on a whim when to activate a high tackle or mistake; it never really felt like our bad timing or placement was the reason behind it. A button especially mapped to serve as the “aggression” tackle could have helped to balance these injustices, and probably would’ve pushed the fun meter up, too.
Special mention must go to the wonderfully jumbled, constantly-behind-the-action commentary from Nick Mullins and Ben Kay.
It won’t come as any surprise to hear that the visuals and audio on offer grade from average down to abysmal, either. Menus are serviceably basic, but the in-game player models and pitch look absolutely ancient when stacked alongside the recently released Rugby League Live 4, not to mention the Madden’s and FIFA’s of this world. The visuals take an especially large dip in the jumpy, jittery, cauliflower-ear-ugly replays, too.

Special mention must go to the wonderfully jumbled, constantly-behind-the-action commentary from Nick Mullins and Ben Kay. It’s one thing for every other sentence to be fused with differing amounts of expression and enthusiasm, but Rugby 18 manages to take aural-description to new levels, with each word sounding as if it was recorded in different parts of the world, with swiftly swaying adjustments to phrasing. It is unabashedly heinous, but by jove is it hilarious to drink in.
Picture
Modes are on the stingy side as well, sadly. There’s quick match in local and online flavours, league mode - potentially fun once you put the gameplay atrocities to one side - career and my squad. The latter two are Rugby 18’s attempt to do an EA Sports; you’re tasked with building a team from scratch, with the former providing some depth as you climb the divisions, and the latter providing none as you are limited to just quick matches, with no divisional structure or merriment.

So, as the hooter sounds for the end of the match, we can’t help but feel dejected. There are some reasonable crumbs hiding amongst the rubbish, with many licensed club and international teams, a weekly challenge mode, an excellent quiz mini-game in the loading screens, and reasonably girthy league and career modes, but the frequently dross gameplay takes hold early on, snuffing out enjoyment any time you catch a faint whiff of it. With that in mind, folks, take our word for it: punt Rugby 18 into touch.

Pros

  • Controls are easy to learn
  • Fully licensed Premiership, French Leagues, PRO 14 and International teams
  • Quiz questions in the loading screens
  • Weekly challenge mode
  • League and career modes provide longevity...

Cons

  • … If you can ignore the numerous glitches and gameplay problems
  • Terrible, disjointed commentary
  • Visuals are rough, especially in the jittery replays
  • Bare-bones online options
  • The finer points of Union are poorly translated

3/10
0 Comments

PES 2018 | Xbox One | Review

5/10/2017

 
Picture

It’s that time of the year again, chums, as the smell of fresh-cut grass, drink-driving scandals, early managerial sackings, and fair-day's-work-for-a-fair-day’s-pay all combine to create the lopsided world of professional football. The new season brings with it the age old autumnal conundrum: FIFA or PES? We’ve gone in two-footed to bring you back a real piece of Pro Evolution Soccer 2018 to help answer that trickiest of questions.

Picture

​by Rob Holt

Picture

​@acousticmagic

Picture
Developer: Konami
Publisher: Konami
Platforms: Xbox One, PS4, PC
Players: 1 - 8
So, like a young, pre-Hollywood Vinnie Jones, we’re smashing straight into the weaker areas of the game first.

Let’s talk the eternal licensing problems: we’ve got absolutely no issue with sports developers making games without licenses for all the leagues, kits, players, etc. but we do expect them to try and cover that with creativity. Konami could easily follow Don Bradman Cricket 17 dev Big Ant’s lead, creating an option on the home menu to download the latest community created kits, badges and whatnot - but they haven’t.

Because of that sloppiness at the back, we’re left with the usual raft of terribly named teams and stadiums (Hampshire Red for my beloved Southampton could easily have been St Mary’s or something snappier), but the real shocker for us is the continual lack of effort to make any of the kits, club logos and the like look professional in any way, shape or form(ation). For example, the mighty Saints’ kit is a heinous orange in PES 2018, complete with no sponsorship or funky modern designs - in our predominantly visual world, this is a Crystal Palace-esque start to the season.

​There are more returning offenders too; the antique dialogue boxes that pop up every time you enter a new menu look disparate in comparison to the cleaner, more modern menus, and the commentary is just so bad it’s shocking. Not only are Jim Beglin and Peter Drury lacking in many new sound bites - we’ve been hearing the same cliches and fluff for years now - but they’re also frequently behind the on-screen action. It’s embarrassing, honestly, so take our word for it and hit the mute button.

Stuart “Psycho” Pierce ranting and raving over, let’s talk about the actual gameplay. PES has always been the slower, more realistic, total football simulation to FIFA’s arcadey shenanigans, and this year’s edition does nothing to change that. 
Picture
From our first moments on the pitch, the sumptuous weight and control of the passing system wooed. Simple, slower balls across the back feel grand, one-twos speed play up beautifully, and crosses whizz off the boot of fair wingers and fullbacks. Holding down the left trigger also engages the full manual passing option, where every completed through-ball will fill you with sheer bliss.

You can add the glorious shooting to the celebratory pile-up, too. Just like the passing, the length of your button press provides control or power to your shot perfectly. Long range drives are Phillipe Coutinho levels of wonderful, side-footed strikes into the corners provide maximum satisfaction, and cheeky glanced headers raise a smile every time they hit the back of the old onion bag. Honestly, FIFA doesn’t even make the Europa League places in passing and shooting compared to PES’ title-winning efforts.

​
Defending is a slightly different matter, mind, as the simplistic pressing system prevents the more aggressive defensive tactics that we like to employ during our FIFA sessions here at PTC towers. Holding the pressing button down often leads to attackers easily waltzing around our midfielders and defenders, which proves frustrating. It’ll come as no surprise then that we prefer FIFA’s turn-and-face, show him down the touchlines defensive configuration.

​As a result the gameplay is flawed, though still mainly great, but what about the breadth of options on offer? Those that have played any of the last few iterations of the game will be pleased to see familiar favourites like Become a Legend (take one player from amateur to super stardom), Myclub (
PES’ attempt at FIFA’s all-conquering Ultimate Team mode) and online divisions return. Legendary single-player campaign, Master League, is still an enjoyable timesink, even if the AI are easier to beat than that of EA Sports’ game (we’ve found 4-4-2 and lots of crosses into the box wins most games). It all comes together to provide a varied and sumptuous banquet of gameplay, easily supplying you with your money’s worth.
Picture
This year’s instalment looks pretty good to boot, with mostly accurate facial models for the biggest stars moving splendidly across the pitch. Goalkeeping animations have notably improved too, which importantly also boosts the actual quality of the stoppers.
If Konami pull their finger out and sort the presentation of menus, kits and logos, tighten up at the back, and fix that rancid commentary, we can see PES 2019 mounting a real title challenge. 
Perhaps the real winner here though is the lighting, where gameplay is put well before realism. We can’t tell you how many times we’ve struggled to pick up the ball because of stadium shadows, weather, or clashing kits in FIFA, as EA strive for Sky Sports-like presentation, but, thankfully, that never happens here. Whether you play during the day or under lights at night, you’ll see every bit of action clearly in PES 2018.
Picture
As the stoppage time boards go up, we find ourselves focusing on the positives from PES 2018’s performance. If Konami pull their finger out and sort out the presentation of menus, kits and logos, tighten up at the back, and fix that rancid commentary, we can see PES 2019 mounting a real title challenge. This year though, they’ll just have to settle for a Champions League place.

Pros

  • Fantastic, Barcelona-esque passing and control
  • Thrilling, Matt-Le-Tissier-in-his-prime shooting
  • Huge amount of options as always
  • Animations are more natural this year, especially with the improved keepers
  • Pitch lighting puts gameplay first

Cons

  • Konami haven’t bothered to work a way around licensing issues - again!
  • Truly awful commentary
  • Not much strategy required to beat the AI, even on higher settings
  • Defending lacks FIFA’s level of control
  • Antique dialogue boxes look hideous

7/10
1 Comment

NBA Playgrounds | Xbox One

23/5/2017

 
Picture

​Channelling the ghosts of the past, NBA Playgrounds aims to play a game of charged-up arcade B-ball, but, like Dennis Rodman’s hair, it has some great moments, though falls short of reaching the play-offs.

Picture


by ​Rob
​Holt

Picture

​@acousticmagic

Picture
Developer: Mad Dog
Publisher: Saber Interactive
Platforms: Xbox One, PS4, Nintendo Switch, PC
​Players: 1 - 4
From the offset it’s obvious that Playgrounds endeavours to go toe-to-toe with the 2-on-2 basketball games that were popular in the 90s, such as genre classic NBA Jam and the not quite as well know - but adored in my household - Barkley Shut Up & Jam. The game’s over-the-top dunks, power-ups, card collecting and corking hip-hop soundtrack can be interpreted as pros or cons, depending on your love of nostalgia.
 
A straightforward control scheme contributes to Playgrounds’ ode to the old, with pass, shoot, jump and sprint mapped to single buttons and comprising most of your toolset. Interacting with these in different ways, like holding shoot to throw farther and combining sprint and shoot to perform an outrageous dunk, add some depth, alongside the ability to call for the staple alley-oop and to throw the opposition a dirty elbow. The latter is another nod from developers Mad Dog, and something we’ve thoroughly enjoyed utilising!

​The game has a simple selection of modes to complement its arcade stylings: Exhibition and online play offer places to hone your skills, but Tournament is the real meat on the bone. You’ll play through four matches in each competition to unlock new playgrounds (Seattle’s rainy rooftop and Paris’ evening court are our favourites), new tournaments and new gold card packs. Those packs unlock legendary players from the sport to play as, like Magic Johnson and LeBron James, but, sadly, Rodman and his obnoxious hair are missing.

The tournaments are good fun in the beginning, though start to become a bit of a grind towards the end, especially when played for longer bouts. The matches can often feel woefully unfair, as you miss shots for no apparent reason, whilst the AI drains perfect jump shots from deep, adding four points to their total under
Playgrounds’ interesting scoring system (bonus points for perfect release, first score of the game, etc.). Add to this the treacle-slow inbounds (re-starts after each basket) and the ease at which the AI gets lottery picks (random power-ups such as the score x2 multiplier, endless stamina, etc.) and frustration is never too far away.  

Picture
Get some friends over, however, and you’ve got yourself a cracker of a party game. Elbowing a friend to the floor as they look certain to score a dunk is glorious, as is activating the score x2 multiplier when you're not on the receiving end. It’s a shame that the single player elements of the game don’t carry the same wonder, but not surprising considering the market that Playgrounds is pitched to. Online multiplayer is almost equally as fun, provided you can find an opponent who doesn’t rage quit, but it lacks the divisional tiers that make the likes of FIFA or NBA2K such enjoyable time sinks.
Get some friends over, however, and you’ve got yourself a cracker of a party game - elbowing a friend to the floor as they look certain to score a dunk is glorious...
Playgrounds’ visual presentation is a definite highlight, with both the players and the playgrounds themselves really shining. The chunky, cartoony character models exaggerate the features of each player, as well as gifting them comically bulging muscles to provide some real laughs. Courts add to the fun factor by playing on recognisable stereotypes, from Shanghai’s cherry blossom trees, to New York’s graffiti, to Westminster with the London Eye.

Shooting from deep, the game also scores on the audio front. A cracking hip-hop theme tune plays in between games, with a vocoder-infused voice blasting lines about being “a high flyer” against a backdrop of rhymes like “alley-oop to the hoop”. The fun doesn’t stop there though, as each venue has its own theme tune, again riffing on the stereotypes of that country - Paris has accordion in its tune, par exemple.

Picture
NBA Jam had classic commentary phrases as legendary as its gameplay, and Playgrounds aims for the same territory here. Jam’s very own Ian Eagle is present, along with co-commentator E.J. Johnson, creating a mostly hilarious pairing. Lay-ups are met with comments about finger rolls, jelly rolls and butter rolls, and they also take great pleasure in breaking the fourth wall with nuggets concerning your ability with the controller, which usually bring about a chuckle.
​While initially entertaining, the verbal bashings get old rather quickly, mind; we’ve lost count of the number of times Mr Eagle has ended a game harping on about his own skills on the hardwood. Playgrounds is proof that new isn’t always better than old, with nothing coming close to the genius, childhood-defining delivery of “BOOMSHAKALAKA”.

So, as the shot clock ticks down and the game nears its close, it’s obvious that, although Playgrounds can be fun, it certainly isn’t the new NBA Jam. If you’re a huge fan of NBA Street et al then you’ll get your £15.99’s worth, but for everyone else, the ball will hit the rim and bounce back out.
 
Pros
 
  • Chunky, humorous character models
  • Solid local multiplayer fun
  • Pick up and play controls
  • Great soundtrack
  • Commentary can be hilariously good...
 
Cons
 
  • … But also hilariously bad
  • Timing of shots is hard to gauge
  • Poor AI
  • Online multiplayer lacks depth
  • Lacks originality
 
Score 6/10


Saber Interactive were good enough to provide us with a copy of the game for review.
0 Comments
<<Previous


    READ MORE

    News
    Features
    Videos

    Comment Here

    Categories

    All
    Action Adventure
    Adventure
    Air Combat
    Arcade
    Family
    Fantasy
    Fighter
    Hardware
    Horror
    Indie
    Management Sim
    Multiplayer
    Narrative
    Open World
    Party
    Platformer
    Puzzler
    Racing
    Roguelike
    Roguelite
    Role Playing
    RPG
    Shmup
    Shooter
    Sim
    SoulsLike
    Sports
    Stealth
    Strategy
    Survival
    Virtual Reality


    Archives

    February 2025
    December 2023
    November 2023
    September 2023
    July 2023
    June 2023
    April 2023
    March 2023
    February 2023
    November 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    April 2022
    March 2022
    December 2021
    November 2021
    October 2021
    June 2021
    May 2021
    December 2020
    November 2020
    October 2020
    July 2020
    April 2020
    March 2020
    January 2020
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2018
    August 2018
    July 2018
    June 2018
    May 2018
    April 2018
    March 2018
    February 2018
    January 2018
    December 2017
    November 2017
    October 2017
    September 2017
    August 2017
    July 2017
    June 2017
    May 2017
    April 2017
    March 2017
    February 2017
    January 2017
    December 2016
    November 2016
    October 2016
    September 2016
    August 2016
    July 2016
    June 2016
    May 2016
    April 2016
    March 2016
    February 2016
    January 2016
    December 2015


    RSS Feed

Pass the Controller

News
Reviews
Features
​
Videos
Community
About

What is PTC

About Us
​Meet the Team
​
Contact Us
Find our reviews on:
  • OpenCritic
  • vrgamecritic
© COPYRIGHT 2014-2022 PTC / JMP.
​ALL RIGHTS RESERVED.