Tag Archives: Sony

Review: Prey (2017)

Prey_ps4_frontcover-04_1465777150The latest offering from Arkane Studios brings us yet another spiritual successor to System Shock and Bioshock, this time falling under the previously established brand of Prey, for what seems to be no other reason than for Bethesda to renew the rights to a series that was never all that popular to begin with. Despite the fact that it has absolutely nothing to do with the previous Prey though, it manages to more than live up to the reputation of the name (I guess? I liked the old Prey, but I was always under the impression that it wasn’t actually very well received at all), and I would even say that it surpasses its predecessor in many ways.

They are certainly two very different games. Where the original more closely resembled a 90’s FPS, with a heavy reliance on over-the-top action and very graphic violence (not that there’s anything wrong with that!), the new model moves at a much slower pace, often feeling more like an RPG with a dash of survival horror than a standard shooter.

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Neuromods are the new Adam

Where the plot of the original was literally just “Aliens just abducted you and your girlfriend. Go kill them all now.”, the new version has you playing the role of an amnesiac scientist who has to search for answers regarding their identity and their role in a complex conspiracy involving strange psychological and genetic experimentation and mysterious bunch of creatures, the Typhon, that just so happen to be invading the space station you’re stranded on right now.

Neuromods are what tie all these things together, as they are the highly sought after self-enhancement items that the conspiracy and experiments seem to revolve around, as well as having some kind of mysterious connection to the Typhon. On one hand, their use may have been responsible for your memory loss, but on the other hand, they serve as skill points in the game and well…your memory’s already gone anyway and you need more powers right?

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How am I supposed to kill all these strange new lifeforms without more brain powers?

As is usually the case with an Arkane game, freedom of choice and having a ton of options is a big part of it all. To get the answers you’re looking for you’ll have to explore the Talos I station, which is a pretty huge place that’s packed full of multiple routes and secrets areas for you to find in various ways, depending on how you decide to approach things. Many areas will be closed off in different ways that may require you to obtain a passcode or have a high hacking ability, find a way around/through a hazard or have a high enough mechanical skill to repair the cause of the problem, find a weapon that can destroy some pesky crates blocking your way or have a high enough strength level that you can just pick them up and throw them aside, and etc.

Naturally, this means you’re going to have to make some choices about your character’s build too. Do you want to be a hacking scientist with special surgical skills or a mechanically inclined engineer with repair and weapon modification skills or a security specialist that focuses on pure brute force? You can even try your hand at stealth if you want, though being a stealth specialist who backstabs everyone using a wrench may feel a bit silly.

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In space, no one can hear you inject chemicals into your brain through your eye so that you can swing a wrench harder.

In time, you’ll also gain access to a scanning device that lets you scan all the various types of Typhon and start implanting their abilities into yourself. This brings up one of the most important (of many) moral choices you’ll find yourself faced with, do you or do you not want to start injecting large doses of completely unknown alien material into your brain to gain more power? You are warned that doing so enough times will start changing your body so much that the station’s security systems will no longer recognize you as human and the defenses will start targeting you and that other, even more serious consequences may arise down the line, but oh man THE POWER!

Let me tell you, the psi-powers are incredibly helpful and fun. There are so many different kinds that even with my approach of overly-thorough exploration and item hoarding, I only tried out maybe 1/3 of the various powers available, but that 1/3 gave me a massive power boost that changed my approach from sneaking around and stunning guys with a wrench just to get the jump on them so they didn’t kill me in 5 seconds to pretty much just annihilating everyone. They range from various overtly destructive powers, to more subtle abilities the likes of mind control/possession/summoning, to copying the weird mimicry powers of the smaller enemies.

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Zippin’ around in zero-g

I wish I could tell you more about the plot too, but it’s pretty difficult to get into without spoiling any of the many surprises the game has in store. I will only say that it’s a surprisingly deep and complex story that contains many thought-provoking moral conflicts and some impressive and unpredictable twists. I would advise doing a lot of exploration if you want to fully uncover all the gory details of everything that’s going on, but it’s not strictly necessary.

I will also say that while there was room left for sequels, this is still a single complete story that can stand fully on it’s own without leaving you hanging anywhere, which is good because judging from the sales, I seriously doubt that we’ll ever be seeing any sequels. It’s a shame, because despite the issues surrounding this game’s confused identity, it’s really an incredibly solid sci-fi action-adventure with a fascinatingly memorable plot that will surely prove to be very satisfying to fans of System Shock and/or Bioshock. 

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Review: Sundered

sunderedAfter I tried out Jotun on Sir Merriweather‘s recommendation, I knew I had to get this game too. Sundered, the latest entry from Thunder Lotus Games, promised to be a fast-paced, extra-challenging Metroidvania with some amazing looking hand drawn animation and environments, all set in a bizarre world that seems to be the product of dumping sci-fi, fantasy, and Lovecraftian horror into a blender, and I think it delivered quite well on that promise.

What really sets Sundered apart from other Metroidvanias, I mean aside from the amazing visual design, is the difficulty. Combat is pretty difficult early on, there are a good deal of nasty traps and hazards lying around, and health potions are extremely limited. You can only survive by gathering enough shards to increase your stats and become tough enough to survive the increasingly difficult enemies in your way. It may sound a little bit like a Dark Souls type of game, and sometimes it does kind of feel that way, but it differs from that formula in a few significant ways.

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Not very friendly looking, but this is actually a beneficial ability shrine

There’s good news and bad news about the shards (not souls!). The good news is that you never drop or lose the ones you’ve collected in any way. You always keep everything you earned, so dying doesn’t feel quite as painful as a Souls game. The bad news is that there are no checkpoints, save rooms, bonfires, etc, of any kind. Each time you die you’re sent back to the starting room, which is also where you can spend your shards, and you’ll have to run all the way back to where you were, with the only help being any shortcuts you may have unlocked along the way. Oh, and did I mention that the environments partially randomize every time you die, so that a good chunk of the rooms you visit are never the same? Well, now you know.

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NOW WE KNOW!

The combat is very different from your standard Metroidvania or Souls game too. There’s no time for taking it slow and cautious here. Enemies come at you at completely random times and in massive, aggressive waves, leaving you no time to think. You’ll need to act quickly, staying in constant motion to avoid the many incoming attacks and to make your way towards the higher priority targets, which are usually some kind of deadly long range types like laser snipers or wizards. I won’t lie to you, it is extremely difficult at first, especially when you get to the first major boss, who absolutely is going to slaughter you many times. You’re going to die a lot for a while and it will probably become a bit frustrating.

However, if you can make it through the first 1/3 of the game, you will have pretty much climbed to the top of the learning curve and once you’ve finally gotten into the rhythm of things and begun to pick up some of the more advanced abilities, you finally start feeling more powerful and confident, and you will likely find it all becoming easier and easier from there on. Don’t get me wrong though, you’re still going to have to work for that win, with all the furious finger power you can muster.

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You’re already dead

Another feature worth mentioning is the ability upgrade system. Throughout your journey you’ll find these elder shards which you can either bring to an ability shrine to corrupt an active ability, which gives you a fancy upgraded ability, or you can bring them to the furnace and destroy them, which will give you a large reward of regular shards and unlock a small new branch on your skill tree that contains some extra stat increases and a single new passive ability that can be unlocked.

Not only does this offer some interesting options in terms of character ability and playstyle, but this choice will also end up changing not only your ending, but which of three final bosses you’ll face too (one for going all corrupt, one for going all resist, and one for a mix of the two). This is a pretty good incentive to replay it again someday and in new and different ways as well.

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Sorry for the lack of action shots. It’s hard to take a screenshot when 20 guys are biting your face.

Now, there are some performance issues going on here, though there has already a patch that seemed to help with them a bit. The game has pretty long load times and you may experience the occasional stutter or even a few crashes. This is unfortunate, but ultimately it doesn’t change the fact that this is an extremely fun and well-produced game.

The only thing that would potentially stop anyone from enjoying this game is that nasty difficulty level. This is something that’s going to turn a lot of people off and probably prevent it from being any kind of mainstream blockbuster, but…if you’re someone that’s up for a challenge, this is absolutely one worth seeking out and conquering.

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Review: Final Fantasy XV

81WyEyShisL._AC_SL1500_The previews and the demo for the long-awaited Final Fantasy XV made it one of the most anticipated Final Fantasy releases in quite some time (even if I didn’t actually get around to finally playing it until eight months after it came out), but could it possibly live up to all the hype that seemed to promise a return to greatness for the series? Unfortunately, there’s no simple answer to that question. This is one of those divisive games that you’ll either love or hate depending on what you want from your games, so I’ll just tell you what I took from it and maybe it’ll help you figure out which side of that fence you think you’re going to fall on.

So let’s start with the bad news. The bad news is that the story and the story-based missions, with a few rare exceptions, are pretty uneven and undercooked. You should know that something’s wrong right off the bat when the game starts by telling you that your father, the king, was killed and your country was overthrown by an evil empire, and conveys this information to you through a phone call and a newspaper. Oh, did you want to know exactly how this took place, or who this evil empire is, or who this Cor fellow is, or what the deal with your fiancee Lunafreya is and how and why she has the vitally important magic ring you need, or why her brother is apparently the commander of the military for the evil empire and has it out for you, or what all this business with royal magic, the crystal, and the demons plaguing the planet are? Well, too bad. You should have watched the prologue movie, Kingsglaive (not included)!

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Just try not to think about the details while you’re out there stabbing horses and stuff.

Luckily I had heard about this movie and watched it beforehand, so I knew most of the answers to these questions (although apparently I missed the fact that there was also a free anime mini-series released online that I was supposed to have watched beforehand too), but I can only imagine how vague and thin the plot must seem to anyone who jumped in without that introductory info dump. The game continues on in this fashion for quite some time, with barely a trace of a story in sight, which even then only really continues the same notion that you just need to keep gaining more power so you can go back and beat up that pesky evil empire, who is really evil because…reasons. You’re eventually clued in to the motivations of the villain, but not until the game’s just about over, which is about the only time there starts to be any new plot movement again.

The story missions themselves are one of the weakest aspects of the game too, most of them feeling very basic and restrictive compared to your adventures in the open world. You may have heard stories of the dreaded Chapter 13, where you’re trapped in an area without your standard weapons and your team, and end up running down dark, empty corridors and dealing with unpleasant forced stealth sections for so, so much longer than is at all necessary. Supposedly this section has undergone massive patching since release after so many fans complained about it, and even now it’s still the worst part of the game by far.

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The few story missions that had big boss fights against summons were nice though.

The characters are as hollow as the plot too. While your team isn’t outright unpleasant, and is certainly more likable than some previous Final Fantasy characters (Tidussssssssss!), they aren’t much more than flimsy anime stereotypes. There’s the semi-brooding leader, the strong one, the brainy one, and the dumb, kind of annoying one. There really isn’t much in the way of character development beyond that for anyone until the very end.

The many side quests throughout the game are also almost entirely lacking any kind of story to them. They are as basic as can be, and it was clear that no effort whatsoever was put into giving any of them any real purpose, other than to continue to help boost your power and wallet. It’s just a bunch of “Go here, kill this”, “Go here, pick this up”, and then “Ok, now do that thing ten more times until this quest chain arbitrarily ends”.

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“Smokers are jokers!”

So…at this point it probably sounds like I really hated this game, doesn’t it? Well, don’t be so hasty, I still have to tell you the good news! The good news is that the open world section, which makes up the majority of the game, is absolutely amazing. It’s one of the most beautiful looking game worlds you’ll ever see and is just bursting with a huge variety of exotic locations to explore. You will most likely forget all about that big red story mission marker on your map, because you’ll be too busy scouring the map for all the little towns full of new shops and side quests, and deciding whether or not you should try to fight all these strange new creatures you keep coming across, and finding new fishing spots and getting lost in a frenzy of surprisingly fun serial fishing, and clearing out one of the various dungeon areas, and so on and so on.

There’s just so much ground to cover, so many sights to see, and so much content filling it all that even the most thorough of explorers will probably still never see quite everything there is to see. Whether you’re walking, riding a chocobo, or driving your fancy multi-mode car around, there’s always something to do, even if you weren’t looking for something. It’s a truly impressive feat of both visual and world design, even by Square-Enix standards.

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Can you overcome the ultimate fishing challenge?

The combat system is also extremely fun, so much that I didn’t even mind the lazy design of the piles and piles of side quests, because I was just having so much damn fun slaughtering my way across the countryside (though I understand that this may not be enough for some people). From the point warping system, to the various limit break powers, to the huge variety of weapons and gear, to the surprisingly complex magic creation system, it just never got old to me. In fact, I got so wrapped up in things that I went through over half the game without even really exploring just how detailed the magic system was, finally realizing that I could have been creating much crazier spells if I’d been using all those catalyst items I’d been hoarding.

The day/night and sleep cycles help add even more variety to things too. Creatures that are extremely difficult for lower levels start coming out at night, so until you’re much more powerful, you’ll have to take care in how you go about your journeys and carefully plan when and where you’ll be sleeping. Resting not only entirely heals your party and moves the clock to morning time, but it’s also when your gathered experience will be added to your character so you can level up. This is where you’ll find you have to make some choices, as you can decide to head to a nearby campsite to sleep out in the wild, which is free and gives you the option of cooking special meals that’ll give you various buffs and bonuses the next day, or you can find a town with a hotel, which cost money, but give you a bonus experience gain multiplier that rises depending on how fancy the place you stay is.

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Or you can just wander around on top of random rock formations finding hidden treasures. Whatever.

The game is also nice enough to let you come back to the open world at almost any time, even when you’ve found yourself whisked off to a strange new country by a story mission, you still have the option of teleporting back to carry on with your open world business. You can also continue on after the main campaign is over too, if you want to wrap up anything you left unfinished or tackle some of the crazy post-game content.

There’s actually quite a lot to do even after you’ve beaten everything in the main story and done every single quest you could find during that time. There are the high level hunts, including the mountain-sized Adamantoise, who is hyped as the most difficult enemy in the game (but really just has the most health and takes the longest to kill), as well as another new quest chain that makes you face off against some really tough new bosses to win some fancy new weapons.

There’s also a series of eight “super-dungeons” that are locked away inside a bunch of the dungeons you visited during the main game, which you can only get into afterwards. Each one gets increasingly difficult, leading up to a rough 100-floor dungeon packed full of nasty Tonberrys and such, and an even nastier final dungeon with only 60 floors, but no usable items allowed.

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Hanging out with Leviathan

AND there’s also an extra super secret dungeon that you can only get to with some tricky flying, which has no enemies in it and is just an insane puzzle/platforming maze of doom that I never would have expected to see in a Final Fantasy game.

Point being, there is a hell of a lot to do in this game. I finally finished, having cleared out the majority of things to do (aside from the extra obsessive stuff like catching all 100 different types of fish, even though none of the fishing quests require it), at around 112 hours. I don’t think I’ve spent so much time on a Final Fantasy game, and had so much fun doing it, since the original PlayStation days. While the story issues will most likely keep Final Fantasy XV from replacing anyone’s pick for “favorite Final Fantasy game”, it’s still a step in the right direction and it gives me hope for the future of the series.

Before I go, let me drop a few closing tips regarding this fine game:

  • For you 4K people out there, be aware that you have to manually enable HDR (and possibly change the performance selector) in settings to get the full power of the crazy graphics.
  • Also, you can download A King’s Tale – Final Fantasy XV, a pretty fun little retro themed beat-em-up, for free on PS4 and Xbone
  • Finally, if you’ve already played FFXV, check out my spoiler-packed rant about the meaning of the controversial and unusual ending of the game HERE and let me know what you think!

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Review: Arizona Sunshine

5487A new VR game about killing zombies that uses the PlayStation Aim controller? How could this possibly go wrong? Well, let me tell you about my first experience with Arizona Sunshine. I started my journey, rifle in hand, walking towards the first zombies I saw with great anticipation for the moment that I would be introducing my bullets to their brains. I aimed, I fired, and I missed. Then I aimed, and fired, and missed again, and again, and again, and again. Alright, blind firing doesn’t work as well here as it does in Farpoint. I figured I better try switching to the sights. There were no fancy holographic sights or scopes here, just tiny little iron sights. I held the virtual rifle up to my virtual eye, lined up the sights, fired, and…missed again, and again, and again. Urrrrgh.

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This is my rifle, this is my gun, one is for killing, one is for shooting everything in sight except for the thing I’m trying to aim at.

One more extremely slow and careful try, making sure the two sights were lined up precisely with each other and at exactly the right angle to my target, and I FINALLY got that headshot. This was not a good start. I pressed on, hoping that this would improve somehow, that maybe when I got some new weapons they would be more efficient, but the only difference between the new guns I found seemed to be the firing rate, which made the accuracy even worse. You can probably imagine that once the game starts throwing large groups of zombies at you, you really don’t have time to be slowly taking manual aim at each one of them. All you can really do is wait until they’re dangerously close to you and try to fire blindly into their heads at close range, because that’s about the only chance you have of actually hitting them in the head on short notice, and being zombies, if you don’t hit them in the head they just keep coming at you. Oh, and you have limited ammo too. This just gets better and better though.

Just kidding, it gets way worse. After playing for 20-30 minutes, the calibration had slowly shifted so far off center that the game became unplayable. I had to quit the game and restart it, because it’s yet another VR game where the in-game re-centering option doesn’t actually work. Now, when you start Arizona Sunshine, you find yourself in a small room that acts as the menu screen, as a lot of VR games tend to do, except in this one you start on the other side of the room and have to walk over to a screen where you have to manually insert different cartridges to get to different selections like “start game”, “options”, and etc. This probably sounds pretty cool on paper, but isn’t a whole lot of fun when you start the game and find that you’ve spawned inside a couch, can’t move because you’re in smooth turn movement mode instead of teleport, and so can’t reach the options menu on the other side of the room that would allow you to change the settings so you could get out of the couch.

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AWESOME!

After a few minutes of virtual wriggling, I was able to glitch myself out of the couch, but at this point I was rapidly losing patience and interest with the game. I tried one more time. Something else I found rather annoying was the fact that pressing down on the left stick makes you do an instant 180 degree turn, and since you’re constantly using the left stick for moving forward, you will inevitably accidentally move it downward at times. This can be deadly if it happens during a fight, and you can’t change or disable this setting at all. Not good.

Anyway, I got to a part where I was told that I needed to find the keys to a certain car, so that I could search it for an important item I needed. I looked at the car and noticed that one of the windows was completely open and sighed. I went ahead and followed the convoluted path to find the car keys and continued on a little further anyway, but it wasn’t much longer before I just lost interest completely. I quit the game, removed my headset, and found that I had received a bonus motion sickness headache for my troubles on top of everything else.

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Because you can’t just go through the open window or use your gun to break one of them, that would be CRAZY!

Let me tell you, I was extremely disappointed by all of this. Where Farpoint had showed me how incredibly fun and well produced a VR first person shooter could be with the Aim controller, Arizona Sunshine had showed me the exact opposite. After having spent $35 on this game, I still wasn’t ready to give up on it even after all of this. I talked to a friend of mine who bought the game, but doesn’t have Aim or Move controllers, and so played it using a standard controller. He made it sound like alternate controls worked a lot better, which seemed to make sense to me, because this game was actually originally designed with motion controllers in mind, and the Aim compatibility was added on after-the-fact.

So I got all set up and started the game up with just a standard controller, wanting so much to be able to justify that $35 I spent on this game. Unfortunately, the aiming was every bit as bad as before. In fact, the controls were even worse this way because on top of the previously mentioned left stick problem, you’ll find that using a non-Aim controller also now makes it so that pressing the right stick up makes you teleport, even if you’re not on teleport movement mode. The right stick is also used for turning, so now if you press the wrong direction on either of the sticks that you’re constantly using both of, you’ll find yourself turned around or randomly teleported into a new position and direction. You cannot change either of these settings at all. What were they thinking?

In addition, if you change from an Aim to a standard or Move controller (or vice-versa) you have to start a new game from scratch, and…I even got stuck in that damn couch again too. Yep. I’m done with this game. What a waste.

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Review: Telltale’s The Walking Dead: A New Frontier

81ePIm1wiOLDisclaimer: zero spoilers ahead. If you’ve played and enjoyed the previous two seasons of Telltale’s The Walking Dead, then you’ll be happy to hear that A New Frontier hasn’t altered the successful formula at all. If you haven’t, then you’re also in luck, as this makes a great new jumping on point, with the focus being on a new set of characters and almost no references at all to the previous stories. Clementine from seasons 1 and 2 returns, but doesn’t really talk about the past at all. The downside of this being that this has rendered all your choices from the previous games almost completely irrelevant (though I would still highly recommend playing them both anyway).

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Zahhhhhhhmbies!

If you’re unfamiliar with the modern Telltale formula, these things are really more interactive movies than games, offering very little in the way of direct interaction, but making up for it with impressively high quality writing and pacing. Not everyone likes this lack of control in a game, but if a highly compelling story is enough for you, Telltale games sure have that part down to a science.

As is often the case in The Walking Dead, while the zombies are certainly still rolling around out there and causing trouble, the real threat always ends up being your fellow human beings and their nutty, irrational behavior. You’ll have to prompt new main character Javier “Javi” Garcia through a tangled web of zombies, raiders, post-apocalyptic politics, and awkward familial conflicts, by means of the standard Telltale timed choices and quick time events.

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Press square to win combat.

A New Frontier closely follows the sombre tone of its predecessors, bombarding you with tense choices and action scenes, and punching you right in the feels on a pretty regular basis. Unsurprisingly, this being a zombie apocalypse and all, many things go badly wrong and you’ll be subjected to a lot of highly emotional, and usually incredibly depressing, moments that you would have to be an absolute sociopath to not be affected by.

The only cons here are some performance issues (which are also unfortunately typical for Telltale games). There can be some weird visual glitches, and the game is absolutely going to crash on you, probably multiple times. You would think that with this being their dozenth or so game using this same engine and format, that they’d get around to doing something about these same old technical issues, but I guess not this time. Oh well. Considering how fun these games are and that they’re half (or less) of full price, I suppose I can let that slide again.

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E3 2017: 5 more new and exciting things from the Sony Conference

There were surprisingly few new games revealed at Sony’s conference, with the majority of trailers being new footage of games that were already revealed at last year’s E3, and very little revealed about the few new VR games they displayed, but even so, there were some pretty nice things to see here. Part of me is almost a little glad too, because I don’t know how I’ll even find the time to play all the games that have already been announced as it is! Anyway, here’s another 5 personal highlights of upcoming PlayStation exclusives!


#5 The Inpatient

This trailer doesn’t reveal a whole lot about the game, but with Supermassive involved (developers of Until Dawn and Until Dawn: Rush of Blood VR), this and their other freshly announced VR game Bravo Team are sure to be more exceptionally produced cinematic experiences.


#4 Days Gone

Days Gone was already revealed last E3, but this new footage is pretty damn impressive. The level of detail in this open world full of ridiculously large hordes of the undead is amazing enough that I don’t mind seeing it again.


#3 Detroit: Become Human

Another one we already saw a little bit of last year, but this time with a lot more details of the plot and gameplay. The latest eccentric David Cage game looks to be the most ambitious one yet.


#2 God of War

Yet another one we saw briefly last year. This looks like it’ll have quite a different tone than the previous God of War games, with Kratos Jr. tagging along to act as a sidekick and apparently as a bit of a conscience to the now slightly less homicidally angry Kratos. This doesn’t mean that there will be any less intense action though, as the extra helping of gameplay footage here shows.


#1 Spider-Man

Annnnnd you guessed it. Another one from last year, also showing much more story and gameplay than before. You know, that giant white spider logo still bothers the hell out of me (imagine if the next Batman game had him with a giant white bat on his chest), but I just can’t deny that this game looks extremely well made and fun. The seamless transitions between ground combat, web-swinging, quick time events, and cinematic cutscenes is quite impressive indeed. This could be one hell of a game (as long as they give us some alternate costumes to cover up that ugly redesign)!


Well, E3 hasn’t even started yet and I think my gaming schedule for 2018 has already been entirely filled, which is simultaneously thrilling and depressing. Might as well bring on some more though! E3 finally officially begins tomorrow, so expect your most agreeable screens to continue to be flooded with more hot, sweaty Eaction!

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Review: Farpoint and the PlayStation VR Aim Controller

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Farpoint is finally here! After being teased as a possible Playstation VR release title last year, Farpoint and the much coveted Aim Controller were delayed for more fine tuning. Luckily, all that extra polish seems to have paid off, as this is one hell of an experience.

Farpoint quickly strands you on a mysterious alien world and slowly reveals its story through holographic logs that you find while searching for your fellow crew members. While the story is decent enough, it’s not anything particularly original or compelling, but that’s ok because it’s really all just an excuse for you to annihilate hordes of enemies.

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Oooooo, spooky caves!

The game starts you out nice and easy with some smaller bug enemies to practice on, but it’s not long before things get serious and you find yourself faced with increasingly large and aggressive groups of foes. You’ll blast your way through various Starship Troopers-style bugs, killer robots, and angry aliens, and they aren’t going to make it easy on you either. They’ll ambush you, flank you, and call their buddies to help if you’re not quick and accurate enough.

Lucky for you, the combat mechanics and the Aim are both very well designed. Movement is simple and effective with the little thumbsticks on each handle. Aiming is precise and satisfying, whether you’re shooting from the hip by eye or using the nice holographic sights that most guns offer (which is a pretty cool little visual effect in 3D too).

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Oh good, I’ll be safe here out in the ligh—OH NOOOOOOOOOO!

Hopefully the Aim will work as well in future games as it does here. It’s really a nice immersive feature, with comfortable grips/controls and impressively varying rumble effects that really make you feel like you’re carrying and firing the weapons you appear to be holding. It really goes to show that full-on first person shooters are possible on PSVR too, as opposed to the basic arcade style wave survival shooters that seem to comprise the majority of VR games so far.

Farpoint‘s main campaign is relatively short, clocking in at roughly 5-6 hours, but there are also a selection of challenge levels that open up afterwards, and some co-op levels to be played if you happen to be lucky enough to know someone else that has a PSVR and Farpoint (Which I am not…yet!). The game itself sells for less than full price though, so it’s still a pretty good deal of content for your money.

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Plasma rifle, now with built in energy shields!

Now for a few complaints though. While motion sickness is a subject of much debate in the world of VR, with different games having completely different results on different people, Farpoint was a bit disorienting for me when played standing up as the game recommends. I had to make some adjustments to the game settings, relocate my camera, and move my seat forward a bit so that I could play sitting down. Luckily it’s still completely playable this way, but it was a slight hassle.

Also, while Farpoint itself is still freely available everywhere, the Aim Controller, in both solo package and the Farpoint bundle, apparently sold out almost immediately everywhere. Not expecting this, I didn’t pick the game up on release day, and so ended up having to pay a bit extra for the bundle on eBay, the only place I could find it for sale. As of right now the controller and the bundle are already selling for about twice their original price. I’d like to think that this is just temporary and that this isn’t a case of Sony pulling a Nintendo, but one never knows. You’ll have to decide for yourself if you want to rush to buy one now before it gets worse or try to wait it out (If it helps though, neither Aim or regular Move controllers are required to play Farpoint).

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This gun don’t come cheap, baby!

In the end though, Farpoint still proves to be one of the best titles I’ve played in VR so far and hopefully it will serve as an example for others to take the risk on producing high quality VR shooters. The Aim is also a very fun and capable peripheral that’s definitely a worthwhile investment if you’re into this kind of thing.

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