Category Archives: Xbox One

Agents of Mayhem Review

It’s strange to complain about a game based on what it’s not trying to do, but it’s almost impossible to avoid with Agents of Mayhem. It’s an absolutely fantastic, entertaining, polished, funny, fairly deep single-player experience. But it should have been a co-op game.

Agents of Mayhem is the latest game from Volition, famous for the Saints Row franchise, and this is evident in every part of Agents of MAyhem. Beyond the obvious links through the colour scheme and icons (and being able to play as Johnny Gat if you pre-ordered), AoM feels like a Saints Row game. The humour is on point, if a little crass, the violence is ridiculously over the top and gameplay trumps realism at every turn, and the missions tend to follow a similar structure. If you played Saints Row IV (and why wouldn’t you have, it’s amazing) you’ll be vaguely familiar with this take on the world, with superhero-esque powers and a massive open world city that serves more as a playground than something that feels alive. Certainly, with regards to the world and much of the game, you can see this has been partly inspried by Crackdown, with collectables shining on rooftops to clamber over and a wealth of ridiculous powers and vehicles to supposedly help you save the town as you ‘accidentally’ mow down innocent civilians in crossfire. This is Saturday-morning style superhero shenanigans at it’s best.

The basic structure of the game sees you choosing a squad of three agents from a pool of twelve to go out into Seoul and kill enemies, defuse bombs, and occasionally take part in a car chase. Down on the ground you can choose between the three agents on the fly and jump into any vehicle or call your own agency vehicle. Of course if you want to free-roam you can, and there’s plenty of collectables about to help boost your abilities and the agency, or you can just cause some mayhem with the tools at your disposal.

The city itself is by far the weakest part of AoM. It feels dead and lifeless, the civilians don’t react naturally and it’s hard to cause GTA-style chaos where your actions seem to have significant effects on the area. There’s no real destruction mechanics and car explode in a very unsatisfying way.

Thankfully the game is saved by just how much fun the mechanics are. Each agent plays differently with a unique main weapon, ability, and ‘Mayhem’ move. Each of these can be swapped out or modified for others back at the base. One uses a bow to get critical hits, one uses a freeze gun, one uses an SMG. Each character suits a different playstyle and you can switch between them at any time using left and right on the d-pad. Like tag-based fighting games when one gets low on health you can switch to another and let them heal up meaning the action never really stops and you get a lot of variety even within a single fight.

The enemies aren’t particularly interesting, but they are challenging and there’s a wealth of different difficulties (the menu seems like the one from Diablo 3) with the idea that you can push yourself to higher difficulties with higher rewards as you level up your agents and unlock more abilities.

The constant loop of missions, upgrades, exploration is unbelievably engaging and it’s wrapped up in some very funny writing and a visual style that is at it’s best when there’s a lot of chaos breaking out around you. If you hated the humour in Saints Row, you won’t be won over by this, but if you enjoy things that are a little more puerile and you enjoy the over-the-top excess of cartoons like Teenage Mutant Ninja Turtles or the animated X-men series, you’ll feel right at home. It’s hard to get across just how important this is, the game is just plain fun.

Which brings us back to our main complaint about the game. It should have been co-op.

You play the game with a team of three heroes, each hero has a range of abilities that work best in different playstyles and situations, the levels are big and usually quite open, there’s loads of jokes and teasing between the characters. There’s even a per-character progression system. It feels like the game was built for co-op then it was yanked out at some point to save time on production. As it stands, we can easily recommend this game to Saints Row fans. If they brought out an update adding co-op, we would recommend this game to everyone.

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Vostok Inc. Review (PS4)

Vostok Inc. is a perfect example of a truly brilliant game that’s almost completely ruined by a relatively tiny game design decision. For me, the game went from something I could easily recommend, to something that I’d tell others to steer clear from in a single moment, and hopefully it’s a (very long) moment that can be patched out.

Simply put, Vostok Inc is a clicker game combined with an open-world version of Asteroids. You fly a sprightly little 2D shop around the solar system, shooting asteroids and various aliens. Once you have some money gained from doing that, you can go land on planets to build various buildings in a more typical clicker-type interface. Each building costs an increasing amount for each copy, and produces a certain amount of money. You can also buy upgrades for those buildings and for your ship. Eventually you earn enough money to fight the boss of the solar system, then that opens up the next solar system for you to work through, with increasing financial targets.

First of all, the good. The art style and writing in this game is quirky and brilliant. Some of it’s genuinely funny and the annoying voice interruptions can now be turned off at will (or will be soon at the time of writing). Flying around space is a joy where there’s always things to do. Do you upgrade to the giant laser and sweep through asteroid fields? Do you take on the enemies and their challenge rooms (occasionally if you don’t kill some enemies quickly enough you get locked into a challenge room with a moderate reward if you survive)? Do you simply fly from planet to planet upgrading things? The choice of what to upgrade is always difficult. Say a school costs 100 dollars. The second one will cost another 120, but will obviously double your output. Now there might be an upgrade that costs 120,000 but only increases the productivity of those schools by 1.2. At what point is the upgrade worth buying over another school? You’re constantly faced with questions like that and when you discover the games many breaking points, parts where it feels like you’ve broken the system and can suddenly rake in huge amounts more money, are incredible.

Unfortunately, that’s also where the game’s biggest problem lies. Remember those financial targets? Well for the second to last planet, you’re looking at getting quadrillions of dollars. That’s 1000 trillion. Up until then you could always increase the amount of money you were getting fairly easily and keep up with the targets without breaking pace – this one is different. There’s no good building or upgrade choice that will let you move from trillions to quadrillions. Mining asteroids and killing enemies only brings in a paltry amount of money, the next set of buildings are far too expensive, and the last ones don’t make you enough, even with all the upgrades. You now have over twenty planets to manage (upgrades don’t transfer between planets) by flying to them individually, and everything takes a long time. To try and complete the game for this review I left the PS4 running overnight twice, and it still wasn’t enough to buy a decent amount of upgrades to make the target more reasonable. Basically I hit a brick wall.

Any time a game requires you to grind for hours it has clearly failed, and that’s exactly what happened to Vostok Inc. If they release a patch to boost the earnings of a few buildings exponentially, they could fix the game within minutes. If they don’t, it’s going to be remembered for that soul-crushing grind, rather than all the fun and whimsy that fills the rest of the game.

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Aven Colony Review (Xbox One)

We love survival colony games. From Settlers to Anno, it’s always been a nice change of pace from the usual hectic first person shooters and tense RTS games. The joy of starting out with an empty field then slowly building up a village, to a town, to a sprawling metropolis than is entirely self sustaining. Aven Colony fits into that category neatly, but sadly doesn’t do anything to push it onwards.

The basics are simple, you begin on an alien planet with colonists from Earth. You very quickly need to establish the basics: Power, Water, Food, Air, Storage, Entertainment. Usually in that order. Over time the game throws new challenges at you like a kind of fungus that grows on your buildings and needs to be scrubbed off by drones, or lightning storms and ‘shard storms’ that are basically just meteorites – but dealing with these is as simple as building a specific building.

As your colony grows there’s a wealth of things to farm and mine, chemicals to produce, and things to research – but essentially they all serve the same function, it’s either food or entertainment. This is symptomatic of the larger problem with Aven Colony, it’s all so bland.

After you’ve created your first proper colony and completed the first real campaign mission, you will have seen nearly everything there is to see. Each map has a new twist on the formula (maybe there’s nowhere to farm so you have to trade, or there overly-aggressive fungus that needs to be beaten back quickly) but the description of the campaign level basically tells you what you need to do. Very quickly you fall into a set building pattern of how to deal with challenges, then you just let it play out.

Difficulty settings are present, but essentially they are just narrowing the margins in which you can be successful. Once you understand how the systems work, the game is exceptionally simple, with very little RNG to mess you up.

Sadly the game isn’t immersive enough to be a fun distraction when you just want to relax. Everything looks incredibly generic and is quite low-res on Xbox One. You can occasionally see colonists milling about but they don’t really do anything other than walk from building to building. There’s no life or spontaneity in anything that happens – you’re just slowly expanding a collection of by-the-book sci-fi pods in a colourful, but forgettable landscape.

It’s a shame that the game is quite dull when it gets so much right. The controls, often a bugbear in strategy games on console, are spot-on. Whoever has designed the interface is a genius as everything is immediately accessible and not once did I feel using a gamepad was getting in the way of what I wanted to do. The quest system too is quite good, giving you a range of different challenges that don’t distract you from your overall goal, but let you try something different for a few moments like growing a load of a certain crop, processing it, and trading it. Even the voice acting is a step above other games in the genre on console – but however satisfied you can be with the mechanics of the game, there’s just no heart to it and nothing unique to keep it fun.

If you’re desperately looking for a colony-builder on console, Aven Colony is a fine game, just go in aware that’s uninspired and unlikely to last you more than a mildly entertaining evening.

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Crossout Review (PS4)

Crossout is the latest in the free to play genre of vehicular battles published by Gaijin Entertainment. Much like War Thunder or Star Conflict, in essence you are customising a vehicle then taking it into various PvE or PvP modes that don’t last too long, where you only have one life to get as many kills as you can or complete simple objectives, before taking your rewards and moving on to the next. The essence of these games is the progression, the idea that with every match you are moving closer to a more powerful machine, until eventually you move on to end-game PvP where all the customisation in the world is open to you. Or of course you can simply pay to get there quicker.

Crossout’s unique selling point is just how far that customisation goes. Taking inspiration from Mad Max and perhaps even Vigilante 8, in this you take control of cars, trucks and even small tanks that appear to be cobbled together from scrap pieces of other vehicles. In your garage you can build up these vehicles piece by piece, rotating and painting each part and then bolting it on to create something as intimidating or ridiculous as you’d like. Somehow your creations rarely look like some sort of Minecraftian monstrosity, instead they all fall within a wider aesthetic of grime and rust that makes them look ‘right’ somehow.

It’s hard to overstate just how far the customisation can go. We’ve built tanks that are compact and hide each weapon effectively. We’ve also buillt trucks with all our guns on one side, then an arm sticking out to the other with a giant wall of metal and spikes on it. Of course all of this affects the handling and where your weapons can fire, but that’s part of the fun. Do you want tonnes of armour that might get in the way of your guns? Or do you want something hyper-mobile that can escape quickly? You can only add so many parts to your vehicle (this limit increases as you level up so you’re not too overwhelmed initially) but within that there’s plenty of scope.

Once you get into a game, it’s surprisingly strategic rather than the chaos you might expect. Your guns are aimed by the analog stick (or mouse on PC) and you can shoot individual parts of enemy vehicles. You could go for their wheels to disable them, go for their weapons to disarm them, or just go straight for the hull to take them out quickly. Often in matches you’ll find yourself spinning around with one wheel left and a single weapon, trying to work out what you can do to keep helping your team. If you want you can put explosive barrels on your truck, making it a dangerous proposition for enemies with close range weapons to attack you. Having your machine guns stripping shards of armour off your opponent is immensely satisfying and gives every single weapon in the game a huge amount of weight and impact.

Of course, this being a free to play game, microtransactions are always going to be a sore point. For the purpose of this review we were granted two founders packs, and it’s undeniable that they gave us a huge advantage in early matches. Everyone else had a truck with three machine guns on while we had a tank with a 30mm cannon and two solid machine guns. Pay-to-win is definitely a thing in this game, as in the lower brackets if you’ve spent money you simply will be more powerful. The longer you play, the less important this becomes, as everyone gets randomised loot from matches and will start finding the same things you paid for. That being said, if you want to get a lot out of this game you will be spending money. The grind is so slow, it’s hard to get much value out of the game for the first ten hours or so. Games get repetitive and you’ll be itching to get your hands on some more significant firepower sooner rather than later.

We don’t see the need to pay some money as a negative thing. If this game was £40 we’d be recommending it in a heartbeat. If you spend that kind of money on it you’ll be well placed to level up while having fun and feeling powerful, you can realistically get away with spending far less. This game is definitely fantastic value for money, just don’t expect it to be completely free-to-play and still get the same enjoyment out of it as others do.

Our only real complaint with the game is the graphics on console. We played this a long time ago in the PC alpha, and it looked phenomenal. On the consoles textures are bland, geometry is simple, and particle effects are dull and flat. While the vehicles have interesting (player made) designs, this simply isn’t a good looking game. You forget about that as soon as you really get into the game, but it’s a shame when the PC version can look so good.

In conclusion, this is a fantastic entry into the vehicle combat genre. If you like War Thunder, World of Tanks, or Star Conflict, you need to take a look at this. Thankfully it’s free-to-play so you can try it and get a long way into it without paying a penny, but if you want to get the most out of it, perhaps stump up a little cash for one of the starting packs.

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Injustice 2 Review (Xbox One)

Last year Street Fighter V came out and many of us (including me) were shocked at just how little content it offered. This was a game created almost purely for the hardcore tournament goers, no single player to speak of, no progression, just a roster of character and a solid offline multiplayer and slightly shaky online. For people who are really into fighting games, that might be all they need, but for the millions of casual fighting games fans around, it felt far too sparse. Enter Injustice 2, possibly the most generous fighting game I’ve ever seen.

For starters, Injustice 2 is a direct sequel to the first game. While the roster has changed (lots of heroes have been taken away including Zatara, Lex Luthor, Doomsday, etc) the campaign follows on directly from the first game and the fighting systems are all intact. You still build up a super meter that can be used to augment attacks, bet on a wager, or unleash your super-move; you can still hit people off the stage into a new one; you can still interact with all kinds of things in each area (if you want, all of this is customisable).Anyone familiar with how the first one played will be instantly at home, but there are some new toys for anyone who was put off by the simplicity of the first game.

Now that super meter can be used for something much more technical than just adding damage to your moves. You can now use a bar of it to do a counter mid-combo to make sure you always have a chance to break free. This is a combo-heavy game and the ability to do an air-counter when you’re juggled into the air is an absolute godsend as some characters can destroy you as soon as they bounce you up. This new feature seems to make the game a lot fairer and even online all of my games have been incredibly close, with far fewer whitewashes just because someone gets control early on.

Of course all of this doesn’t mean much if you’re just here for the fancy fighting and characters you know, and that’s where the campaign really shines. It might be cheesy and over-the-top, but it manages to fairly intelligently weave in every major character (except the pre-order exclusive Darkseid) into a plot that sees many of the DC heroes facing off against Braniac and a collection of the villains. If you haven’t played Injustice the roster might be confusing, with Superman now a villain in prison and Harley Quinn on Batman’s side, but with a couple of YouTube videos you can catch up quickly and enjoy the ride.

The campaign is a series of fights with cut-scenes in between and the occasional choice of which character you’d like to fight as. The cut-scenes are fantastic with some spectacular set-pieces and outstanding facial animation. The characters sometimes look a little odd, but the animation on characters such as Gorilla Grodd and Braniac sets a new bar for in-engine scenes.

Speaking of the characters, no-one can accuse the developers of playing it safe. Alongside series stalwarts like the Justice League, the Joker, and Bane, we’ve now got a group of new additions from characters made popular by recent TV shows (Supergirl, Captain Cold, Firestorm, Gorilla Grodd), classics of the comics who aren’t given enough screen time (Swamp Thing, Darkseid), and some strange characters who I’d never heard of before (Cheetah and Atrocitus). The roster is incredibly diverse with no two characters playing the same. There’s no group of ‘heavies’ anymore, each character has their own quirks and ways of holding control, from Grodd’s incredible rushing potential to Deadshot’s extreme zoning.

All the characters also have a tonne of dialogue with specific lines for every single match up, often with references to the comics or films. Some of the designs are perhaps less convincing this time around, with the Joker being more inspired by Leto’s Suicide Squad version moreso than other popular takes on the character, and Green Arrow oddly going for the classic comic version rather than the TV show. Still, there’s always the potential for new skins and I sincerely hope (I can’t believe I’m saying this) there’s a bunch of DLC packs for skins in the near future.

To top off the progression system there’s a huge number of collectables that serve as gear on your characters. If both players agree this gear can be used in multiplayer, boosting stats as well as having a visual impact. If you like the stats of one piece (and there are hundreds of different items) but not the look, you can even transmogrify everything to keep the look and shaders you want, but with the bonuses you need. The idea of having stat-enhancing gear sounds terrifying, but so far online it doesn’t seem to have too much of an impact as most of the boosts are relatively minor or only activate until very specific conditions, like never jumping, or being in a certain part of your health bar.

To get all this gear you unlock loot boxes, which are liberally given out through the campaign, levelling characters, levelling your profile, or possibly my favourite thing about the game, the Multiverse. The Multiverse gives you loads of sets of challenges that rotate on timers, from hourly, to daily, to weekly. If you finish a challenge (with interesting mutations like being able to call in Constantine to help, or both players being able to heal by collecting pickups) you get gear and box and xp rewards, and can face off with other players on leaderboards. This means there’s constantly more things to do and if you just fancy a quick fight without the pressure of fighting online, there’s always plenty for you to do.

Of course there’s even more to this game that I haven’t really mentioned. There’s a guild system, there’s progression challenges, different difficulties, a whole season of DLC coming and built-in tournament options. It’s basically everything you could ever want in a fighting game, with gorgeous graphics, a fantastic roster, and engaging mechanics. If you’re into DC, or fighting games, this is an essential purchase.

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The Surge Review In Progress

So I haven’t finished ‘The Surge’, because it’s really hard. The first boss kicked my ass four times before I bested it, then strange quadruped monsters ripped me to shreds so much we stopped playing. I’m sure I’ll heads back into it tomorrow, but I thought I’d share my thoughts on the game so far here ready for the game’s launch.

If you’ve heard that The Surge is made by the studio behind Lords of the Fallen and it’s set in a futuristic dystopia that features a lot of mechs and robots, then you’re pretty far into understanding everything about the game. There’s definitely a lot of innovation hidden away in the game mechanics, but this game is never going to escape the label of ‘Dark Souls in Space’ – at least until From Software bring out a proper sci-fi game.

I won’t spoil the opening, but early on you are strapped into a mechanised suit that greatly enhances your strength, then everything goes horribly wrong and you’re left for dead in a strange industrial complex where husks of people completely taken over by their mechanised armour roam the environment just begging to tear you limb from limb.

The early enemies are fairly simple to dispatch, either buzzing little drones that can be blocked, enemies with simple blades that can be dodged, or heavier enemies with giant hammers of fast dual blades. All of these have around three attacks each, and once you’ve got the rhythm down, you can dispatch them surprisingly efficiently.

The big headline feature of the game is the ability to target specific limbs. Once you’ve locked on quick flicks of the right stick target individual parts which will be highlighted yellow if they’re armoured and blue if they’re vulnerable. Vulnerable limbs obviously cause more damage, but making the system interesting is the fact that by chopping limbs off your enemies, you can get pieces for your own gear. So if you need a new helmet, get cutting those heads off, want a new weapon? Go for their arms. If you build up enough energy while attacking an enemy’s limb, you can do a spectacular finisher and sever it from the body, getting you something nice in the process.

Once you start getting mods that give you bonuses for finishers, each fights becomes a tactical little game of risk vs reward, where you want to get the most health back, metal (xp), or a quick kill, and you need to decide where to attack and how to finish them to achieve that.

The rest of the game is very much like Dark Souls, you have hubs (bonfires) where you can spend metal (souls) to level up or craft/upgrade gear. Out in the field you drop your metal if you die, but you can go back within two and a half minutes to collect them as long as you don’t die again.

Missing from this title is co-op, in Dark Souls if you get stuck on an area you can summon a phantom to help you out. In ‘The Surge’ you’re sticking it out on your own. This can be a good thing, after our fourth death on the first boss, we probably would have called in a summon, but we gave it another go and managed to kill it, barely getting hit in the whole fight.

Of course, while the game owes a lot to Dark Souls, it would have to be amazing to stand alongside it, and it’s not quite there. That first boss fight featured only a handful of moves, and once you worked out a safe pattern it took many minutes to take down, doing the same thing over and over. It lost its magic and just became an exercise in maintaining my concentration to take it down. The combat is definitely satisfying (and there’s some terrifying enemies we still haven’t been able to take on so the alternate routes are a blessing) but it does feel almost unnecessarily punishing when the ops centre shortcuts are a long way apart from each other and a single mistake can easily get you killed, forcing you to repeat the same (not very fast) fights over and over.

The environments are also less interesting so far, with every room being a variation of ‘factory room number one’. Once I saw a tree and that was pretty exciting, but otherwise it’s been a soulless (no pun intended) jog through generic industrial areas. It’s not that the graphics are bad, the enemy design is good and the animations are pretty great, but the overall art direction is unbelievably bland, in a similar way to how Lords of the Fallen couldn’t hold a candle to the worlds of Dark Souls.

If you’re after another Dark Souls fix, this is definitely a great buy. It’s super cheap on CDKeys (check the link in the sidebar if you want to get us some affiliate pennies) and it’s definitely a worthy challenge. That being said, it’s definitely not of the same quality and is unlikely to stick in your memory once you complete it. Other than the opening, which is great and I can’t spoil.

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Mr. Shifty Review (PC)

Mr Shifty is much, much easier than its clear inspiration, Hotline Miami. Thanks to your ridiculously overpowered ability,  there’s only a couple of rooms in the whole game that gave me any problems. That being said, there’s nothing wrong with some serious power tripping in video games.

If you’ve seen X-Men 2, you can understand the main innovation in Mr. Shifty, you can teleport just like Nightcrawler. Your bamfing is even accompanied with a little puff of smoke, and you can do it five times in quick succession before it needs a few seconds to recharge. With this ability you can charge headfirst into full rooms of enemies, all pointing machine guns at you, and dispatch them all before they know what’s happened. Bamf. Punch. Bamf. Punch. and so on. Over the course of the game you also find a variety of melee and thrown weapons that can help you out like a broom, a metal pipe, a shield, and even a trident.

The whole game only took us just under three hours to beat, but that was in three sittings and we loved every second of it. Levels are short and most stages introduce some kind of new mechanic like new enemies or traps. The levels ramp up just after they’ve introduced a new idea so, for example, when you first find proximity mines you have all the time in the world to figure out what sets them off and the fact you can pick them up and throw them once they’re activated. Within a couple of levels you’re sprinting at full pelt through a minefield, grabbing one, teleporting through a wall into a room full of enemies, throwing it on to someone’s chest, teleporting back in to the room that just exploded and watching the enemies disintegrate. Moves like this are surprisingly common in the game.

The whole thing is played from the top down perspective, similar to Hotline Miami, but it doesn’t have the same visual style. The animations are quick and sometimes impressive, and the fact that bodies will stay on the floor even when you return to an area is a nice touch, but it’s not a spectacular game and you’ll be hard pushed to remember anything about what even the main character looks like once you’re done.

Everything from the music to the dialogue is incredibly generic for a video game, I think on purpose, and this gives it a certain blandness which is unfortunate when the main mechanic of the game is so engaging.

If you’ve got a spare afternoon and £10 free, Mr Shifty is definitely a worthwhile play. It might not be a classic but we really hope we see this mechanic return for more games.

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Yooka-Laylee Review (PC)

Originally we expected Yooka-Laylee to be the next best thing to Banjo Kazooie Threeie. Turns out it’s defiantly a game of it’s own, and stands up against Banjo-Tooie without relying on it for the sake of Nostalgia.

Taking heavy cues from the N64-era of games where genre conventions were basically set in stone, Yooka-Laylee will be immediately familiar to anyone who played games like Banjo, Super Mario 64, or Donkey Kong 64. You have a central hub world, and from this you can travel to other worlds via books assuming you have enough pages (think stars or jiggies). In each world (and the hub) you can complete a range of challenges to get more pages, or you can gather the hundreds of feathers. You can also upgrade your abilities as the game goes on, gaining access to new areas.

The core gameplay is very reminiscent of the old games, but the level of polish demonstrates how Playtonic have made a modern entry into an old genre, rather than just making an old game in the modern era (like so many 8bit indie games are doing lately). You can jump, glide, roll, and spin attack and it all feels just right, with just enough extra movement to give the illusion of weight and just the right height to the jump to makes distant jumps feel impossible even when they aren’t. The abilities you can upgrade get a little confusing, but all of them make previously difficult challenges much easier, allowing you to go back and get even more out of previously-completed levels.

Speaking of this, once of the new features in the game is that you can expand each world. When you first enter a new zone it will seem huge, and have a full compliment of challenges, pages and feathers. Go back outside and spend a few pages and you can expand the zone, often to double the size. It’s an impressive mechanic and sometimes a little dismaying when you think you’ve nearly completed an area only for it to grow immensely (and often vertically).

The music is another accomplishment for Playtonic. It’s all original, but has the same uplifting jauntiness that we came to love from the music by Rare (I still have the Diddy Kong Racing theme stuck in my head nearly two decades later). The graphics too are extremely polished with particularly good character models and draw distances. Of course on PC everything is as customisable and you’d expect – this definitely isn’t a shoddy console port.

The only real issue we have with the game is the camera. During some of the games more challenging sections (usually involving a boss or big fight of some kind) the camera has a tendency to flip around, ruining the way you move. This was an issue for Super Mario 64 and I’d like to think that we’ve progressed since then, but the exact same problems are rearing their ugly head. I’m not sure if this could be fixed with a patch, but for now it’s a mild annoyance that only crops up during a handful of sections.

Overall, Yooka-Laylee is everything I wanted from this game. It’s good enough to deserve its own franchise and in many ways replace Banjo Kazooie rather than simply exist as a homage to it. Looks like Playtonic really are Rare reincarnated, and that can only be a good thing.

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Titanfall 2 Review (Xbox One)

We’ve been excited about Titanfall 2 for a long time purely because it’s a sequel to one of our favourite multiplayer FPS games of all time. That being said, we were worried. We’d been on holiday over the beta so had missed out on that, and with Battlefield 1 being released a couple of weeks ago (and being excellent) and Call of Duty coming out a week later, we thought it might get buried, forgotten, and ignored like so many brilliant games that were released at the wrong time. Thankfully Titanfall 2 is being to shine through it’s unfortunate (or incompetent on the part of EA) release window and has actually managed to drag us away from Battlefield. Titanfall 2 is everything we wanted and so much more.

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The multiplayeris very similar to the first game in nearly all the right ways. You still fight over control points, or kill AI opponents, or capture flags, or kill enemy players in order to get points. As you gain points yu also gain percentages towards your Titan meter. At a specific point on this meter you unlock a boost like a Smart Pistol (no longer a normal equippable weapon) or a turret or mines. Once the meter reaches 100%, you can call down your Titan. The Titans make exactly the same sounds and visual impact on the game as they did before and I genuinely can’t see what Respawn could have done to improve it. Screaming from the sky in a fireball of cloud and steel they smash into the ground and await your instructions or get ready to help you climb in. Jumping into your Titan is incredibly empowering. You go from an agile but flimsy weakling darting around the battlefield to a 30ft tall death machine. Obviously as the game goes on other players will get theirs too and it quickly separates into a war of two fronts with pilots duking it out in the buildings and on objectives while Titans do their best to gain map control and prevent the pilots from going around their business. When it works and your team manages to keep a few titans while destroying all of your opponents’, it feels amazing. Suddenly you can lock down the map and quash any resistance.

Of course Respawn didn’t want that to be the end of a round so now pilots have even more abilities designed to help them get around and avoid the Titans’ attacks. There’s a grappling hook that lets you clamber up ledges and onto Titans quickly, a phase shift that lets you shift out of real space for a while and then reappear at another point, and even a decoy that will run ahead of you and hopefully confuse the opponents into shooting the wrong way. Games of Titanfall never get boring and there’s always something to do or a problem to solve, within short spaces of times it’s amazing how quickly you transition between different tactics and strategies alongside a team you’re not even speaking to, from armoured warfare to guerilla defenses to free-running sprints across the map. Even when you lsoe a game the desperate sprint to the (now much more fragile) escape dropship feels exciting and meaningful.

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In terms of what’s new for Multiplayer, there’s now six Titans instead of three, but you can no longer select the weapon for them. There’s still a 40mm cannon attached to Tone who plays the most like the old Titans, but then there’s some interesting new takes on the machines like Scorch who can set down petrol bombs ready to ignite large areas, or Ronin who can dart around and phase shift then lay waste to enemies with a giant sword. It might not be practical or realistic, but it looks amazing.

The weakest part of the multiplayer offering is definitely the maps. Although the layouts are quite interesting and work well, visually they’re very dull and nowhere near as good as those found in the base game. Thankfully Respawn have said that all future maps will be free, so perhaps they can change things up with DLC, but at the moment every map essentially feels like a series of boxy buildings. One has caves and a crashed ship, and one is in a giant building, but the rest are all pretty forgettable. We’re also a little annoyed by the lack of viewable stats, but it’s understandable that Respawn didn’t want people working to improve their K/D ratio at the expense of the rest of their team as happens so often in Call of Duty and Battlefield. At least having some basic stats like kill streaks and win percentage would be really useful.

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Now the most surprising thing about the game package is the single player. The original Titanfall didn’t even have a single player – it was purely multiplayer combat, but Respawn decided to do more than just dabble with a campaign and have created a short but incredibly impressive story that doesn’t just help to explain what’s going on in the Titanfall universe, but actually makes you care about the characters. The level design is top notch with each mission introducing you to a new mechanic or tool that feels natural to use in the situations you are presented with. Interestingly there’s plenty of platforming involves in the campaign and trying to find some hidden helmets that serve as collectibles is actually one of the most entertaining things we’ve done in a game this year. The free-running puzzles involves have been far more engaging then the entirety of Mirror’s Edge Catalyst.

Overall Titanfall 2 is an absolute no brainer for anyone who enjoyed the first game. If you’re new to the series this is a refreshing and entertaining take on the FPS genre and easily up there in terms of quality against the big hitters. We only hope it survives well enough against BF1 and COD to warrant a Titanfall 3.

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Batman: A Telltale Games Series Episode 1 Review

Check out our full playthrough of this episode here

This is a new take on Batman. It’s not the camp man in tights from the Adam West Days, it’s not the brutal and tormented Ben Affleck Batman, it’s not even plastic nipples Batman. If anything Telltale’s take on Batman is probably closest to the ‘constantly in a moral dilemma’ Christian Bale Batman of the Nolan films. As you can tell, we’re much more fans of the movie Batman universes than the comic books or even the animated series, but it’s refreshing to see that Telltale haven’t tried too hard to imitate just one source, but instead they’ve come out with their own, and we love it.

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This is a Telltale game through and through, but as with the Lego games, each new game seems to have refined the formula and improved upon it, even if the basic elements are instantly recognisable. You still get to wander around a little bit looking at things, you have to make snap dialogue decisions that have an effect on what happens later, there’s some action sequences (more on these later) and there’s the occasional super serious binary decision that’s going to define a lot of what happens in future episodes. All of this is similar to what Telltale started with their Walking Dead series, but there’s much less of the annoying filler material (walking around huge areas with nothing to do until you find the right trigger) and the good bits, like the agonising decisions, have survived intact.

The action is worthy of note with this entry. It wouldn’t be Batman without at least a little combat and this episode definitely delivers. We would like a little more choice in how brutal you choose to be (that’s a big part of some of the best decision making in this episode) as Batman often tends towards his ‘this would definitely kill a person but it’s Batman so we’ll pretend it didn’t’ style of combat favoured in the Arkham games. Goons get smashed against stone walls and get heavy things hurled at their head, but then later it’s a serious decision about whether to break someone’s arm or not. We like different takes on Batman and we enjoy both the ‘attempts at being a pacifist’ Batman you sometimes see in the comics, and the ‘basically a psycho’ Batman from the recent Ben Affleck adaptation, but it feels like Telltale are trying to get the best of both worlds and that’s one of our biggest gripes with the game, even though in the end it’s really quite a minor one.

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The quicktime events are much harder than they have been previously, but they’re also quite forgiving in that you can mess up loads without having to start over. If you get a series of them correct in a row then you get to do a fancy finishing move at the end of the sequence. We haven’t seen what happens if you mess them up yet, but we’re guessing Batman just doesn’t quite come across as the badass he should be. Thankfully a lot of the more irritating quick time events like having to rapidly push a button have been done away with completely. Another slight improvement is how the prompts are sometimes slightly incorporated into the scene, so buttons are attached to something. We’re big fans of having in-game HUDs, like in Dead Space or Splinter Cell Blacklist, it’s something we wish more games would take note of.

The story in this first episode is definitely gripping and introduces some familiar faces in interesting new ways, but the ridiculous amount of exposition does begin to grate if you can’t laugh along with it. The death of the Waynes is talked about literally every ten minutes, to the point where you wonder why anyone hangs out with Bruce at all, literally every conversation he has ends up with him talking about his dead parents. With the slight comic book stylings and suspension of disbelief you always need to enjoy anything related to Batman, you can look past this as an entertaining quirk, but once the story really gets going it’s annoying to get bogged down with the game telling you things you already know over and over again. It’s a little like how the young versions of villains are introduced in the current Gotham TV series. “Look this girl likes plants. Her name is Ivy, she’s a bit scary, but she likes plants. Look at all her plants. Get it? GET IT?” Anyone at all familiar with the Batman universe (and who’s not at this point) will feel a little patronised by some of the dialogue, but it’s fine and the good conversations and choices that Telltale excels at more than make up for it.

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Overall we’re really excited that Telltale have managed to create an interesting and unique story within the Batman universe and we can’t wait to play more. The engine is improved, the good bits are just as good as they ever were, and a lot of the pacing problems that plagued the Walking Dead and Game of Thrones games seems to have been fixed. Here’s to more Batman!

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