Posts Tagged ‘preview’

Has Assassin’s Creed managed to find itself during its gap year?

sliding down a pyramid is probably a lot like falling down a hill

During the Assassin’s Creed: Origins [official site] demo I played at E3, I pressed the wrong button and thought I’d broken the game. I was trying to switch to my bow while sneaking and I accidentally meditated, causing time to fast forward. The sun wheeled around the sky, sank below the horizon, and night fell. The developer guiding me through the experience – an environmental artist – was slightly taken aback, but we rolled with my mistake and I got an accidental peek at the nightlife of Ptolemaic Egypt. Colour me intrigued.

Read the rest of this entry »

Far Cry 5 has a great dog

Far Cry 5 [official site] is a Far Cry game. It’s impossible for me to say whether it’ll be a great Far Cry game, an adequate Far Cry game or a poor Far Cry game, but after playing it at E3, I can definitively state that it is a Far Cry game. Clearing out a town of angry cult members, I sniped, shotgunned, stealthed and ‘sploded my way through a bunch of buildings, and had a jolly good time.

You know about this though. You’ve played a Far Cry game, right? So let’s assume all of the vehicles and guns and missions are working fine, and if not we’ll figure that out when we have review code and can take a proper look. For now, it seems best to talk about the dog. Read the rest of this entry »

Total War: Warhammer 2’s campaign rethinks the endgame

Lizards riding dinosaurs. Almighty spells crackling through the sky. A dragon swoops down from above and collides with a stegadon as elves are torn apart and consumed by carnosaurs at its feet. Total War: Warhammer 2 [official site] brings even more spectacle to the battlefield, particularly with its lizardmen armies, but the campaign is looking like the most exciting part of the game.

Strategy games have a habit of petering out as you move toward the endgame. Anyone who’s played Civ (including Civ V designer Jon Shafer) knows the tedium of pushing end turn to watch the numbers grow, as your inevitable crawl toward victory or defeat plays out in turn-based slow motion. That’s partly because so many victory conditions involve watching the correct resource pile up in sufficient quantity, or painting the entire map in a certain colour. Discovery is a thing of the past, diplomacy has run its course, and there is nothing new under the sun. Creative Assembly are looking to change that.

Read the rest of this entry »

XCOM 2: War of the Chosen’s alien champions, lost cities and soldier bonds explained

Fallen cities swarming with the dangerous remnants of their human populations, alien battlefield commanders who resemble fantastical heroes, new rulesets for friendship and fear, and an actual active resistance out on the Geoscape. XCOM 2 [official site] is changing.

The War of the Chosen is “definitely the biggest expansion we’ve ever done”, lead designer Jake Solomon told us at E3. Introducing unique enemy champions doesn’t strike me as an obvious move for XCOM, so I asked Solomon how the concept of the expansion had developed, and whether he’d drawn any inspiration from Shadow of Mordor’s Nemesis system. And whether we can expect any terrors from the deep in the future.

Read the rest of this entry »

Skull and Bones is about being a ship, not a pirate

Skull and Bones [official site] is a game I’ve wanted for a long time. That has nothing to do with its setting or style, though a Black Flag follow-up of sorts is an attractive proposition – but, no, the appeal of Skull and Bones is more abstract. This is the result of Ubisoft having one of their apparently specialist studios build an entire game around their specialism. Almost like a mega-bucks version of the animation experimentations of Grow Home.

In this case, it’s not procedural animation. Here, we’re with Ubisoft Singapore and the wonders of water.

Read the rest of this entry »

Destiny 2 combat is a punchy, kinetic joy

Destiny 2 [official site] comes with a lot of baggage. It’s the PC debut of an enormously successful new series from a mega-developer, and the original is precisely the kind of multiplayer co-op shooter that even some die-hard fans are a little burned out on after nearly three years of DLC and grinding for gear.

Enter Adam. I came to Destiny 2, at E3 last week, with barely enough baggage to fill a pencil case, having only played the demo of the original, and am immediately greedy for more. Whatever more it might offer. Destiny 2 is colour and light and the majestic spectacle of a Saturday morning cartoon and a space opera fused into a punchily satisfying shooter.

Read the rest of this entry »

The compassion & cruelty of Wolfenstein 2: The New Colossus

The early stages of Wolfenstein 2: The New Colossus [official site] show the same blood, guts and heart that were key to the first game’s success. Described by Bethesda’s Pete Hines as “fucking bananas”, it’s a game of extremes, but it’s the care that it shows for its characters and setting that stand out as unique in the field of alt-history Nazi war-shooters. Alongside the silliness, the gore and the pulp fiction roots, there’s a core concern for humanity and its loss.

Read the rest of this entry »