About Gamejunkienz

Up until August this year I was the editor of The Press newspaper's The Box tech and TV tabloid. Now, I'm a freelance gaming and technology writer, writing here and for the Media Design School's blog, Pick and Shovel. This is where you'll find my ramblings and mumblings.

Indie games & Broken Age

I’ve become a little disillusioned with the current state of the games industry.

Well, perhaps disillusioned is the wrong word: I’m getting less and less joy out of so-called blockbuster games that involve teams of hundreds of people and budgets of many millions of dollars, and finding more and more enjoyment out of games that are innovative, try something different and are made by much smaller teams with much smaller budgets than the Call of Duties, the Assassin’s Creeds, the Mass Effects.

The Stanley Parable: a game that will mess with your mind.

The Stanley Parable: a game that will mess with your mind.

That’s not to say that I dislike AAA games. I enjoyed Naughty Dog’s The Last of Us and most of Assassin’s Creed IV Black Flag was fun, but the games that give me the most gaming pleasure last year and I got the most fulfillment out of were games like The Stanley Parable, Brothers: A Tale of Two Sons, Thomas Was  Alone and Gunpoint,  as well as a whole host of games that I bought through the thoroughly wallet-unfriendly Humble Indie Bundle.  (After days of internal debate, I caved and bought the latest Humble Indie Bundle. I didn’t need it, and should be saving money, but I couldn’t help myself. I got nine games for $US5.40!)

My teenage son doesn’t get indie games. He’s a AAA gamer all the way. I had a discussion (it was probably more an argument) with him the other day and he can’t understand why I like indie games so much. He seemed to think that indie games showed little imagination and weren’t hard to make at all. I disagreed, saying that indie games actually who a lot more imagination that many games around and they’re actually harder to make than he thought. We ended on a stalemate, but I’d still play an indie game at the moment than a triple A one, and big-name development studios and partners could learn a lot from independent developers.

And, despite naysayers saying PC/computer gaming is dead, most of the games I’m playing lately have been done on my desktop computer or my Macbook Pro.  In comparison, I think I’ve turned on my Xbox just once in the past week – to finish ACIV and enter a points code that my daughter gave me for Christmas – then turned it off once I was done.  I can’t remember the last time I actually played anything on my Xbox One. The new generation of consoles just aren’t grabbing me at the moment, so I’d rather download games onto my PC (and, happily, some of the games I own on Steam actually have Mac versions which I can download onto my Macbook) and play them on that.

Somewhere over the past few years – I don’t know exactly when –  the games industry seems to have dumbed down games. I don’t mean that developers are treating gamers as if they’re stupid but it seems to me that lazy publishers have got wise to the fact that they can milk a franchise for all it’s worth – Call of Duty is a case in point  –  generally regurgitating the same game play mechanics time and time again, year after year, and know that fans will still buy the game.

Assassin’s Creed is falling into the same trap and there will be countless others. I’ve had enough of games that should have been put to pasture two games ago and am gravitating more towards games that try something different and give me something compelling and different. I’m tired of being a well-armed super commando who kicks alien but in his quest to save the galaxy/damsel.

I guess it was my move towards more independent games that made me so intrigued by Tim Schafer’s Kickstarter pitch a couple of years ago for a game that seemed to return to the traditions of the old-school point-and-click adventure that he was famed for. Games like Grim Fandango, Full Throttle and the Monkey Island series. Games that somehow have lost favour with today’s new generation of gamer who prefers high-tech weapons and Quick Time Events than puzzles that will test them and laugh-out-loud dialogue.

I’m a gamer that grew up on point-and-click adventures – Grim Fandango and Full Throttle are two of my most treasured and I still have copies of them sitting on my hallway bookcase –  so when he announced that he wanted to try something similar with his Kickstarter, my heart heaved and I was excited.

Broken Age: Tim Schafer's first point-and-click adventure game in quite a few years.

Broken Age: Tim Schafer’s first point-and-click adventure game in quite a few years.

So, I backed it. And now it’s  here. Well, part 1 of the game that was Codenamed Reds but is now called Broken Age is here. And it’s a lot of fun, although I’m not sure it’s going to become a classic point-and-click game like some of Schafer’s other games.

The whole process of the development of Broken Age, from its Kickstarter funding to where we are now, is an interesting one and the documentary series available to backers showed just how tough a process it was. Schafer’s Kickstarter raised something like $4 million (he was asking for much, much less) but it seems that even that figure wasn’t enough to fund the vision that Schafer had, hence the decision to break up Broken Age into two parts. Sales of Act 1 from non-backers will go towards finishing Act 2 and the full game.

Visually, Broken Age is gorgeous to look at. I know the term “hand-painted” is bandied around a lot in video games, but this game really does have a story book-like quality to it. Almost painterly in its look. I like it. Central to the game are two characters, Shay and Vella, two very different people but with very similar lives ( You can swap between the two at any time by clicking an icon in the game’s inventory bar that sits at the bottom of the screen, but I didn’t: I played through each story separately. It just seemed to me to be the best way to play it).

Shay (voiced by Elijah Wood) is a young boy turning into a man who lives on a space ship controlled by a motherly computer (voiced by Mass Effect’s Jennifer Hale) who does everything it can to keep him from harm. His days become monotonous routines of which cereal to have for breakfast or whether to rescue cute knitted things from an ice cream avalanche or a runaway train, or investigate a strange anomaly on the exterior of his ship.

Vella, on the other hand, is a young girl who lives in a seemingly nice place called Sugar Bunting. Things aren’t as they seem, though, and she’d probably quite like Shay’s mundane routine: She’s due to be sacrificed to a giant monster, as is the tradition in her village.

I have to say that I found the first 20 minutes or so of Shay’s story incredibly boring and was close to quitting, but I’m glad I didn’t. I realise why the first moments were so mundane and repetitive: It was to emphasise how the motherly computer determined Shay’s every move but stick with it, as once you break the routing (it’s pretty clearly signposted on how to do it) the game opens up and is much better for it.

The Space Weaver: Perhaps the most interesting character in Broken Age.

The Space Weaver: Perhaps the most interesting character in Broken Age.

Unlike a lot of Schafer’s previous works, the puzzles in Broken Age (at least in Shay’s story: I haven’t played Vella’s yet) are pretty simple and signposted so that you shouldn’t have trouble solving them (although the Space Weaver one had me scratching my head for a few moments until the Space Weaver – the ship’s navigator – pretty much indicated what to do).

That disappointed me a little.

I guess I was hoping for some of the mind-bendingly hard puzzles from Schafer’s earlier work, which I’m sure a lot of other backers were hoping for, too, but they aren’t here. I guess this is a game for a new breed of gamer.

Some of the puzzles are quite inventive, though, but they just won’t have you pulling your hair out.

Perhaps my biggest criticism of Act 1 of Broken Age is that it’s not as memorable as, say, Grim Fandango or Full Throttle. As gorgeous as each screen looks, most of them are filler, with only a few things you can actually click on – and many of those clickable items just provide a commentary from Shay or Vella (the so-called Junk Room on Shay’s ship is a case in point).

There also aren’t a huge numbers of characters to interact with, and Shay’s ending feels really disjointed – it ended abruptly – and feels like Double Fine just sliced it off. Obviously, this is because of how Double Fine is handling the funding for the next Act but Shay’s ending left me confused.

Can I recommend you buy Act 1 of Broken Age? It’s a hard one.

It’s a nice adventure from what I’ve played but without know how Act 2 pans out, it’s a hard one to say you simply must buy it. It’s not as memorable as Grim Fandango or Full Throttle, that’s for sure. I still remember playing those games all those years ago: I’m not sure Broken Age will have that impact on me – but I think that’s because of the Act 1 and Act 2 thing.

One thing I do know, though, is that Broken Age is a game that has Tim Schafer’s DNA scattered all through it and the gamer part of me likes that. Whether that’s enough to ensure funding for the next act, I’m not sure, but I hope enough people buy Act 1 so we can all find out.

The last blog post of 2013: the year that couldn’t end soon enough

Merry Christmas to you!

Merry Christmas to you!

Note: This blog post may ramble more than usual as I’ve had a couple of bourbons during the evening and a glass of wine. Compliments of the season to you!

2013 is a year that I’d be quite happy if it ended right now. Today.

It’s been a year where my wife had three months off work because of a broken arm and nerve damage to said arm and a year that my position at a metropolitan newspaper in Christchurch was disestablished and I made the difficult decision to take voluntary redundancy and move on to challenges ahead.

And what challenges they have been. I naively thought finding a full-time job would be easy. I assumed I’d send out my CV, attach a cover letter  and within a few weeks I’d have a job. Well, four months, I’m still looking. Oh, I got down to the final two for a communications job in September but it seems the person who got the job – a  former colleague of mine who took redundancy at the same time  I did – was better than I was. That knocked my confidence for a six, to be honest.

I have to say, too,  over the past couple of weeks, when I was finishing up my last freelance writing contracts for the year and waiting for a couple of organisations to send me an “After reviewing your application we’ve decided you have been unsuccessful at this application”  email, I was pretty low, mentally. If it wasn’t for my wife, family and friends I think I’d have sunk pretty low. I feel for everyone who is out of full-time work and is trying to find something: It’s not an easy process. I feel your pain.

I’ve come to the realisation that despite a long and varied journalism career, the likelihood of me continuing in that field now is next to zero:  good journalists aren’t in demand any more, at least not in print, and besides, why would someone want to hire an experienced,  old hack like me when they can probably hire a young graduate for half the price? I think I’m a good writer but maybe I’m deluding myself and am a talentless hack?

I’ve been lucky enough to secure regular blog work for the Media Design School, which has been a godsend, and I’m hoping that NZ Gamer, a New Zealand video game website, will let me continue my blog with it. I’ve been on a four-blog trial period so if it hits its numbers (I’m not sure whether it has, to be honest) they’ll hopefully let me continue. I hope so. I’ve enjoyed writing the blog and the last two have generated some good traffic and comments. I’ve got my fingers crossed on that one.

Then there is this blog, which I neglected for a couple of years but rejuvenated once I became redundant. It’s been my go-to outlet for all my writings and game content and while I know it’s hardly read by anyone most of the time, I hope, in some small way, I’ve still got something to say in the field of games journalism. I haven’t got youth, but I’ve got experience, and I hope that counts for something. Maybe it does, who knows?

Since becoming redundant, and becoming more of an independent voice,  it’s become more noticeable to me that games journalism is often essentially nothing more than free publicity – mostly good, sometimes bad –  for games publishers and hardware manufacturers. It amazes me  how many game sites publish the same press releases verbatim or make out they’ve got exclusive video trailers (when everyone else has got it also). I don’t want my site to turn into one that has the same news as every other site does: What’s the point in that? I want to be a site that does something different, offers opinions that other sites don’t. I’m not sure if I succeeded over the past few months but I hope I did.

In terms of gaming, it’s been an interesting year, with some blockbuster games like Bioshock Infinite. Tomb Raider and GTAV released and some new consoles released onto the market, but to be honest, the most fun I had gaming this year was with games like The Stanley Parable, Gemini Rue on my tablet, games I’ve bought through the Humble Bundle and Tearaway on the PS Vita and Luigi’s Mansion 2 on the Nintendo 3DS.  Those are the games I’ve remembered most, despite sinking hundreds of hours into the big games (I’ve also been spending much of tonight installing Mac version of Humbe Bundle-purchased games onto my new second-hand MacBook Pro so I can take it away with me on holiday.)

In terms of the new generation of consoles, Microsoft have given me a loaner Xbox One console, which I’m incredibly grateful for,  but I’m not completely in love with the new-generation just yet.  The games just aren’t there yet, despite some pretty graphics in games like Ryse Son of Rome and Need for Speed Rivals. And over the past week or so, I’ve actually gone back to finishing games I’ve started on my Xbox 360 and PS3 until the real games start appearing for the Xbox One and PS4. When that happens then we’ll see what those consoles are capable of.

I’ve still got outstanding review of Gran Turismo 6 and Fifa 14 to write-up but they’re going to have to wait until I’m back from holiday (January 13) but I just want to say I’m incredibly grateful for you, the reader, who bothers to visit this site and read my waffling prose. I appreciate it a lot. I’m mulling over ideas to move the blog forward next year (a podcast maybe) but I’ll keep you posted. Alternatively, the blog may just self-implode due to my lack of posts and die an unnatural death. I really don’t want that to happen.

To you, the reader, I have this simple message: Have a great Christmas and New Year with your famlily and friends, enjoy and relax,  and let’s see what exciting things video games bring us in 2014.

Dead Rising 3 review: shuffling zombies and weird weapons

New character: It's mechanic Nick Ramos' turn to take on the zombie hordes.

New character: It’s mechanic Nick Ramos’ turn to take on the zombie hordes.

I bet Rick Grimes, from TV’s The Walking Dead, would have loved to have had a sledgehammer combined with a circular saw in his battle against the undead hordes like Nick Ramos of Capcom’s Dead Rising 3 does: It’s very good at clearing out a path through a crowd of slobbering, shuffling and moaning zombies.

The third in the Dead Rising series (I guess the 3 gives it away, huh?) and an Xbox One exclusive,  we now have a new protagonist Nick, a mechanic (rather than Frank West and Chuck Greene in the  other two games), and a city – Los Perdidos – under lock down after a zombie outbreak. Ramos has a few days to get out of the city before the government nuke it out of existence.  It’s nothing new when it comes to zombie conventions but part of the Dead Rising series’ charm has been the ability to craft weird and wacky weapons out of just about everything and use them against the undead.

All around the game world are potential weapons: Cinder blocks, scissors, chairs, wrenches, robotic teddy bears (combine it with a cardboard box and you have a neat distraction for zombies) … and you can also eventually combine vehicles to make awesome machines of death!)

Where Dead Rising 3 has changed for the better in terms of weapon crafting is that once Nick has discovered blueprints for weapon combinations, he can actually make them on the spot rather than having to find a work bench in maintenance rooms  like in DR2. It makes for much smoother gameplay and means you can make new weapons on the spot. Ramos can only carry four items in his inventory but if he clears out safe zones he can use lockers there to store unwanted weapons.

As well as the main story, there are other survivors to save (and they’ll decide whether to join you or try to make it on their own) and side missions to complete but much of the fun is guiding Nick – dressed just in a pair of blue underpants – into a vehicle – a steamroller is particularly good – and driving around the streets, running over zombies and earning experience points. And there are lots of zombies on the streets to run over: thousands, I’d say.

Dead Rising 3 isn’t re-writing the book when it comes to zombie games so if you’re expecting something completely new, you’re not going to see it here, but something that is a neat feature is that if you have the Smartglass app installed on a smart phone and activate it while you’re playing, you can receive phone calls from NPCs and access information using the app. It’s quite neat, actually.

Excuse me, coming through: You'll have zombies hanging from your vehicle as you make your way through the streets of Los Perididos.

Excuse me, coming through: You’ll have zombies hanging from your vehicle as you make your way through the streets of Los Perdidos.

Criticisms I could point at Dead Rising 3 are that I didn’t it looked particularly next-generation (current generation?), either, apart from the number of zombies on-screen, and sometimes I felt as if I was playing an Xbox 360 game.

All in all, though, Dead Rising 3 is an entertaining romp through a zombie-infested open-world that while not taking any real risks with the series it’s a solid entrant that will suit zombie-killers and those who like making weird and wonderful weapons out of everyday items.

Rick Grimes needs to play this to get some tips on creative ways of zombie slaying.

Need for Speed Rivals review

Need for Speed Rivals Aston-Cop-in-pursuit---Iconic-web (1)In EA’s Need for Speed Rivals, the  next generation seems to feature a lot of things blowing about: leaves blow in the wind, spray from the sea splashes onto the road, dust whips up as you drive through dusty canyon roads.

There’s also a lot of crashing in Rivals, at least there was for me: I crashed a lot in this game, especially into road barriers and other cars while I was pursuing errant youth driving at speed, all in the name of serving and protecting the public.

In Rivals, you’re either the “Uphold the law” police or the “Entitled generation” of youth racers – and the aren’t the best of friends. It’s a world of street racing and insane speeds around the open world of Redview County where the police have to stop and apprehend the racers and the racers have to out run the police. It’s simple. Racers drive as fast and as slippery as they can to avoid the police, the police use souped up cars and a variety of tools (shock rams, road spikes) to ram racers off the road. A fun angle is that you can swap sides if you want when you’re at their respective bases/command centres.

It’s an arcade racer through and through and it’s bloody good fun. It’s probably one of the most fun racers I’ve played in a long time, and I think part of the charm is that it’s not a driving simulator so it doesn’t have to adhere to the rules that a driving simulator does (it’s not trying to be Gran Turismo 6 or Forza Motorsports 5). Is your police car busted up because you’ve hit too many trees? Simply drive through the forecourt of a garage and your car’s repaired!

Need-For-Speed-Rivals-1024x576Rivals has something called AllDrive, which essentially means that every time you load up a game it pops you into a live map which has both AI-controlled cars and, I think, five other real-life drivers. Apparently, the game’s makers see it as a way of blurring the lines between online and single player games and it’s a good idea but I didn’t really hook up with any of the other drivers to complete challenges or take down rivals. You can turn the feature off, though, if you want to drive the roads of Redview County.

Rivals uses the Frostbite graphics engine from DICE and things look pretty sharp, especially all the stuff that’s blowing about as you drive. Car models are detailed and shiny and the lighting and weather affects are impressive. Sure, Forza Motorsports 5 on the Xbox One might look prettier (it’s an exclusive for that format) but Rivals is no slouch in the visuals department.

At the end, though, games like Need for Speed Rivals are all about fun – and Rivals is a hell of a lot of fun. It’s arcadey in its racing and that’s fine with me.

Well worth a look if you’re a fan of the series and fast arcade racers.

My thoughts on the PlayStation 4

PlayStation4launch4

PlayStation 4 is quite a different beast to the Xbox One, most noticeably in its design.

Sony sent me down a PS4 for a week to get some hands-on time with it and where the Xbox One is very boxy in it’s shape  – it keeps reminding me of an old VCR player from when I was a young person – the PS4 is a lot more futuristic in its design, with a slanting front panel. It’s as if Sony took a rectangle then squished the front and back into its current shape. I actually think I like the PS4 design better than the Xbox Ones if you’re going off looks alone.

The PS4 is smaller than the Xbox One, and just as quiet when it’s on, but it doesn’t have as many inputs as Microsoft’s console does (at the back there’s one USB, ethernet, optical audio and power; on the front there is two USB ports). And it doesn’t have an HDMI in, like the Xbox One does (it’s used for a set-top or cable box). Whether that’s going to be a costly omission for Sony, I don’t know but I guess time will tell.

One thing did confuse me though when I took the PS4 out of its box: How do I turn it on? Did it have a capacitive on-off button like the Xbox One? If it did, I couldn’t find it, despite just about pressing every inch of the consoles jet black surface.

I pressed the PS logo: Nothing. I pressed the PS4 logo: Nothing. So I just turned it on using the PS button on the Dualshock 4 controller, which is what I do with my PS3.  (Update #1: Earlier this week, I just pressed the front area a whole lot – and it turned on. Update #2: Oh, I see there are tiny buttons next to the drive slot with an on/off logo and eject logo. Hey, Sony you need to make those a bit bigger so people with old eyes like mine can see them better).

PS4controllerblogTalking of the Dualshock 4 controller, it’s vastly improved on the PS3’s Dualshock 3 controller, which I thought couldn’t be beaten. It’s a lot more organic than the Dualshock 3, and feels more comfortable to hold, with L1, L2, R1 and R2 buttons feeling firm and responsive. It has a touch pad above the two sticks, which you can use for games (it’s used in Killzone Shadowfall to control your OWL). and a sensor bar on the front, which can change colour depending on the game (in Killzone it shows green meaning your health is good but red if you’re close to death).

The only issue I had was getting used to the fact that the controller now has options and share buttons (share lets you post video or screen shots to social media) rather than select and start. All in all, it’s a great controller.

Turning the PS4 on and you’re greeted with a new user interface (UI), which looks much better than the PS3’s cross-media bar, which while functional was a little too clunky and cluttered. It’s been replaced with a much more user-friend two-level, with notifications, settings, chat, messaging,trophies that sort of thing  in the top line, and details about the games you’ve played, your library and an internet browser in the other line. It’s tidy, uncluttered and pleasing on the eye.

Ultimately, though, the PS4 is a machine aimed at gamers so what are the game like?

The review unit came with Killzone Shadowfall, Knack, Assassin’s Creed IV: Black Flag, Lego Marvel Superheroes and Call of Duty Ghosts (I’ve already played ACIV and Ghosts on last-gen Xbox 360 so I’m not going to waste column inches discussing those here. For what it’s worth: ACIV is much better than ACIII and Ghosts is pretty much like every other COD game, except it has a dog in it this time).

Killzone is definitely the pick of the PS4 exclusives in terms of showing what the PS4 can do – and it really does look stunning, pumped out at 1080p.

A couple of times I actually just sat back and took in the surroundings: rocks looked so real I could touch them, god rays streamed through windows, dust particles hung in the air. It looked great. Shadowfall’s game mechanics don’t deviate much from previous Killzone games, apart from this time the game’s hero is accompanied by a flying robot called an OWL, which can be ordered to attack enemies, hack turrets and fire a zipline from point to point. It’s a handy gadget but I felt at times it turned the odds in our hero’s favour too many times: Send in the OWL to clear out the enemy then our hero comes in an mops up the remnants.  Peel away the stunning looks, though, and  Shadowfall is an entertaining yet by-the-numbers first person shooter. It doesn’t re-invent the wheel, which is perhaps what I was hoping for.

Knack is an interesting platformer where you control a creature made out of magical relics that he can bsorb to make him bigger and more powerful. Sometimes he’s small, other times he’s large, depending on how many relics he absorbs. It’s fairly standard fare, though, but it’s got a pretty nice cartoony look to it, especially compared to the realism of Killzone Shadowfall. Knack sort of follows along similar lines to other past Sony characters like Sly the Racoon or Crash Bandicoot in that when you defeat enemies there’s no blood: So it’s pretty family friendly. Sadly, thought, Knack becomes boring pretty quickly, and there are only so many times you can bash enemies and jump about avoiding electrified platforms.

Something that I really liked and something that shows the PlayStation 4 is definitely aimed at gamers first and foremost  is the remote play feature using the PS Vita. Once I registered my Vita with the PS4, I was able to play Killzone Shadow Fall on my handheld: What my TV screen showed was displayed on my Vita’s screen. It’s a great feature, especially for those of us who have our main TV in a lounge where it’s used for nightly TV watching by the other half!

I haven’t even had time to look at the PlayStation camera, which is an optional extra. I’ll try to get around to that over the next few days.

I’ve rambled on for long enough, I think, but I’m impressed with what Sony has come up with in the PS4 and it’s definitely geared towards gamers rather than multimedia enthusiasts. There are a few niggles regarding multimedia playback but I’m sure things will be sorted out over time.

The PS4 has had a successful launch and I can see why. I love the controller but the launch games, like those on the Xbox One,  are a bit of a mixed bag. Still, it’s a solid launch and like the Xbox One things will improve with time.

it’ll be interesting to see how the console war pans out between the two new consoles, with things surely kicking into high gear next year.

The Game Junkie week: Tearaway & Ryse: Son of Rome

Tearaway: the game this is making me use my PS Vita lots

2013-11-08-134142I’ve already mentioned Tearaway on Game JunkieNZ 2.0 before, in a preview,  but I’ve been playing the full version quite a bit lately, and I can say without a doubt that it’s one of – if not the – best game I’ve played on the PS Vita. I’ve played it during the day and I’ve played it during the night.

If you’re  a fan of platform games then I can recommend Tearaway wholeheartedly, from its cute world made entirely out paper, to its endearing lead character, its great soundtrack and not forced use of the hardware’s touch capabilities. Tearaway should be played by everyone who owns a PS Vita but sadly, I think that the game will be overlooked a little as it was released around the same time frame that the Xbox One and the PlayStation 4. Part of me can’t help but feel that Media Molecule’s next big amazing game will be ignored by many gamers because they’re too busy Xbox One-ing and PlayStation 4-ing.

I’m not going to ramble on about Tearaway apart from say if you want an amazing game for your PS Vita that will make you smile and laugh then buy it. Just buy it.

Ryse Son of Rome (Xbox One)

RyseSonfRomeRyse is definitely one of the Xbox One’s showcase launch games thanks to its amazing graphics. It look freaken fantastic. It really does but it’s been getting a lot of mixed reviews, mainly because of  about it’s one-note combat and short game length.

It’s true that the combat is repetitive, made up of blocks and heavy strikes, but dammit, I enjoyed the game.

Detailing the rise of Roman general Marius Titus and his revenge against the barbarians that murdered his family, Ryse is, for the most part, an enjoyable romp, despite the fact that the story is a little ham-fisted at times. The game’s maker Crytek isn’t going to win any Oscars for story telling.

Yes, it takes liberties with history but what game hasn’t done that in the past? The voice acting is for the most part superb, with Titus voiced with conviction. Part of me can’t help but feel that perhaps many people are critical of Ryse because it hasn’t reinvented the wheel, which is what they were expecting. I don’t know. I’m probably wrong but apart from a few frustrating moments near the end, I wanted to finish the game.

Key to the success in Ryse’s combat  is blocking incoming attacks, which leaves enemies open to attack where Titus will hack and slash until a red skull appears above their head. When the skull appears, pressing the right trigger activates  the game’s cinematic execution sequences where you have to press the corresponding coloured face button (either X or Y) to match the coloured outline that has flashed around the enemy. Get it right and the executions are brutal: slow motion arms chopped off or swords through the chest. If you miss the prompts, Titus still kills the enemy anyway – you just don’t earn as many experience points.

Ryse is a linear affair – there’s chance for exploring the environment – and squad mate AI falls flat at times. Sometimes I thought Titus was the only Roman soldier fighting the barbarian hordes. During one “Stop the siege towers mission” I had to almost single-handedly take on the enemies while some of my fellow Romans just stood there. It didn’t lessen my enjoyment of the game but it did make me raise my eyebrows.

Every kill earns experience points, which can be used to upgrade Titus’ skills (health, focus, combat), but something that made me raise an eye brow again was that you can use real money to purchase gold that can be used to upgrade skills. While you’re not forced to buy gold –  you can still grind your way through killing foes – this sort of in-game micro-transactions just doesn’t sit right with me.

Ryse: Son of Room doesn’t re-invent the wheel and it can be repetitive, and it seems I’m in the minority, but I really enjoyed it. I really did.  I guess that’s what makes us all different as gamers.

Next on my list of Xbox One games to finish are Dead Rising 3, Forza Motorsports 5 and Zoo Tycoon. I’ve played NBA Live 14 and it’s not worth playing, believe me. 2K’s NBA series has nothing to worry about.

Game JunkieNZ unboxes an Xbox One

OK, I’m trying something new here at Game JunkieNZ: videos.

I haven’t done a lot of videos in the past – and this is the first unboxing video I’ve ever done – but I thought I’d test the waters with it and see what the feedback was like.

The editing is a little rough near the end and the camera angles perhaps not quite right but I thought I’d post it and see whether videos were something people wanted to see more of. It was filmed by Game Junkie junior using my Samsung Galaxy S3 smart phone but I’ve got a Flip HD camera lying around the house somewhere and I’d rather use that.

If you like it and want to see more, I’ll do more. If you thought it was lame, I’ll go and cry in a corner but won’t do any more.

Let me know what you think: Are videos something you’d like to see more of on the site, be it to camera pieces or game play footage (although if it was game play I’d have to work out a way to connect my Kaiser Baas Game Recorder to the Xbox One as I think it’s HDMI-only, unlike the Xbox 360 which let you plug an adapter in so you could use red/white/yellow connectors).

Anyway, let me know what you think.

Game Junkie impressions so far: The Xbox One

It’s a familiar logo, a familiar boot-up sound and a familiar colour – Xbox green – but it’s a completely new experience and a completely new console: The Xbox One, Microsoft’s next-gen machine.

Pride of place: The Xbox One doesn't look out of place sitting above my Panasonic DVR.

Pride of place: The Xbox One doesn’t look out of place sitting above my Panasonic DVR.

It’s bigger than the 360 –  about 10 per cent, apparently and putting the latter on top of the former shows by just how much –  but the new console’s unobtrusive look means it’ll blend in with all your other entertainment hardware without problem. It’s not some space-age looking piece of kit that’ll catch a visitor’s eye,  and it sort of reminded me of the old Mitsubishi Black Diamond VCR I used to own. Not much to look at but functional.

Breaking up the blackness are a silver accent around the Blu-ray drive and a white touch-sensitive Xbox button on the right hand side.  The “brick” power pack of the Xbox 360 is back and the console runs near silent, which is perhaps why it’s the size that it is: plenty of room for air to flow around?

Kinect is mandatory this time but it’s a much more advanced design to the original

Kinect camera: The new Kinect is bigger than the old one and shinier, too (yes, that's my reflection you can see).

Kinect camera: The new Kinect is bigger than the old one and shinier, too (yes, that’s my reflection you can see).

Unlike the Xbox 360, Kinect is mandatory this time but it’s a much more advanced design to the original, featuring a 1080p HD sensor that can even pick up your heart rate (granted that was using the game Kinect Fitness).  It was easy to set up, with the Kinect adjusting itself until it was happy, and a neat feature was that once set up, Kinect could differentiate between my profile and that lf my son’s,  even noticing when I had handed the controller to him.

Another impressive feature was that if left in standby mode, the Kinect will wake up the console as soon as you walk into its field of view field of view, greeting me with “Hi, Gerard!”. You can still use the traditional controller to sign in, if you want.

Microsoft says the Xbox One’s controller has been radically overhauled and while it feels a lot more organic, a lot smoother,  I can’t say I noticed much difference: It feels nice to hold, though. The  button layout is similar to that of the Xbox 360 (although I don’t think the bumpers are solid as those on the Xbox 360), with the Xbox button having moved upwards. There’s a much improved D-pad and menu and view buttons replace start and back. It’s powered by two double AA batteries but I think there’s a plug and charge kit available if you want to go the non-AA way.

Old with new: Here's the old controller alongside the new Xbox One, er, one.

Old with new: Here’s the old controller alongside the new Xbox One, er, one.

The Xbox One’s dashboard has the live tiles like Microsoft’s Windows 8 “Metro” interface, and it takes a little to get used to. There’s a central tile that shows your most recent activity – game, application – and pressing the  Xbox button on the controller will pause the game/app, taking you back to the dashboard.  Click on the central tile again and you’re taken back to the game or application, exactly where you left off. No pause, no waiting.

There’s also a Game DVR function that I’ve been playing around with. It records up to five minutes of game play footage (I’m not sure how it determines when and what footage to capture) then you can save the clips, edit and add a voice-over using Upload Studio and Kinect.

It’s a pretty neat feature  and I’m looking forward to playing around with it. You can also do “Picture in Picture”, where it overlays one game play clip over another, but for some reason the recorded voice over was echoey.

Perhaps the biggest disappointment for Kiwi gamers, though,  is that voice commands aren’t enabled for New Zealand at launch (no doubt that’ll be updated with a patch at some point but when? Who knows: It took Microsoft a long time to get voice commands for us Kiwis with the Xbox 360s).  Stupidly, I didn’t actually know that until I found out from Xbox’s NZ PR person earlier this week, so spent the first night with the console saying things like things like “Xbox, go to games” and “Xbox resume Ryse: Son of Rome” , wondering why nothing was happening.

Perhaps the biggest disappointment for Kiwi gamers is that voice commands aren’t enabled for New Zealand at launch

It’s sad but hopefully it won’t be too long until voice commands are New Zealand-ified. [Sidenote: Something I’ve noted about Xbox One application delays – the YouTube app is delayed in NZ at launch – is that we’re lumped in with Ireland and Austria. We’re not even anywhere near each other so I don’t understand the delay? Shouldn’t we be alongside Australia?]

While voice commands don’t work, Kinect still does and I used it to feed a giraffe in Zoo Tycoon by  holding an outstretched hand and did some fitnessy things playing Kinect Fitness, where it told me what my resting heart rate was (it was 77, if your interested).

Perhaps one of the strongest multimedia applications for the Kinect is that you can make Skype calls. I made a Skype call to my wife t his morning [her at work 6km, me in my living room at home] and it was flawless. The preview unit Xbox One that I have at the moment had a sizeable patch on Tuesday night (over a 1Gb) and apparently the Skype functionality was enabled with that.

Using Skype with Xbox One was a far more pleasant experience than using it on a laptop or with a camera on a desktop computer. A nice feature is that the Kinect follows the user when you move around, meaning I was always in the shot.  It even followed me when I squatted on the ground and stretched up really high. Using Skype on the Xbox One is a joy.

I’ve still lots to test out with the Xbox One – I haven’t watched a Blu Ray yet or really checked out the Store, apart from a few downloadable games – so this is a “review in progress” that will evolve and update as I discover more,  but it seems a solid console so far, despite many of Kinect’s much-touted features not enabled for our region.  I haven’t had the chance to compare it against the PlayStation 4 yet, either: the unreliability of couriers and my heading to Melbourne for five nights tomorrow meant things just didn’t work out.

The launch games I’ve played are a bit of a mixed bag, to be honest: I didn’t like Crimson Dragon much at all;  Zoo Tycoon is fun for those that like to micromanage things;  Dead Rising 3  is fun but didn’t initially screen next-generation (or is it current-generation now?) to me, apart from the masses of on-screen zombies and Forza Motorsports 5 looks great and it’s what you’d expect from Turn 10 studios. I’m playing a fair bit of Ryse Son of Rome and I’ll post a review next week sometime when I’m back in NZ but for the most part, I’m enjoying it,  apart from some niggles.

As I said, this is a review in progress so I’ll post more updates as I discover more stuff. Feel free to ask me any questions and I’ll answer them if I can (I might not be able to, but I’ll try if I can).

Update: I’ve had some more play time with the Xbox One and I think it’s a solid, solid console. I’m still making my way through Ryse: Son of Rome (I’ve completed about 88% so far) but have yet have playthroughs of other stuff. I’m doing a review of EA’s NBA Live 14 for NZ Gamer.com so I’ll get onto that t his weekend. The only issues I’ve heard relating to launch consoles is that some people are suffering “crunchy” drive issues, where the drive gives off this horrible clunking sound. I know of one Xbox Live friend who had issues with his launch-day Xbox One – only to have the replacement one do the same thing! Here’s hoping his third one is trouble-free.

The war of the war first-person shooters

“Different strokes for different folks”.

It’s one of the English language’s most bizarre sayings – one that would confuse the hell out of non-English speakers, I’m sure – but it essentially means that different people like different things. That one thing won’t suit us all.

I like to apply the phrase to EA’s Battlefield 4 and Activision’s Call of Duty. Both are first-person viewpoint war games, both have single player campaigns, both have online components, yet they seem to be the two games that are the most divisive when it comes to which one is best.

It seems fans of one like to slag off the other but here’s my take on things:  If you don’t like Call of Duty, don’t play it. Same for Battlefield. No-one is forcing you to spend time on a game you don’t want or like. Both have millions of fans, each happy with the game they’ve picked, so why the bitching?

BF4Personally, I don’t have an allegiance to one or other. I’ve played both BF4 and COD Ghosts, and if I’m being honest, my favourite Battlefield game is Bad Company and my favourite COD game is Modern Warfare. Neither of them the latest in the long running franchises.

Now, most people won’t buy either of these games for their single-player component, and rightly so as both are highly MP-focused, but I’m not most people and still like to play solo campaigns, often more so than online offerings. 

Here’s my take on campaigns from BF4 and COD Ghosts: They do a solid, if somewhat unremarkable job. I didn’t hate them but I didn’t fall in love with them either. I wouldn’t take either out for a second date .

Both have a silent protagonist, which sort of bugs me about a lot of shooter games. It bugged me back in the day that Gordon Freeman from the Half Life games was mute. It bugs me now. With today’s games wanting to immerse the player in the experience, having a silent lead character just disconnects the player from the action. I might as well be playing as an ice cream cone. 

Ghosts tries to mix things up a little – one of the opening missions takes place in space but it’s too brief, and the remote sniper is great fun – and Riley, the trained dog, is a nice touch, but it seemed to me that just as you were settling in to controlling him and thinking “This is pretty cool”, the control was ripped from you and it was back to the tried-and-tried “move forward and shoot everything in your path” gameplay.

BF4’s campaign was more enjoyable than I expected but it’s still a cliche riddled affair, with stereotypical characters that I didn’t care for (I couldn’t even tell you their names). I played it on PC and it looks wonderful when things are cranked up to “OMG” fidelity.

Both suffer from instances where one moment you have to lead the way and open a door then the next there’s no way you can progress any further until your team catches up – and open a door for you. Ghosts’ campaign also dishes out trophies (I played it on PlayStation 3) like they’re going out of fashion: It seemed like most missions had two or three trophies each.

call_of_duty_ghosts-wallpaper-big

Right, now to the MP. I’m not a massively successful online gamer – sadly, my twitch reflex isn’t what it used to be –  but if I had to pick a game that had MP that I enjoyed the most, I’d take Battlefield’s MP over Call of Duty. That’s not to say that Ghosts’ isn’t enjoyable – I really enjoyed its infected mode – it’s just that BF4 online game gelled more with me.

BF4’s MP  is an assault on the senses, though, with explosions everywhere, voices echoing in your head  and bullets zipping all over the place (generally into my avatar’s body from an unseen sniper).

It probably doesn’t help that I’m not very good at MP, though: I always tend to get killed more than kill. My Kill/Death ratio would generate much laughter and mirth around hardened MP players, but I stick with it, slowly but surely earning points so that I can rank up.

How bad am I? Well, I’m ecstatic when I manage to hit an advancing enemy with one bullet from the almost entire clip I’ve emptied into him. Some people might call that luck but I call it … Nope, who am I trying to kid: It’s pure luck that I actually manage to kill enemies in this game. And I’m OK with that.

I’m not going to dwell on specific maps and all their intricacies – there are plenty of other reviews around if you want those details – but some of the best moments in BF4 were when I spawned into a vessels and manned one of its side guns. I once spawned into a tank and made so many kills it made me giddy … then the game crashed, causing me to loose all my points.  Another time I spawned onto a boat. I shot down a helicopter that time, just continuously firing at it using the boat’s mounted gun as it flew past. It took a few hits  but he just seemed to hover conveniently near where we were. It was strangely satisfying seeing it erupt into a cloud of smoke and fire. Moments after that, I got killed by a sniper.

One MP mode in Ghosts that I like is Infected, where one player starts out as an infected human while the other are soldiers. Slowly but surely as each soldier becomes infected, it becomes an exciting game of cat and mouse as the surviving humans ward off the advancing infected.  It’s a pretty neat mode and a nice change of pace from the usual capture the flag or deathmatch-type affair.

It may be naive of me, but I believe there is ample room in the gaming landscape for both Battlefield 4 and COD: Ghosts, but, I guess, if someone held a gun to my head and told me to pick one or else, I’d have to say I liked BF4’s overall experience more than COD: Ghosts, both in MP and single player.

Not that I’m an expert, mind you. I can’t tell you the intricacies of how each weapon’s rate of fire differs from the last game, impacting on game play,  or how the scoring system has changed for the better/worse. I can’t tell you whether vehicles are now overpowered (although on some BF4 maps I noted that if you didn’t manage to get a vehicle you were pretty much screwed): I just play the damn things and tell you if I like them or not. That’s how I do it.

“Different strokes for different folks”. It’s rather appropriate here, I think.

Dead Rising 3 story trailer

Like fighting zombies with a variety of weapons and machines you’ve crafted? Then Dead Rising 3 might be the game you’re looking for.

An Xbox One exclusive, the third game in the Capcom series welcomes new protagonist Nick Ramos, who has to take on the zombie hordes in a game world said to be larger than those from the two previous games combined.

I loved the weapon crafting aspect of Dead Rising 1 and 2 and it seems in this new installment you don’t need a work bench to make wild and wacky zombie-killing implements – you can make them on the fly. Apparently the time limit from missions has been removed, too, which is nice, but there is a game mode that reinstates the time limit for those of you who like to slay zombies under pressure.

The Dead Rising series has always been known for the ability to craft just about everything to form a weapon, so I’m interested to see just what combinations gamers will come up with.

Sound like your cup of tea (or whatever hot beverage you prefer)? Here’s a story trailer on what to expect.