Forza Horizon 2 review: Going on a road trip, baby

Off-road: Where we're going we don't need roads.

Off-road: Where we’re going we don’t need roads.

Microsoft’s Forza Horizon 2, a car game that has racing in it, has had an interesting effect on my car-mad teenage son. I’m bike-mad, he’s car-mad.

Anyway, after driving exotic sports cars around Italy – France and Italy are the  playground for this second Forza Horizon game –  during the game’s road trips, my teenage son proclaimed his future plans.

“When I’m older I want to go to Europe and rent a Lamborghini. How much would it cost to hire one of those?” he asked. “Probably quite a lot,”I told him. He contemplated for a little bit then said, “You’ll have to come with me then.” Good lad.

The original Forza Horizon never really connected with me: Maybe it was the North American setting but for some reason Horizon 2 has captured my attention and made me want to keep exploring, keep racing and keep gaining XP so I level up, win more championships and seek the final challenge. The basic premis is that you have to win the right amount of championship events to take place in the Horizon Festival’s final event.

In-car view: Perhaps the best view to drive from.

In-car view: Perhaps the best view to drive from.

As I write this, I’m sitting at level 26 (a low level compared to some of the people I’ve encountered), have raced in 32 championship events, and have had 53 collisions in one race.

Perhaps the appeal of a game like this is that I get to drive virtual representations of cars that I’ll never own, and there are 210 cars to unlock, ranging from luxury sports car, rugged 4WDs and American Muscle cars. I think, though, much of the appeal is that there is so much fun to be had outside of the racing. Just driving around brings its own rewards.

Everything you do in Forza Horizon 2 earns XP, and the more XP you earn, the faster you’ll level up: Do a nice drift around a tight corner, you earn XP; pass within a cat’s whisker of an oncoming car, you earn XP; smash a street light and take down a stop sig, you earn XP. Some  things earn small amounts of XP, others earn bigger amounts, and everytime you level up, you get to do a virtual Wheelspin which can reward you with credits or a new vehicle to add to the garage. Perks are the game’s skill tree, letting you tweak how you want XP to be earned doing different things.

Race time: each race gets you closer to the championship finale.

Race time: each race gets you closer to the championship finale.

As well as straight out race events – each championship event has four events to complete – there are also things called Showcase events, which add a bit of variety to the frequent A to B beat-the-other-car races. One of the Showcase events has you having to outrun 37 hot air balloons in a 1970s Lancia rally car. Another has you  having to sprint against a steam train. Another has you  having to beat a squadron of fighter jets to the finish line.  They add excitement to things and a touch of style.

The  game’s Bucket List, too, is a nice  diversion from all the racing, letting you do things like drive a luxury sports car like you stole it or have to gain the fastest speed through a speed zone.

Horizons 2 looks gorgeous, too, with the car’s appropriately shiny, European architecture and wide open fields, but I have to talk about the ambient weather effects and the day/night cycle. They are, in a word, amazing, adding immersion to the game. The sky goes dark and thunder booms overhead when a storm is approaching, clouds blackening with moisture. Rain drops splatter windscreens, streaked by wipers. Sunlight blooms and rainbows appear when the rain has gone. Playground Games has done an outstanding job.

The game’s makers say that Forza Horizon 2’s drivatars, which populate the game world, are based on the driving styles of real-life Forza Horizon players. All I can say is I pity those other FH2 players who have the misfortune of running into me on the roads of Europe, especially when I first started playing.

If you saw an Ariel Atom race car driving erratically through fields, slamming into trees, and generally slipping and sliding all over the roads, it was likely me.  In fact, I can probably guarantee it’s me.

Something that was frustrating about the drivatars, though, was that on the moments when you drove to the next region – the game’s road trips –  they turned it into a race, meaning at times several of them would collide with each other. I lost count the number of times a drivatar would race past me, pull in front then slam on its brakes, forcing me to crash into it. Perhaps  future DLC for the game should include a virtual insurance company to ring?

It’s testimony to how good a car game is – and Forza Horizon is an outstanding car game – when it grabs the attention of a gamer like me – one who isn’t a huge car game fan – and won’t let go. Forza Horizon 2 grabbed me after the first race – despite the cheesy, non-skippable intro sequence that just seemed a little forced – and I’m hooked.

And for Xbox owning car racing fans, this is a no brainer. It’s gorgeous, it’s huge, and it’s fun. Isn’t that what a car racing game should be?

Forza Horizons 2 is a game that will  capture your imagination, cajole you into racing one more event, and won’t let go. It’s set a very high bar for other car racing games to come close to. The challenge has been set.

It’s now up to other car racing games to accept the challenge.

Xbox NZ kindly supplied a digital copy of Forza Horizon 2  for this review.

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.

COD Ghosts: the helicopter-attacking dog edtion

OMG, ANOTHER GAME VIDEO ON GAMEJUNKIE 2.0! WHAT THE HECK IS GOING ON????

Sorry about all the caps but this is the third game trailer that I’ve posted in as many days, and this one’s for Call of Duty: Ghosts, a game that I have to admit hasn’t caught my attention at all … until now, that is.

I mean, you’ve played one COD game and you’ve played them all, right? At least that’s what I think. I enjoyed Black Ops 2 but in my mind, the original Modern Warfare is the best COD game in recent times.

And I know this trailer is most likely a montage of stuff you can do in-game but it actually looks like it could be interesting.

The trailer opens in space, showing astronauts popping out of a space station and firing guns in space, then there’s a missile attack on the United States which leaves it open to attack from forces “south of the equator”. There are explosions, crashing helicopters and a soldier (and his dog?) jumping from car to car on a cable car – then perhaps the coolest part of the whole trailer: A freaking german shepherd attacking a passenger in a helicopter. Go, Fido, go!

So, yeah, check it out and maybe, like me, you’re a little (not a lot, just a little) more interested in COD: Ghosts. Me? I’m going to watch that trailer again and watch the dog bit over and over again. I can’t get enough of that.

Killzone Mercenary: Is that a Helghan in your pants?

Killzone Mercenary: Here Helghan, Helghan, Helghan ...

Killzone Mercenary: Here Helghan, Helghan, Helghan …

For a handheld title, Killzone: Mercenary on the PS Vita is pretty impressive.

And Lord knows, the Vita needs impressive titles to bolster its fortunes. It has few must-have titles (and some desperately don’t get titles like Resistance Burning Skies and Call of Duty: Declassified, anyone?). Mercenary could well be the first-person shooter that makes you proud to own a PS Vita.

Set between the events of Killzone 1 and Killzone 2, players take the role of a mercenary called Danner, who has contracted his services to the ISA in an effort to wipe out the Helghast on their home planet of Helghan. And being a mercenary is where this Killzone pops up its first difference to the console editions of the game: money.

Each kill earns Danner money – the more kills he makes, the more money he makes. Making a headshot will net more cash than just pumping a Helghast with lead. Even picking up dropped ammo earns cash. Earned money can used in-game to purchase better weapons using black market lockers (why they’d be dotted around a Helghast base, I’m not sure). You can also unlock a variety of other things but some of them cost huge amounts of cash.

Visually, the game looks superb, and while not on par with what the PlayStation 3 can generate, it shows that developer Guerilla Cambridge (formerly known as Sony Cambridge, the studio behind the Medievil series) are pushing Sony’s handheld to its limits, with dynamic shadows and volumetric lighting. It really is impressive.

The game opens with Danner and a colleague (he’s shot down mid-glide so he’s not even worth mentioning) gliding from an ISA dropship down to a looming Helghan base where you have to deactivate two radar dishes that control the giant cannons causing problems for the ISA ships orbiting Helghan. It’s up to you (Danner) to finish the job and turn the tide of war.

OK, so the premis isn’t very original at all and while I was a little disappointed that the opening sequence was on-rails (I wasn’t able to steer Danner at all) it’s a powerful way to start the game, with rockets and enemy fire flying around as Danner glides towards the base, finally landing on top of a cable car.

So far, so good, and Killzone Mercenary has a hell of a lot going for it, especially for a handheld title, but that said, it ticks all the boxes that a Killzone shooter should so if you’re not a fan of Killzone, chances are you’ll find little to like here.

Stabby, stabby: Yep, you can stab Helghan in the neck.

Stabby, stabby: Yep, you can stab Helghan in the neck.

While the preview code was only one level long, I was able to mix it up a little with both stealth and full-on frontal assault (the former thanks to Danner’s silenced pistol and knife) and the game throws in some hacking for good measure (using the touch screen to match on-screen icons while racing against a timer). Talking of touch screen controls, it’s used wisely throughout the campaign with the rear touch pad letting you zoom in and out with weapons and the main screen used to finish off silent kills of unwary Helghan using a quick time event after you’ve tapped the triangle button.

The Helghast showed some smarts at times during my  play through – after being spotted by one soldier while assaulting the barracks, he called for reinforcements – but other times, stupidity was evident, with more than one not noticing I was in the same room as them (just before I filled them full of lead). Perhaps that’ll be tidied up come September, when the full game’s out. The only time stealth didn’t work was during the what seems a mandatory element in shooters these days: the hold-this-position-until-ordered-where-to-go-next sequence.

So far, so Killzone, which will please fans of the series, and the closing moments of the preview mixed it up a little with Danner having to hold off a barrage of Helghast using a Porcupine missile system, which fire missiles at what ever you tap on-screen (assaulting Helghast, a hovering dropship). One thing I’m not certain about for Mercenary is the multiplayer, as the feature was disabled for the preview.

Killzone Mercenary is looking extremely solid for a handheld shooter and while I’ve no idea how the story holds up throughout the rest of the game or whether it turns all formulaic in the sea of brown-on-brown that the Killzone series is famed for, this handheld title has piqued my interest. Perhaps it is possible to have a decent FPS on the Vita and have a Helghan in your pocket.  Here’s hoping.

PlayStation New Zealand provided a download code for the preview version of Killzone Mercenary.

The Walking Dead: A story about a man and a girl

the-walking-dead-episode-3-1-600x337 This post has taken a while to get to the point it is: I actually started writing it just after Christmas last year but things just got on top of me, then I went on holiday and forgot about it until I looked at it tonight. 

The catalyst for writing it was Episode 5 of Telltale’s The Walking Dead game and while this piece isn’t finished yet, I thought I’d just post what I’ve got so far: This is a work in progress.  I’m still not sure if it’s finished or not or my memory of the series is the best, but if you haven’t finished the series, this does contain spoilers so read with your peril.

Telltale Game’s The Walking Dead series – made up of five episodes, each about six weeks apart – isn’t an easy game to play, especially as a parent. It’s an emotional roller coaster ride that will see you emotionally attach yourself to some of the characters and feel bad when something goes wrong – at least, I did. I got emotionally attached to Lee and Clementine, the two key characters, hook, line and sinker by the end of the series.

I finished Episode 5 a while ago and if you’re a parent, it’s an emotional experience, especially experiencing the end and the impact it had on the relationship between Lee Everett, a former high school teacher but now convicted killer, and Clementine, the girl he finds hiding in a treehouse in the backyard of her parent’s house.

Everett isn’t a parent, although he tells a non-playable character in the final chapter, No Time Left,  that he wanted children, but throughout the game – whether he wanted to or not – he was forced to become a parent to Clementine, whose parents are believed to have escaped to Savannah following the zombie outbreak. We see Clementine’s parents in Ep 5 and things aren’t good.

While at first The Walking Dead was only available for New Zealand and Australian gamers over Steam – for some reason Telltale Games refused to even submit it for classification in our region – it’s now available on both Xbox 360, PlayStation 3 and iOS here. Unfortunately, for most New Zealand and Australian gamers, though, unless you’re playing games on our PC via Valve’s Steam service you won’t be able to play The Walking Dead because it’s not available for console games in our region. Telltale Games didn’t actually consider it worth submitting the game to the NZ or Australian classification offices – it probably had something to do with Australia not having an R18 rating – but they should have submitted it. At least I think they should have.  With Australia getting its classification system sorted I hope they reconsider submitting: I even emailed Telltale’s PR manager – twice – about that very issue but he hasn’t got back to me. That either means one of two things: he either hasn’t got around to reading my email or he doesn’t want to answer. Part of me thinks it’s the latter.

Anyway, based on the comic book  series created by Charlie Adlard, Robert Kirkland and Tony Moore, Telltale’s The Walking Dead doesn’t feature characters from AMC TV series but I guess has a story line that runs parallel to the TV show, and it doesn’t pull any punches in it’s delivery. It’s a gritty, pull-no-punches tale of a group of survivors who find end up together and band together in the search for somewhere safe to call home after the world has turned to shit and the undead wander the streets. Lots of undead, actually, out to eat anything that moves. It’s made up of five episodes. each of around eight chapters: A New Day, Starved for Help, Long Road Ahead, Around Every Corner and No Time Left.

walking-dead-episode-4_groupThere’s no doubt that Telltale hasn’t pulled any punches with the graphic content of these games – on at least two occasions limbs have to be hacked off by the player – but after finishing No Time Left I  posted my thoughts about it  here (on my blog on http://www.stuff.co.nz) and I was intrigued at the number of commentors who said the game had impacted on them as parents, or affected them emotionally, even if they didn’t have children.

Glenn wrote “Finished it last night. I cried at the end of it. More than I have for any movie or book in years. I can’t stop thinking about it today at work. I feel like someone I know and loved has passed away.”

This reaction from parents continued with Croacker, who said “I have an 18 month old son. Since he came along anything involving kids in peril has really hit home. The Walking Dead game is harrowing. Episode 3 had me so close to tears.”

If you’re a parent it’s hard for the game not to resonate with you and I can almost see anxious gamers who are parents checking on their sleeping offspring after playing an episode of this series, just to make sure they’re safe. It sounds silly but it’s a series that pulls at your heart strings and impacts on your emotionally. It’s a powerful narrative where a man who isn’t even a parent – Everret – will do anything to protect the young girl who is now in his care. But let’s go back to the very beginning.

When we first met Lee Everett he was in the back of a police car, speeding out of Atlanta, a conversation with the elderly police officer underway. Everett is guarded, not really giving much away, and this is where we’re first introduced to the game’s choose-your-own Adventure-like scenario where,  in that at certain points, Everett is given a series of dialogue options that the player can pick from. Some are courteous, some are surly but you don’t have long to answer and if you don’t pick quick enough, the game will just pick an option for you.

When a walker stumbles into the path of the police car, causing the vehicle to roll down a bank, Lee finds himself alone (actually he has  to fight his way out of the police car after the officer gets turned into a zombie), not really sure what’s going on. After escaping more walkers and wandering through a small forest, he comes across a housing estate and hidden in a tree house in the backyard of Clementine,  a girl who hasn’t seen her parents for days and is scared. Very scared. This is the start of a relationship that would develop over the next five episodes.

It’s at this point that The Walking Dead turns its main character into a person, rather than a man desperate to escape his past. Clementine isn’t Lee’s daughter but that doesn’t stop him from caring for her and protecting her as if he was his own. When Clementine goes missing at the end of Episode 4, Around Every Corner, you can see that Lee’s already shattered world has been turned upside down just that little bit more: Clementine is his responsibility, she’s all he has. He isn’t going to give up on her. He’ll search for her if it kills him – and he’ll turn the world upside down to achieve that.

As the game progresses, Lee gets to know his fellow survivors a little more and he gets attached to some of them, especially Kenny, the hillbilly, and his wife Katja and their son, Ducky and Omid and Christa. You can see Lee’s parental instincts kicking in as the game progresses, as well as his empathy for his fellow survivors, and in perhaps one of the most poignant and emotional moments of the game, Lee has to make a difficult decision near the end of Episode 3 that, even if it means his friendship with Kenny will suffer massively.

Episode 4 contains not one but two major plot twists near the end, too: one involving the kidnapping of Clementine and the other, well, I don’t want to spoil it for you if you haven’t finished it but it’s a major twist that I didn’t expect. It’s an event, though that changes Lee’s whole view of the world and makes him even more determined to keep Clementine safe. To me he also seems more aggressive in Episode 5 and more and ill-tolerant of fools but comes to the realisation that he won’t be able to look after Clementine for ever. He even starts considering who would be the best of the group to care for Clementine when he’s gone: one moment thinking Kenny, the next thinking Omid and Christa.

At one point in the game Lee teaches Clementine how to use a pistol and at first it seems just the usual thing you’d expect from a group of survivors having to protect themselves against an undead threat, but I saw that moment as Lee further cementing his resolve as a father figure to Clementine. Further cementing his role as a protector to her. It shows that Lee would do anything he can to protect her, even teaching her how to use a weapon that she clearly felt nervous using at first.

Lee’s commitment to Clementine and his resolve to find her is never more evident than in a rather tense standoff during Episode 5 when Everett tracks down the mysterious voice that has been plaguing them on Clementine’s walkie talkie since the closing moments of Episode 3.

The voice belongs to a character who comes to be known as the Stranger, who has kidnapped Clementine and is holding her hostage in a run-down hotel in Savannah. As the Stranger questions Everett about his ability to care for Clementine, he gets quite agitated and aggressive, almost to the point of violence. It’s clear that the Stranger is clearly demented (he has the undead head of his wife stuffed into a bowling bag) but Everett becomes incensed when the Stranger says he’s going to look after Clementine. Lee will do anything to protect Clementine. Anything. Things don’t end favourably for the Stranger.

It’s been a long time I’ve played The Walking Dead but it’s one of those series that will stay with me for some time to come. Who knows, maybe I’ll play it again and see if I can get a different outcome from my first play through. But maybe if I hadn’t been a parent the relationship between Lee and Clementine wouldn’t have resonated with me so much. Maybe I would have just played it and not really thought about the journey that Lee made from a prisoner in a police car at the beginning to protective father figure by the end for a young girl he barely knew.

It’s food for thought anyway.