from the Editor...
May the Fourth be with you all in this great month, but beware of the Revenge of the Fifth. It's been a great time to be a nerd as of late, with many new games launching, teasers and trailers for movies all over the place and conventions being held all across Australia. We had stopped by the Adelaide Oz Comic-Con and it was bigger and better than all the previous years. There were so many amazing cosplayers and it was a pleasure to meet so many of you. We have featured a few of them in this months magazine starting on page 16. If you see someone you know, make sure you share it with them! Oz Comic-Con hasn't finished its rounds of the country yet, so be sure to see if it spins past your capital city and be sure to visit! We have lots of reviews for you to digest this month, some absolute glowing reviews, others.... not so much. With a look at titles like Xenoblade Chronicles for the New 3DS, Resident Evil Revelations 2 and Mario Party 10, there is a good mix of games to check out! Also be sure to check out some of the opinion pieces near the front of the magazine. With heavy hitting pieces such as games that confront depression, to more light hearted pieces such as how to spot a fanboy and showcasing some of the amazing badass female characters. Be sure to come and chat to us on Facebook and Twitter but for now, GL and HF.
Ryan 'LemonHunter' Sattell
Editor in Chief
meet some of the TEAM...
Jordan Antonelli
Brooke Geller
Brett 'Red' Sellar
Mateusz Kaplon
With a weakness for all things Fantasy and Sci-Fi, Jordan turned out to be quite the dreamer, awaiting a chance to trade his pen for a lightsaber. Avid gamer and musician.
Brooke is a secret reptilian humanoid who is hopelessly addicted to coffee, video games and exclamation marks.
As a gamer since the days of DOS, Brett loves all things geek. Console, PC or Tabletop, he has probably wasted many hours playing it.
Raised by "nerds and geeks" Mateusz has been an avid tabletop, PC and console gamer since the days of old. His passion is only stymied by the number of hours available in a day.
>>Have your say on our facebook page @ www.facebook.com/antigravnet and you could feature in the magazine << 2 | Anti-Gravity Gaming Network
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Contents >>
Anti-Gravity Gaming Network | Issue 8 | May 2015
6
PRESCREEN
22 REVIEWS
6
GAMES TO LOOK OUT FOR IN THE COMING MONTHS
24
Resident Evil Revelations 2
8
ARTICLES
28
Besiege
8
Confronting the Abyss
10
Trading In
30
Mario Party 10
FEATURES
8
12
Women in Games
34
Razer Kraken 7.1 Chroma
14
How to Spot a Franchise Fanboy
36
Toukiden Kiwami
16
Cosplay from Oz Comic-Con Adelaide
38
Xenoblade Chronicles
42
Bladestorm Nightmare
43
Borderlands: The Handsome Collection
DEPRESSION AND GAMES
Video games that help with the subject of Depression.
28 BESIEGE
Making medieval machines of war and sending them into battle? yes please.
BE OUR FRIEND 38 XENOBLADE CHRONICLES /ANTIGRAVNET
A big adventure, adapted to a small screen. Worth?
@ANTIGRAVNET
43 THE HANDSOME COLLECTION /AGGNTV
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The amazing Borderlands series has been polished for the Handsome Collection.
24 OZ COMIC-CON COSPLAY SOME OF THE AMAZING COSPLAYERS FROM ADELAIDE OZCC
34 RAZER KRAKEN 7.1 CHROMA TREAT YOUR EARS
12 WOMEN IN GAMES BADASS FEMALE CHARACTERS
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PRESCREEN>> GAMES TO LOOK OUT FOR IN THE COMING MONTHS
01
02
01 // PROJECT CARS Project CARS is the most authentic, beautiful, intense and technicallyadvanced racing game on the planet.
02 // LEGO JURRASIC WORLD Everyone loves a LEGO game and everyone loves dinosaurs. This game is a win win.
03
04 03 // SPLATOON A very unique FPS game coming to the Wii U, It's weird. We like it.
04 // BATMAN ARKHAM KNIGHT The latest instalment from the Arkham series. You get to drive the batmobile!
05
06
05 // THE WITCHER 3 Play a monster slayer for hire chasing a child of prophecy in a troubled and morally indifferent fantasy open world.
06 // BLOOD BOWL 2 Set in the fantasy world of Warhammer, get messy on the field in a game of gridiron with orks!
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Confronting the Abyss
TACKLING DEPRESSION WITH GAMES Author: Brooke Geller
Despite the high number of people currently experiencing depression, lack of understanding and awareness still remains to be a massive issue, hindering those struggling from proper treatment and support. The amount of stigma and misunderstanding surrounding mental health, particularly something as common as depression, is enormous. Unfortunately, depression is a little more complex than just having a crappy day, or forgetting to ‘think positive’. But if we can just make a collective effort to break down the social taboos surrounding it, then it really doesn’t need to seem so perplexing. This is where the immersive nature of video games steps in to lend a helping hand. After all, why tell someone when you can show them? Accepting the reality of having depression is a difficult thing not only for those afflicted, but the people around them- the ones who are in a position to be offering support rather than judgement. Anyone who has dealt with depression whilst studying has likely been through the unpleasant experience of having to explain yourself to your school or university’s staff. These environments are stressful enough, and can often trigger depressive episodes both new and recurring. At-Risk puts the player in the role of a university faculty member in charge with approaching students who appear to be displaying signs of potential mental illness, including anxiety and depression. The game displays the students not just as numbers in the system, but as real individuals with complex emotions and intelligence. The aim of the game is to correctly assess and
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"the truth is that you have all the power to get better within you already"
Above: At-Risk deals with the stigma surrounding mental illness and support services at university.
Below: Zoe Quinn, Depression Quest developer.
direct the students towards appropriate counselling services without unnecessary fear or misunderstanding. Designed with actual university staff in mind, it’s a great way to examine the real impact and process of reducing the amount of students who are often overlooked when in a personal crisis. Depression doesn’t just mean a prolonged period of sadness. It’s a confusing and ever-changing thing, sometimes with just as many ups as there are downs. This rise and fall of mood is explored metaphorically in Elude, a game involving navigating a gloomy forest by floating from branch to branch. The threat of being dragged down in to hopelessness is very real, holding the player back from where their true passions lie in the treetops. Each passion is represented by colourful birds dotted around the forest. Reaching a state of happiness presents a vastly unique gameplay experience to that of hopelessness, a diverse mechanic
that illustrates the literal ups and downs of life with depression. The critically acclaimed Depression Quest takes a more literal approach to life with depression. This Twine game takes you through every day life as someone in the early stages of depression. The narrative is driven by decisions made by the player, although there are many choices which are shown but made unavailable. Tasks like going to work despite your average mood, or involving yourself in social activities are shown to be impossible when weighed down by the monotony of depression. The experience is truly personal and deeply moving, and does an excellent job of illustrating that you don’t need a ‘reason’ to be depressed- this is an illness that can affect anyone.
Above: Jane McGonigal invented SuperBetter to empower those struggling with illnesses like depression.
reality. But the truth is that you have all the power to get better within you already. SuperBetter helps those on the path to recovery to feel empowered and capable on the road to recovery. It is fully customisable and, in the words of developer Jane McGonigal herself, focuses on “provoking positive emotion, strengthening social connections [and] building up players’ abilities to tackle tougher and tougher challenges without giving up.” And not giving up is exactly what these games encourage us to do. Battling depression isn’t easy, but it isn’t impossible either. By raising awareness and offering support through games like these, the entire gaming community can show their solidarity for those facing tough times ahead.
The path to recovery when faced with depression can seem daunting and even impossible. Depression is an all-consuming state of being that makes it hard to imagine any other
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Trading In
WHATMAKES FOR GOOD REPLAY VALUE? Author: Mateusz Kaplon
Looking at some old games on my shelf, I have to decide what I would like to trade in to make my PS4 purchase a bit more affordable. This got me thinking about replay value for games. Afterall, I only want to keep what I will play. So I thought I would put it out there and talk about just that. Now there are definitely a few different things I can list off the top of my head after speaking to a few gamer friends of mine. Difficulty, Customization, Branching Paths/ Optional Content, Optional Tutorials and the ability to skip cut-scenes seemed to be a big one, and finally, Good/Fun Core Gameplay. I definitely have to agree with difficulty being up there on my list. Playing the game shouldn’t have to feel like a chore. It could come down to personal preference, but it should be easy enough that you aren’t wanting to pull your hair out, but challenging enough to break a sweat
a few times (it is for this very reason I have played through each and every difficulty, for each and every Gears of War installation, several times over, it was hard and challenging, but not impossible). As a matter of fact, I can definitely say that there have been games that, and I know there are others out there who can say the same, I have simply rage quit from without finishing. Customization was something that was brought up by a few of my friends, but I would say that this is only really true for a game where its core gameplay is based around it, such as Monster Hunter, Deus Ex: Human Revolution or Bloodborne. This for example simply does not sit true for quite a few games such as Gears of War, Grim Fandango or any of the Zelda games. The same has to be said for branching paths (giving you control of the shape of your
"playing the game shouldn't have to feel like a chore." 10 | Anti-Gravity Gaming Network
Above: A challenging but great game with hours of replayability.
Below: Not all games need a story to have replay value.
adventure) so instead I am going to speak about Optional Content. Now optional content means two things to me, side quests resulting in extra story content, ultimate weapons, hidden upgrades etc. and DLC’s. Personally I think it is a fifty fifty split, and again depends on the game but also the player. Some games are already so vast you may not want to sink another 20+ hours in just to get everything (A perfect example being the fierce deity’s mask in Majora’s Mask), or it may
Left: With plenty of different weapon and gear types, Bloodborne will have a lot of replay value.
be just too difficult. The same I have to say goes for DLC’s. It depends on the DLC, if it is cosmetic then it doesn’t really add to replay value, but if it contains new characters, storylines, enemies or gear, then we are definitely in business. Now a big one in my books and in the opinions of my friends is optional tutorials and the ability to skip cut-scenes. As far as I am concerned, this one is a no brainer. If I had to go through the tutorial every single time I decided to replay Gears of War then it’s replay value would have dropped alongside my enthusiasm for the series in general. The same applies for cutscenes, there is a reason why I haven’t replayed Final Fantasy 13 and do not intend to anytime soon. And finally, the big kahuna, Good/ Fun Core Gameplay. I believe this breaks down to a mixture of the following things: a good story, combat mechanics, control layout and a good UI. At the end of the day these all tie back into the type of game it is, let’s face it, NBA2K15
is not going to have a storyline whatsoever. But all of these things play the largest role for replay value in my opinion. These attributes are the foundation stones of replay value. Difficulty, Customization, Branching Paths/Optional Content, Optional Tutorials and the ability to skip cut-scenes, these are all simply secondary attributes when considering replay value, because let's face it, without the foundational attributes, you likely wouldn’t want to finish the game in the first place. Ultimately I believe that at the end of the day it comes down to a threeway split between the foundational attributes, secondary attributes and the tastes of the player, and I would have to say it would go, as per the order listed, 45%:20%:35%. The reason I place more value on the player is because ultimately the players tastes will dictate which of the secondary attributes will appeal to them and also how heavily they will appeal to them. Anyways, I hope this helps you if you need to do a trade-in sometime in the future, I know it helped me!
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Women in Games
THE RESURGENCE OF THE STRONG FEMALE CHARACTER
Author: Brooke Geller
The less-than-ideal way in which women are represented in video games seems to be a never-ending debate. There’s something about writing a female character in to a game that developers just can’t seem to get right. Women are often left out of the picture completely when it comes to designing characters, with claims that women’s hair is too difficult to program, or hiring an extra voice actor is just too high a cost for any major studio. In the off chance that we are given a female character, they’re often depicted as weak-natured, reduced to sex objects or ridiculously dressed. I don’t know about you, but if I was a fierce mage-warrior about to throw myself in to battle, I’d definitely be wearing a little more than a bikini- even if it is steel-plated. Yet amidst all the eye roll-inducing damsels in distress, a new breed
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Right: of character is emerging. They are The assassin we've strong, fierce women who are more than capable of handling themselves in been waiting for. a fight- and unapologetically brazen to boot. In other words, the same qualities seen in countless male characters that our digital ladies have been deprived of for years. Hooray for equality!
Here are some shining recent examples of badass women in games who have rightly earned their place in gaming history. However, this is by no means a ‘top five’, so I don’t want to hear any crying over a lack Faith Connors or Lightning, got it? Bonnie MacFarlane- Red Dead Redemption Bonnie MacFarlane is one boss lady. One of the few surviving members of her family, she bears the brunt of the hard work around the ranch where she lives
Right: Ten points for appropriate armour design!
Above: Ellie of The Last of Us proves age is of no importance when it comes to kicking ass. Left: Do not mess with Bonnie MacFarlane.
and isn’t the least bit fazed by the rough side of the wild West she calls home. As sharp-tongued as she is fearless, she is mistrusting of strangers and knows how to hold her own against any brutish cowboy. This fiercely independent cattle rancher is not to be messed with- even in a zombie apocalypse. Lara Croft- Tomb Raider In 2013, we were given a new perspective on one of the most well-known and iconic video game characters of all time. Gone was the unquestionably bad ass and overtly busty Lara Croft we’d
word “fighter”, Lara has truly earned the title of strong female character. Aveline de GrandpréAssassin’s Creed: Liberation It’s funny that a studio that caused so much controversy over refusing to include a playable female character in their latest release could also be responsible for such a brilliantly written female character. Born to a slave mother and raised by privileged white parents, Aveline found herself drawn to the Brotherhood at a young age, fighting against slavery and pledging to rectify the injustices
"yet amidst all the eye roll-inducing damsels in distress, a new breed of character is emerging." known for years. In her place stood a fresh-faced, naive young woman, extremely vulnerable and unprepared for the intense challenges that lay ahead. It is through her relatable weakness that we see Lara’s true strength emerge. We watch her crawl, wince and scramble her way from victim to victor. Redefining the meaning of the
being committed all around her. She’s a stealthy killer and a master of disguises, her rebellious spirit caring more about helping those in need than wasting time look for a rich aristocrat husband. Aveline’s character represents a giant step in the right direction not only in regards to the positive representation of women, but of people of colour- a
if you like this Women in Games GTFO
Featured: Issue 7 / April 2015
change that the current games industry is in desperate need of. Ellie- The Last of Us Anyone who’s ever been through the painful experience of being an angst-ridden teenage girl surely holds a special fondness for Ellie. Foul-mouthed, untrusting and fiercely independent, she plays the role of partner-in-survival rather than damsel in distress. Despite her young age, she refuses to take any crap from those around her- even Joel, her protector. This girl is truly a survivor, facing every challenge head-on with unrivalled courage. It’s only logical that such an amazing game would contain characters of such depth. Lithariel- Shadow of Mordor Okay, so Lithariel isn’t technically a memorable character. Although included in the game’s storyline, she was remembered more as a skin offered as part of a freebie DLC for Shadow of Mordor. But have you seen that practical armour?! Cleavage covered, hair braided away from her face, armed to the teeth- this Warrior Commander is definitely ready to slay some Uruks. Just one look at that stern elf face tells you that she’s not one to be messed with. Unfortunately, we don’t even get the option of Lithariel’s voice when used as a playable skin. Instead, we hear that of the original male protagonist Talion. Nevertheless, Lithariel’s ferocious demeanour and flawlessly appropriate armour are enough to make me hold high hopes for the future of female RPG characters.
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How to Spot a Franchise Fanboy
A GUIDE TO AVOIDING AWKWARD CONFLICTS WITH DIEHARD GEEKS Author: Brooke Geller
Gamers and nerds alike are infamous for their tendency to pledge their unwavering allegiance to fictional universes. After all, why bother emotionally investing yourself in a team of athletic dudes who do nothing more than kick a ball around a field for a couple of hours when you could revolve your entire life around fantasies of magic wizard teenagers, or history-changing assassins? As admirable as it is to find joy in your hobbies, there are a few poor souls out there who have to take it all a bit too seriously. Sure, it’s fun to slag off those major studios for pumping out yet another poorlymade title in the series for the sake of making a quick buck. But if you’re not careful, you may just find yourself at the mercy of an offended franchise fanboy/girl/person- and man, can they get worked up. If you want to avoid accidentally stumbling in to one of these awkward drillings, all you need to do is learn the telltale signs of these not-so-rare creatures.
"as admirable as it is to find joy in your hobbies, there are a few poor souls out there who have to take it all a bit too seriously."
Warning: intense sarcasm ahead. Proceed at your own risk. Mad loot T-shirts. Posters. Collectible figurines. If it’s an official product, the franchise fanboy owns it. Like a slave to some illegal drug, they usually work long hours at a job they might just hate, and have little money after pay day to show for itbecause they’ve spent it all adorning their bodies, bedrooms and virtually every aspect of their environment with trinkets. The franchise fanboy’s love for their fictional universe is trumped only by their fear that other fans will question their loyalty to the brand. So what if that statue
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Above: Somebody call the tattoo police.
Top Below: It's not hoarding if it's official merchandise. Bottom Below: "Sorry kids, dad spent all his money on light sabers again. There'll be no Christmas tree this year."
costs more than their rent for a month? It’s limited edition- only 12,000 are in circulation! Your $200 bag is of poor quality? Don’t ask for a refund- it’s got three original characters printed on it! Alas, the franchise fanboy’s addiction to helplessly throwing wads of cash at merchandisers also means they are easy to spot. Ten points if you sight one wearing an official t-shirt with shoes and phone case at the same time. Tattoos In a world where you’re not a ‘true fan’ without taking ridiculous lengths to prove your dedication, a tattoo speaks louder than any overpriced, badly screen printed t-shirt can. Franchise fanboys love to regale anyone willing (or unwilling) to listen to exactly how many thousands of dollars their sleeve cost, the amount of inky tributes they’ve recently acquired, and even the deep, emotional significance of their latest addition. This goes double
for out-of-context lines of dialogue tattooed in awkward fonts. Speaking the lingo Ever had trouble communicating with a fanboy? That’s probably because they seem to speak an entirely separate language consisting of obscure geek references and quotes. This is not only a display of superior knowledge of the franchise, but a way to out-nerd fellow fanboys. Oh, you can only speak two of the five made-up languages from the show? Not good enough I’m afraid. You named your cat after one of the characters? There’s someone out there whose first three children are sporting cringe-worthy sci-fi monikers on their birth certificates. Fanboys will also relate every conversation back to their beloved game/show/movie. This proves to be especially trying when their attempts to comfort a friend after a difficult break up results in them describing a situation one of their
favourite fictional characters once experiences- except that it involved zombies, and was way more exciting. Blinded by love The final step in identifying a franchise fanboy is seeing that they are utterly and entirely enveloped by their nerd obsession to the point of no longer being capable of logical thought. This usually results in that oh-so-recognisable defensive streak. How dare you imply the series has declined in quality after a mere eight games! No, you’re simply not allowed to criticise the lack of diversity in the main characters. You find the voice acting dull? I find your face dull! YOUR FACE, SIR! Remember, the rule of any piece of entertainment media being entitled to criticism goes right out the window in the presence of a diehard fanboy- just consult the comments section on any game review if you’re unconvinced. Sure, it may seem small-minded and downright silly- but hey, someone’s got to fill those preorder quotas. Now who’s coming to the midnight launch?
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OZ COMICADELAIDE
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-CON 2015 COSPLAY
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REVIEWS 24 28 30 34 36 38 42 43
Resident Evil Revelations 2
PC
Besiege
PC
Mario Party 10
Wii U
Razer Kraken 7.1 Chroma
Hardware
Toukiden Kiwami
PS4
Xenoblade Chronicles
New 3DS
Bladestorm Nightmare
Xbox One
Borderlands: The Handsome Collection
Xbox One
Review 34
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24
28
30
38
42
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RESIDENT EVIL REVELATIONS 2 Author: Mateusz Kaplon
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REVIEW
Resident Evil Revelations 2 GETTING YOUR VACCINE ON Game Info: Format: PC Other Formats: PS3, PS4, PS Vita, Xbox 360, Xbox One Developer: Capcom Publisher: Capcom Release Date: 20/3/2015 No. Players: 1 - 2 Online Multiplayer: TBA
Resident Evil has always been a personal favourite of mine growing up, even though I often could not sit through a session for very long before “taking a break” because I was too scared to keep going. The newest instalment in the Resi spin-off series does not disappoint, especially since, in my eyes, its predecessor was a bit of a letdown. I often found myself having to choose between pausing and screaming bloody murder. Revelations 2’s four episodes alternate between two timelines, each with a duo of characters, to knit together a plot that kept me on the edge of my seat the entire way. And it doesn't waste any time throwing you in the thick of it. In the middle of a company party, Resident Evil veteran Claire Redfield, and her colleague, Moira Burton, are kidnapped at gunpoint and shipped off to a desolate facility on a remote island. In the second timeline, Barry Burton returns, joined by a puzzling
young companion, Natalia, he searches the same facility six months later. The first thing I noticed in the change between timelines was the enemies. In Claire and Moira’s timeline, the enemies are quick and scary, however, in Barry and Natalia’s timeline the enemies look and more or less act like your classic shuffling zombie. I did notice and appreciate that the six months separating the timelines is used in a subtly awesome way, how you kill certain enemies as Claire change how they look in Barry’s timeline. Another lovely mechanic of course is interacting with your AI support in more than just cinematics and cut scenes, believe it or not they make gameplay more interesting (And not in the I’m-gonna-pullmy-hair-out kind of way). Moira can blind enemies and find hidden objects for Claire with the use of her trusty flashlight, and Natalia can use some funky zombified telepathy to spot nearby enemies (allowing you to plan accordingly rather than
"Revelations 2 exceeds previously set expectations" 26 | Anti-Gravity Gaming Network
Above: Claire taking charge of viral containment.
stepping into a death trap) and crawl through any spaces where Barry can’t fit. Happily received, I can say that traditional Resident Evil puzzles find their way into the game with some good ol’ fashion noodle scratchers, including having to relocate a super advanced solar powered generator outside. It’s not what I would necessarily call realistic but anything to give me a break from having some undead stranger try and eat my face is welcomed.
Below: Meet the foul mouthed new addition to the series, Barry's little princess, Moira.
The one big grievance I would say I have in this game is the 'blinded' status when enemies further into the game slime your
more efficient you are, the better rewards you receive, more often than not it was just additional weapons, but in this game ainâ&#x20AC;&#x2122;t nobody gonna complain â&#x20AC;&#x2DC;bout dat . It's a very different experience compared to the main game, but it's a nice break, offering you plenty of replay value after the campaign has come to an end... or if you just want to kill hordes of undead. As mentioned earlier, I find Resi spinoffs have been mediocre; Revelations 2 exceeds previously set expectations and is most definitely a Resident Evil game, whilst being able to still be its own game. As a whole, Revelations 2 is the Resident Evil formula with plentiful modern tweaks, a game that feels current while also channelling plenty of nostalgia.
character. It was a great idea, but it was executed poorly. If you do not have the appropriate healing item to remove the ailment, you would be blinded for an extended period of time, and when fighting enemies this is more or less a death sentence, pure and simple. I could just be whinging, I guess the argument could be made that Resi games are about survival at their core, and therefore have the right to be more cut throat. If you find your trigger finger itching, Revelations 2 includes a brand new shiny Raid mode, which spoils us with over 150 individual missions and a cast of playable characters. For those of us unfamiliar with Raid mode, the more enemies you kill and the
With an amazing plot finally explaining the briefly mentioned Alex Wesker from the Lost in Nightmares DLC for Resident Evil 5, amazing graphics that we have come to expect from Capcom and plenty of hours of entertainment, Revelations 2 is a winner in my books. I am not going to say it is perfect, for example, I have noticed that the multiplayer aspect of it seems somewhat pointless in this game considering the fact that the AI can only perform melee attacks. But the game ticks all the boxes: Scary, Entertaining and Absorbing. As much as I wanted to stop playing altogether due to my tendency to be frightened, I simply could not put it down.
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REVIEW
Besiege
IF YOU BUILD IT, THEY WILL COME
Author: Jordan Antonelli
Game Info: Format: PC Other Formats: Mac, Linux Developer: Spiderling Studios Publisher: Spiderling Studios Release Date: 28/1/2015 No. Players: 1 Online Multiplayer: No
The indie market is something that has thrived in this industry in the last few years. With the advent of crowd funding such as indiegogo and kickstarter, we have our own projects being funded by gamers, for gamers. The Steam Greenlight program is another system that is helping indie developers get on, and while these systems aren’t foolproof, often we’re seeing some amazing content come from indie developers. It’s no secret that I’ve become quite the advocate of these indie titles, at least when they’re actually released, and furthermore maintained as promised. Take Kerbal Space Program for example. The Space Simulator/Builder was cheap, moddable, and held limitless possibilities. These traits have become the hallmark of PC gaming for me. In an age where publishers have begun to squeeze the consumer dry on DLC and Preorder. Alpha titles such as these can be a great alternative, and often great bang for your buck. I didn’t see Besiege on a billboard, nor did I see it on TV, nope, I found it on a video on YouTube, and absolutely fell in love with the concept. After that, I installed Besiege without a whole lot of other prompting. Besiege is a game of medieval machine design, which most often tasks the player with creating a deadly machine that can be used to fulfill the various goals in a level. Goals that can vary greatly. I was certainly drawn to the idea of creating my own
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war machines, but what I found inside the game itself was far more than I had originally hoped. Each level of the game is a small arena populated with either sheep or hostile npcs, as well as obstacles such as explosives, hills and shelter. Each level has a mission of some description, each level marginally increasing in difficulty. The “Gimmick” of the game, building war machines, also happens to be the main goal of the game. Due to the creative elements behind it, replayability was no problem for me, in fact it seemed encouraged… Possibilities are certainly a dime a dozen in Besiege, and the game’s building system allows one to explore and experiment. If you can conceive of it, then you should be able to build it given enough time, with everything from armoured cars to flying machines are just asking to be built. At one point I
are rarely finished when they appear for sale, so expect a long wait before you ever get the official, final product. The game is still in its early stages of development, so it still hasn’t earned its wings for longevity, but that can always come later. Steam charged me something in the realm of 7 dollars to purchase, so for an expensive cup of coffee, I was sold on the idea. Visually, the game is very nice to look at. It has a quirky, childish looking aesthetic, which does mitigate the sense of inherent ugliness that comes from designing murder machines. It was a fairly minimal strain on all of my computers as well, so we have a wide audience that’ll be able to invest. The gameplay is where the game derives its fun however. Players start with a block, just one. To this lone monolith, players can attach beams, wheels, pieces of armor, or use it to mount weapons. Use hinges and springs to make
"i found it on a video on youtube, and absolutely fell in love with it." decided to ditch my own design and create a “drone” of sorts, which dropped an explosive ball. In other levels I built machines that were largely stationary, such as my trash compactor design. If you can finish the objective, you can solve it in any way you wish. As consumers, when we invest in these indie titles the risk Is low, which gives us give reason to go out on a limb, but this comes at a cost. In many cases, these games
suspension, or cables and powered hinges to create turning systems. Some wood attached to a high torque wheel was all I needed to create a helicopter system, but by that point my weight was throwing out the system. Back to the old drawing board. With Besiege, it’s all about that phrase, designs get a messy start, which we then refine.
Above: Now this is podracing.
Above: Fire the catapult!
add some more content, as you’re only looking at maybe an hour of actual game content. The game was dirt cheap at launch however, and if they can sell the game just on that basis, then kudos to them. The danger we’ve seen with Alpha sales of games is the lack of motivation behind the development team to actually push to officially release the game. Too often we’re seeing gamers invest in a title only to lose their investment because of a plateau in development. We only have to look back to the debacle of The War Z to see what can go wrong for alpha development. What I love about this genre is the way we as players are asked to think outside the box, which can only really be facilitated in a medium that is designed to allow it. After we’re able to do that, we can create our own content, which is a concept I just love. Not only does that concept take me back to think of Kerbel, it has me remembering just some of the hundred hours I’ve put into Garry’s mod, which is essentially just the engine, and some resources. Besiege captures that same wonder and imagination, and for such a low buying price, it’d be crazy to pass up on it. Purchase Besiege, and build your little hearts out. You’ll Love it.
If I had to make a choice, I may have preferred to leave the game for a few extra months while they
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MARIO PARTY 10 Author: Ryan Sattell
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REVIEW
Mario Party 10 LET'SA GO!
Author: Ryan Sattell
Game Info: Format: Wii U Developer: Nintendo Publisher: Nintendo Release Date: 21/03/2015 No. Players: 1-5 Online Multiplayer: No
Right Top: One of the boards from the game. Right Bottom: Bowser Party, thankfully taking advantage of the gamepad.
A franchise that has claimed the lives of more Nintendo 64 controllers than any other game. A franchise that kills hours and hours of time in one sitting with games that last only 30 seconds. Of course, Iâ&#x20AC;&#x2122;m talking about Mario Party, and this ladies and gentleman, is Mario Party 10. For those who are unfamiliar with the Mario Party series, imagine it as a boardgame where you play as all of your favourite Mario characters, playing minigames as you go. The goal is to be the person with the most stars at the end, giving you bragging rights over all of your friends (which is the best part, of course). Finally the Mario Party franchise has hit the WiiU, bringing with it a plethora of minigames to keep you and your house guests entertained for hours. The WiiU has many great and unique aspects at its disposal, such as the gamepad and motion controls and I was super excited when Mario Party 10 was finally launched for the platform. I remember playing Mario Party on the Nintendo 64, those fond memories about to be revisited by racing my friends around a board, playing minigames to try and collect the most stars and then going back to do it all again. However, this is where
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the ball has been dropped. Yes, you still get to play as your favourite characters from the Mario universe (and Spike, because why the hell not) but you aren’t racing your friends around a board. For some reason, they have decided to throw everyone in one vehicle and everyone’s roll moves the joint vehicle around. Oh well, that seems like quite a design flaw to limit the competitiveness, but at least we get to play lots of minigames! Well, while there are over 70 minigames in Mario Party 10, when playing the Mario Party game mode, it feels like minigames rarely pop up. You have to land on a specific square in order to trigger one. I went through an entire board with only playing 2 or 3 minigames. You can jump on in to a freeplay mode, where you get to select the minigames you wish to play, however being pushed back
to a selection menu after 30 seconds of a minigame does break up the fun a little. While that were changes in the series that were quite terrible, there was one that I did like, being the new game mode ‘Bowser Party’. This mode let’s that 5th player jump in to the action, taking control of Bowser in some fun 4v1 games. These are quite limited in number, but the ones that are there are quite fun. The Bowser player also gets to take advantage of the gamepad, which I’m glad they didn’t ignore. There is one last game mode called ‘Amiibo Party’. Granted, this game type does allow each player to move around the board individually as opposed to being trapped in the same vehicle together, I felt this entire game mode is purely a reason to say they used the Amiibo technology. It isn’t well designed and feels completely tacked on for the hell of it. In order to move, you must place your Amiibo on the gamepad to start rolling, then remove the Amiibo to throw
the dice. Queue the next person to walk on up to the gamepad and do the exact same thing. I feel that the developers really missed a good opportunity here. One thing I had noticed is a lot of the menus and gameplay feels very much like the game that comes bundled free with WiiU controllers, Wii Party U. Just instead of playing as Mario characters, you play as your Nintendo Miis. Sure that game wasn’t as visually pleasing as Mario Party 10, but the characters moved individually, it had a lot of good minigames and it even utilized the gamepad in more ways than Mario Party 10. It feels like they reused a lot of the core from Wii Party U, then changed parts to make it better, but then changed parts they really shouldn’t have touched. The game looks great and the gameplay feels just the way it should, which I suppose is why I feel let down by the other aspects mentioned above. Mario Party 10 would have received a much higher score if players were allowed to move around the board individually instead of feeling trapped together. Gathering stars by simply having the luck of the roll to go past a star square just doesn’t feel competitive. This is a great example of the term “if it isn’t broken, don’t fix it”. The Mario Party games of past were hugely popular because of the mechanics, by taking those away you are essentially taking away the heart of the game. Hear us, Nintendo. You know we like you, you know what games work. Believe in yourself and believe in your customers. You have developed some amazing hardware that sets you apart from the rest, if you treat it like a gimmick, everyone else will to. Show us its true potential. Show us YOUR potential.
"THIS IS A GREAT EXAMPLE OF THE TERM 'IF IT ISN'T BROKEN, DON'T FIX IT'."
Above: Each game board has boss and mini-boss battles which are a great change to the standard play.
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REVIEW
Razer Kraken 7.1 Chroma ARE YOU READY TO JOIN THE CULT OF RAZER? Author: Brooke Geller
“Congratulations, there is no turning back”. Bold words grace the inside of the Razer Kraken 7.1 Chroma’s impressively designed packaging- like opening a doorway to potential audio nirvana. Then again, why expect anything less confident from the “Cult of Razer”? Admittedly, I’m a little wary of cults after a brief stint in a cult-like school run by overbearing Evangelical Christians in my childhood. But for the masters of affordable and impressive peripherals I might just make an exception. The timeless black finish of the headset is complemented by a multitude of rainbow lighting choices on the exterior of both cups, which are fully customisable thanks to the amazing (and free!) Razer Synapse software. Apparently there are an insane 16.8 million colour options available- or if you’re a true minimalist at heart, you can opt to switch them off entirely. One simple USB connection negates any need for split lead adaptors. Thin foam padding lines the generously stretchy headband, and the flexible cups are a little more cushioned. They fold in for ease of portability, and even the mic can be hidden from sight. There’s certainly nothing to complain about in the microphone department either. Clear and crisp audio allows for easy team communication in the midst of a battle, with further audio filtering available through Synapse. The mute button is a little fiddly, almost requiring freshly-manicured and pointed talons for easy access. The tiny little light at end of mic can also prove to be distracting, wandering in to your
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Above: Open the door to the future of audio.
Below: A Black headset to match most setups, the Chroma also boasts 16.8 million colour combinations in the lighting.
"the impressive range will turn even the novice audiophile into a seasoned pro." peripheral vision like an angler fish attempting to lure its prey.
of that 7.1 surround sound and personalise your gaming experience.
The 360 degree nature of the engine allows for complete immersion in any game- useful for nail-biting stealth missions and a stroll in idyllic virtual nature alike. In-game music displays the bass-heavy style of the enginedefinitely not as thick as that of its cousin the Neon Pro, but still with a kick-ass thump. The impressive range will turn even the novice audiophile into a seasoned pro, with each unique sound easily distinguishable. Further tweaking of the engine is also available in Synapse (did I mention how amazing this software is?!), meaning you can really play around with the limits
The cushioned cups are great for blocking external sound coming in, but if you like it loud then don’t expect to be able to do so without alerting others in close proximity to your musical or gaming tastes. Either come to terms with your love for Destiny’s Child or turn it down to a shame-free level.
ABove:Razer packaging is seriously next level.
I also wear glasses, and found I had to do a fair bit of adjusting the get the headset to sit properly. Definitely not ideal for long gaming sessions. The Chroma’s sleek appearance and exciting features are fantastic value for money- after all, this headset doesn’t rank too steep on the dollar scale. But if you’re a creature of comfort, then it might be worth investing a bit more cash in to something that’ll treat your sensitive ears a little more delicately.
Unfortunately, the ever-important comfort stakes is where the Chroma doesn’t quite make the cut. In my previous review of the Neon Pro, I boasted about how ridiculously comfortable the cups of that headset were, especially against my stretched ears. The Chroma however feels tight and restrictive, even without chunky ear jewellery pressed against the side of my skull.
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REVIEW
Toukiden Kiwami A GAME LIKE EVERY OTHER Author: Jordan Antonelli
Game Info: Format: PS4 Other Formats: PSP, PS Vita Developer: OMEGA Force Publisher: Tecmo Koei Release Date: 27/03/2015 No. Players: 1 Online Multiplayer: Yes
I’m familiar with a few of the franchises in this genre, Monster Hunter being one of the most well known, as well as games from sibling genres, such as Dynasty Warriors. Toukiden was however, not a franchise I’d spent time with, so picking it up, I had no idea what to expect. Toukiden: Age of Demons has been out for some time and Kiwami comes to us from developers Omega Force, as an update to the title, including new content and improved graphics. Bluntly put, Kiwami is nothing we haven’t seen in the industry before. Toukiden has been labeled a Monster Hunter Clone by many of its critics, and while I’m hesitant to call it that, I’m not sure I could make an argument otherwise. The game incorporates elements of Feudal Japan into its design, but in a fairly stylized way, one that we’re used to seeing across a plethora of franchise today. Players are inducted into a mercenary
Corp, tasked with fighting back a horde of supernatural creatures. That’s right, you’re a hunter of monsters… hunter monster… monster hunter… wait second what? Players have their choice of a variety of weapons, each with their own advantages and disadvantages. I started out with the Naginata, a long reaching pole arm holding out a sword blade. The idea behind this was that I would be able to stab like a spear, or sweep and slash like a long sword. The long reach of the weapon should give the player protection, but often at the cost of attack speed. Contrasting this, I also spent significant time with the bow, which as you would expect, was largely a ranged weapon. As I expanded my player to other weapon sets, I find myself finding some which worked far better than others, but in some cases, some weapons were just too much trouble to
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Above: Damn that slug queen!
Below: Monster Chicken, The Cluckening.
learn, especially with the poor controller configuration that the game uses. The game does try to introduce some mildly original concepts into these well-established disciplines. With the weapons, players can partner them with the souls of great warriors they have freed, souls that can be upgraded over time, all with the aim of adding bonus stats to the weapon in question. I actually rather enjoyed
Hunter, which I’ve already alluded to, but does try to branch away to do its own thing, and for this I commend it for trying. The problem is that even considering this, it still failed to hold my interest. Literally, not even for ten minutes. At many points it seemed that if it wasn’t a copy, it was just some kind of story cliché.
this idea, but it took far too long to actually see the benefit from it. As I pushed on through the game, I did find myself struggling to keep interest. The game is split up with a few different tasks and quests, but it doesn’t take too long to begin to notice a pattern. Meaningless low enemy fight, boss fight, story. Rinse and repeat. An array of rather largescale fights piqued my interest, only for me to be disappointed by the same underlying formula at work, this time inside the actual fight. Depending on the experience of player, and potentially age, this might go unnoticed, but as someone fairly experienced with the genre, it stuck out like a sore thumb.
Visually, Kiwami did look rather nice, and after seeing the PSP footage for Toukiden, I’m glad they upped the quality for the PS4, although even considering this, it still fails exceed any expectations. This comes down to a lack of polishing more than anything else. For Example, model clipping is one of my biggest pet peeves for 3D environment games, regardless of whether its Minecraft or Skyrim, Fallout or GTA, etc. Something about seeing objects cut across each other as they collide feels UGLY to me, and I find it a big turn off. Often we aren’t developing with the time or money to avoid this, but when we do see it avoided, you can be that there is a more intelligent and thoughtful design process at work than the nasty looking alternatives. All in all, I can’t really find anyone thing that separates Toukiden: Kiwami from the opposition. While at times it feels like any of a variety of fighting franchises, it never seems to feel like its own franchise, which is a huge pity because it has the foundation all there. There are quite a few titles I would pick up before I picked up Kiwami. In saying that, I didn’t dislike the experience, I just couldn’t find anything about it to enjoy anymore than others in the genre. It isn’t a bad alternative if you’re looking for a change in IP; just don’t expect it to set any records.
The overall story behind Kiwami begins eerily similar to Monster
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XENOBLADE CHRONICLES 3DS Author: Mateusz Kaplon
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REVIEW
Xenoblade Chronicles A BIG ADVENTURE ON A SMALL SCREEN Game Info: Format: New 3DS Other Formats: Nintendo Wii Developer: Monlith Software Publisher: Nintendo Release Date: 2/4/2015 No. Players: 1 Online Multiplayer: No
Right: Don't forget to take a moment and soak in the beautiful landscapes.
If you've already experienced the pleasures of Xenoblade Chronicles for Wii (Chronicles was released for the Wii in 2012, two years after its initial launch in Japan), you would have a good idea of what to expect from its exclusive port for the New 3DS: A massive JRPG chronicle, easily spanning over 60 hours of gameplay. It's a huge game, and developer Monolith has ported it over in its entirety to the handheld system. Eons prior to Xenoblade Chronicles, two great titans known as the Bionis and the Mechonis waged in eternal battle. Eventually, both beings fell in battle and their corpses became the world in which our heroes reside. The Bionis, is where we find our protagonists and the Mechonis is home to the Mechon, a hostile machine race that viciously attack the peaceful residents of the Bionis. Our main hero is Shulk, and after his home town is attacked, he leaves on a journey of revenge and a quest for answers about a mysterious sword called the Monado, accompanied by his best friend, Reyn, and a cast of other characters throughout the story. Watching a movie at the cinema delivers a different experience than watching at home, playing on a handheld is a different proposition than playing on
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Left: Can you see what I mean by fuzzy?
"the 3d is gorgeous during cutscenes, but otherwise it gets in the way when the heat is turned up."
a television. The fact is, certain approaches fit one form of play better than another. Just because you can do something, should you? Only you can answer that, I'm afraid. But in my opinion an awesome game such as Chronicles, loses something of its glory on a small screen, it just feels too big for the Nintendo 3DS.
So far my biggest Issue to date is that it's not very pretty on the New 3DS. The game looks fuzzy, almost like when playing a Wii game on an HD television. On top of that, the UI is pretty poor, A little more cleaning up the images/icons, and better use of the bottom screen to free up the top screen (Chronicles basically ignores the touchscreen, which is really too bad, it would have been a godsend!), maybe even take a page out of monster hunters book and allow the player to customize what goes where. I am enjoying Xenoblade on New 3DS, but something about it feels off. In conjunction with that, the New 3DS' 3D doesn't help either, further complicating the issue of space. That being said, the 3D is gorgeous during cut-scenes, but other than that it gets in the way when the heat is turned up. Having to constantly turn it on
and off is a minor problem given the New 3DS' positioning of the 3D slider, but it remains a nuisance (I opted to use it only for cutscenes). I died a lot in this game, I am not going to lie. It can get pretty hectic at times for any number of reasons. Pulling too many mobs, encountering a really strong baddie or, just being generally underleveled/underprepared. This would normally be frustrating, however the developers were aware of its difficulty and do you a massive favour. When you die, there is no game over. You simply start from the nearest checkpoint with all your levels intact. The game doesn't punish you for trying, which kept me happy enough to keep playing because there was nothing to lose. The combat in Xenoblade is very similar to FFXII, and there's just not too much depth to it, in most encounters you will end up finding yourself cycling through your special actions while waiting for your best attacks to cool down. The actual interface for issuing battle commands is a cluttered mess of tiny icons that require you to cycle through linear menus in real time,
and again, there's no reason why these commands canâ&#x20AC;&#x2122;t be on the bottom screen of the 3DSâ&#x20AC;Ś it Just peeves me because a little effort would have been nice. The combat system was still nifty. I love that you need to put some thought into what gear you wear, what Arts you choose, and how you compose your party. Each character fills a role, so when new options start to arrive, you really have to think about who you actually want in the party as synergy is so important. For example, Do I choose Shulk, who plays a kind of mixed aggro/support, or someone who offers more in the way of pure offense? At the end of the day, I never got to play Chronicles on the Wii to the very end, only being able to play it when I visiting a friends with a copy. On the New 3DS it is still overall a damn fine game and one worth adding to your collection. I will likely continue to grumble about the UI, but the combat was still awesome and the game has plenty of replay value. The story was interesting and even with fuzzy graphics, the landscapes were beautiful and the soundtrack divine.
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REVIEW
Bladestorm Nightmare Author: Brett Sellar
It’s funny… When I was sitting in History class at school I always imagined that historic wars would be much more interesting if you added some magic and dragons to the mix. Imagine how different the outcome of the American Civil War would have been if General E. Lee had access to the dark arts and was mounted on a dragon, or in Bladestorm: Nightmare… If Joan of Arc were a scantily dressed anime villain with an army of demons.
Game Info: Format: Xbox One Other Formats: PS3, PS4, Xbox 360, PC
Bladestorm: Nightmare is a kind of mix between a remake and a sequel of Bladestorm: The Hundred Years’ War that was released way back in 2007. The basic storyline of the game takes place during the hundred years’ war, which saw England and France fighting over whatever cold scrap of land they could get their hands on. However, Nightmare takes the game in a slightly different direction with Nightmare mode, which adds a mix of goblins, dragons, spell casters and other mythical tropes in the mix.
Developer: OMEGA Force
As it turns out, dragons don’t make this game anymore interesting or fun.
but routed by Horseman or units armed with daggers or other small weapons.
At its core, Bladestorm reminds me of a Dynasty Warriors game. You move around a VERY large map, attacking various camps and strongholds and murdering whatever poor souls were left to guard it until the commander appears. But unlike Dynasty Warriors, instead of controlling a single character, you can choose to lead groups of various units ranging from archers, swordsman and other classically overused medieval units.
But a few missions in and I had upgraded my Greatswords so much that I was sweeping the map with zero hassle.
This game does a lot of things wrong, but I feel like the combat is its biggest flaw. As expected, every unit has its own strengths and weakness, but they only really apply for the first few missions. Once you gain some experience with a certain type of unit and level it up a bit, the game becomes stupidly easy. At first I was having fun running around with a unit of Greatswords, happily murdering units of archers and swordsman, but would be all
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Publisher: Koei Tecmo Release Date: 20/03/2015
Above: Joan of Arc... apparently.
I did run into one issue with using a unit on foot however, the maps are so damned big that unless you want to use mounted units it takes FOREVER to get anywhere. It was painfully annoying. The combat itself is controlled with one button, you just hold down the attack button and dive headfirst into any enemy and just watch your guys swing mindlessly about. There are special attacks, but they all seem pointless after a while. The only good one being the charge attack with mounted units, and only because it’s super overpowered. Seeing as the original game was made in 2007, the animations and visuals look exactly like they should for
a game that is eight years old. They are absolutely awful. The maps are barren and boring, every camp or castle looks exactly the same and the character models are bland and un-interesting. The combat animations are slow and jerky and there is nothing overly good to say about it. The story is told through text on the loading screens and from patrons of a mercenary tavern that you visit between missions, so it can be a little hard to follow what is actually happening and I found it difficult to care. I don’t like saying this about a game, but this is just bad. It’s boring, un-interesting and feels like a history lesson… with dragons.
REVIEW
Borderlands: The Handsome Collection Author: Brett Sellar
Here we are again, but to where this whole thing started. Many moons ago, the first thing I ever did for Anti-Grav was a review for Borderlands 2. And well, it seems my time has come full circle. The Handsome Collection is just about as perfect as a series collection can get. You’re getting Borderlands 2, and ALL of the DLC, so that means you get to enjoy the absolute ball breaking awesome of Tiny Tina’s Assault on Dragon Keep and blow shit up with Mr Torgue all over again. And you get the still fun, because it's Borderlands, lukewarm experience of The Pre-Sequel and access to all current DLC, and access to a season pass, so you can download all future DLC free of charge.
Game Info: Format: Xbox One Other Formats: PS4 Developer: Gearbox Software Publisher: 2K Games Release Date: 27/03/2015 No. Players: 1 - 4 Online Multiplayer: Yes
"the handsome collection is just about as perfect as a series collection can get."
All wrapped up in one convenient Blu-Ray disc.
a slight frame rate drop, sitting at about 30fps. And let’s hope you have a big TV!
I am a little disappointed that they chose not to remaster Borderlands 1, but seeing as this is focusing on fanfavourite Handsome Jack, I can forgive them at this stage. But I REALLY hope to see a remastered version in the future.
It was released at a good time too; the new Pre-Sequel DLC Campaign “Claptastic Voyage” was released on the same day. Get ready as you are digitized into the mind of Claptrap to locate the H-Source, a secret code hidden from Handsome Jack.
Whether you are a veteran or just starting out, this is one hell of a deal. It’s the best starting point for a newbie and for the vets, you can import your character from 360/PS3 versions and keep your Badass Rank and get a few extra ranks thrown in to boot.
If you are yet to experience Borderlands, this is just the perfect way to get into the series. But as always, bring a friend when you play… Pandora is a very lonely place.
Below: Play as Krieg. He is the best character EVER!
Basically, you get what you see, the full Borderlands 2 and The Pre-Sequel experience remastered in smooth 60fps, finally pulling the series in line with running on a high end PC. And I have left the best addition to last… IT FINALLY SUPPORTS 4 PLAYER LOCAL CO-OP!! However, you will suffer
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