Gamecca Magazine April 2015

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ISSUE 70 / Vol.6 April 2015

www.gameccamag.com

Game for Good

The benefits of video gaming

Battlefield: Hardline Bloodborne Mario Party 10 Screamride Ori & the Blind Forest and more...

Progenitor D&D’s effect on the world

A New Beat Battlefield: Hardline investigated Bad Blood Bloodborne explored

10 for 2015

Fight! Ten generations of Mortal Kombat

Top games to look out for

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Gold Award

Given to games and hardware that score above 90

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Silver Award

Given to games and hardware that score above 85

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Bronze Award

Given to games and hardware that score above 80

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Ed’s Choice

Given to products that stand out for various reasons. This award is not dependent on score.


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his year has been an odd one for video games, thus far. There have been some great releases this year, but the dry spells have been pretty significant, too. So much so, in fact, that I have had to find other ways to keep myself occupied. Now, as you may have guessed, I do a lot of gaming, so there was quite a lot of time to fill. I decided to do something that I haven’t done in years – I dusted off the old Dungeons & Dragons books, and started working on a campaign to run for some friends. While rereading rules and coming up with cunning ideas to kill off player characters, I was struck by a wave of nostalgia that took me back many years. I haven’t played D&D in quite some time, but the nostalgia didn’t go to my recent encounters with the game. Instead, they went back through the mists of time (my time, anyway) to when I was around ten years old, and asked an American friend’s older brother what the oddly shaped dice on his book shelf were for. It was not long after that that I convinced my sister, who was making a trip to the USA, to bring me back a copy of the Dungeons & Dragons basic set. And that started a whole bunch of imaginary adventures for me and my friends, as we toiled through dank dungeons and fought off

From the Editor

Nostalgia by Walt Pretorius

all manner of enemies. We became heroes in our minds and, quite frankly, some of my fondest memories come from the many hours I have spent playing a variety of role playing games. I believe that the influence of these games on my way of thinking, and on my love of writing, and telling tales, was profound. No, I haven’t written my magnum opus yet (let’s just say that I am working on it when I have time off from video games… you’d think I would be spending more time on it with the few game releases, but that’s my excuse and I am sticking to it.) But it’s not just me; a great number of people have felt the influence of D&D, from average Joes right through to famous celebrities. There’s an article about it in this issue’s lifestyle section. My nostalgia was further tweaked this month when Lein turned in his Legacy article. It deals with Quake, which was the very first game I ever reviewed (back when we didn’t have any dedicated gaming publications here in South Africa). Of course, as things always go, the games eventually did start coming in, and the likes of Batlefield: Hardline and Bloodborne put paid to my nostalgic rambling rather quickly. And with Mortal Kombat X on the way, I am certainly going to have to put some things back onto the back-burner. However, I am still working on that D&D campaign...g gamecca70

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THIS MONTH’S COVER

Battlefield takes to the mean streets in Hardline

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Regular: Did you know Interesting titbits from the Gaming Industry

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Feature: Mortal Kombat X The fan favourite fighter returns soon

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Previews: Games 9 upcoming video games to look out for

Publisher / Editor: Walt Pretorius walt@novamentis.co.za

Publisher / Art Director Katia Taliadoros katia@novamentis.co.za

Writers: Alex Scanlon Charlie Fripp Clive Burmeister Iwan Pienaar Lein Baart Nthato Morakabi Rob Edwards Suvesh Arumugam Walt Pretorius

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Feature: 10 for 2015 ten pre-E3 games tipped for greatness

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Reviews: Games 17 games investigated

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Regular: Legacy Quake changed the face of gaming

Letters: letters@gameccamag.com

Competition Entries: competitions@gameccamag.com

Newsletter Subscriptions: www.gameccamag.com

Marketing Contact: marketing@novamentis.co.za

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Getting all nostalgic 82

Ramjet’s Rantality

Answering the wrong question 112

Technically Speaking

Is remastering something we want? 124

Copyright © Nova Mentis (Pty) Ltd 2009 - 2015

Ed’s Note

The Time Betwixt

Here comes big trouble...

Taking fun seriously! All rights reserved. No content may be reproduced, copied or transmitted without the express permission of the publishers. Opinions expressed are not necessarily those of the editors and publishers. All Trademarks and Registered Trademarks are the sole property of the respective owners.

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The Last Word

The love of games

GAMECCA is published by Nova Mentis (Pty) Ltd

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Feature: Game for Good Yes, video games can actually be good for you

92

reviews: Hardware 7 tech toys to drool over

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110

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Gamecca Vol. 6 Issue 69 March 2015

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Regular: Internet Drilling for the new oil Regular: Security keep your location private!

Feature: The Progenito The massive influence of D&D

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COOL STUFF: Gadgets Two cool gadets for people on the go

126

COOL STUFF: Board Games Three table top games to try

130

COOL STUFF: Comics Some awesome literature

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“However you choose to experience Bloodborne, it offers great reward.”



Features 12 30

Mortal Kombat X 10 for 2015

PReviews 18 19 20 21 22 24 25 26 28

Etrian Mystery Dungeon Anna’s Quest A Fistful of Gun RIOT! Magicka 2 J Stars Victory VS+ Ceres Gozdilla: The Game One Piece: Pirate Warriors 3

Reviews 36 42 46 48 54 56 60 62 63 64 68 69 70 72 74 75 76

Battlefield: Hardline Mario Party 10 Screamride Bloodborne Dragonball Xenoverse Disney Infinity 2.0 Xenoblade Chronicles 3D CounterSpy Proun+ Final Fantasy Type-0 Valiant Hearts: The Great War Titan Attacks! Oddworld: New ‘n’ Tasty Mario vs Donkey Kong : Tipping Stars OlliOlli 2: Welcome to Olliwood White Night Ori and the Blind Forest

RegularS 10 78

Did you know Legacy

COLUMN 82

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Ramjet’s Rantality

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1…

that the PlayStation 4 can now Suspend/Resume game play? In case you haven’t noticed yet, Sony’s PlayStation 4 got a system update last week that lets players suspend their console and a game, and then resume play from where they have left off. This should not be confused with simply pausing the game, as you will be able to open other apps while the game is suspended. It is something that Microsoft’s Xbox One has had for a while – Xbox gamers simply switch off their consoles (suspending the game), and once they return, it automatically lets them pick up where they left off.

2…

that YouTube will be streaming live gaming sessions? Twitch is one of the world’s biggest gaming streaming websites, but YouTube is taking a stab at it too. According to sources, YouTube Live will be officially unveiled during E3 this year, but at this point there are very few details to go on. It is great to see that large corporations like YouTube are taking gaming seriously, and a little competition hasn’t hurt anybody before.

3…

that zombie shooter H1Z1 has sold over a million copies? Everybody loves a good zombie game. While DayZ might be the ultimate test in patience and skill, that hasn’t stopped a million gamers from picking up Daybreak Game Company’s H1Z1 on Steam’s Early Access platform. It is a rather significant milestone if you take into account that players paid about $20 for the privilege – for a game that will release as a free-to-play. It is also significant as the studio went through a rebranding, a number of staff layoffs, poor initial reviews and a number of game play changes that made a lot of fans unhappy.

GAMING

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DID YOU KNOW

Resuming, streaming, rage-quitting...

4…

that Batman will see two remastered games coming to PS4 and Xbox One? Batman fans rejoice! If you have ever said that you would really like to play the first two Arkham titles on the current generation of consoles, your wish has been granted. Batman: Arkham City and Batman: Arkham Asylum will released as a remastered HD collection for PlayStation 4 and Xbox One. In other Batman related news, Batman: Arkham Knight had been delayed again. “We’re a developer that hates to make any compromises, so we are sorry to say this means it’s going to be just a little bit longer until you can play the epic conclusion to the Arkham trilogy,” developer Rocksteady said.

5…

that you’ll see something special when a player quits in Mortal Kombat X? Have you ever lost a multiplayer fight in a game so badly that you quit the game out of rage? Well, if you do that in Mortal Kombat X when you are losing, you will really lose your head. Known as Quitalities, if you rage quit during a fight, your character’s head will explode on the screen. It will also earn the opposing player a flawless victory and they get to walk away with the spoils. Developer NetherRealm said that by adding Quitalities it will hopefully discourage people from quitting early and it’s a way of “making the winner look better”.

6…

that there will be no live-action Zelda film? Originally rumours started to swirl around that a liveaction Zelda film was in the works between Nintendo and video streaming giant Netflix, but unfortunately it turns out not to be true. It would have been really cool to see a live-action film, but Nintendo CEO Satoru Iwata quickly poured cold water on that one. “As of now, I have nothing new to share with you in regard to the use of our IPs for any TV shows or films, but I can at least confirm that the article in question is not based on correct information.” g

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Mortal Kombat X

Mortal ombat X The Road to Hell is Paved with Intestines By: Lein Baart

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n the world of gaming, where iconic titles and characters abound, rare is the series that can lay claim to defining a genre. Rarer still is the series which, having so thoroughly eclipsed everything around it, has had its very name become synonymous with everything even remotely related to it. Grand Theft Auto has become the byword for open world games, and even titles that share only a vague similarity to it are inevitable weighed and measured according to the standards it sets. Now, with GTA 5 beckoning on the horizon, once again the gaming community is readying itself to plunge with heedless abandon into the heady world of decadence, crime and corruption that has become the series’ mainstay. Stretching as far back as 2002, the Battlefield franchise has had us killing all sorts of enemies in a variety of place. But even looking back now at the bad graphics and horrible mechanics of Battlefield 1942, it is a title that many gamers of today will regard in high esteem. Yes, it might not have been a pretty game and it had a lot of glitches, but if it weren’t for those, the series might not have been as popular as it is today. It was the beginning of something big, and developer Electronic Arts could feel it. One can argue that the same glitches are still in place 13 years later, but set that aside for a minute and take a step back to look at the franchise as a whole. Man, there have been some really good Battlefield games… I have to admit, that I didn’t really get into the Battlefield franchise until two years later with Battlefield: Vietnam. The game had a certain appeal, and while the graphics were marginally better than that of Battlefield 1942 and its two sequels, it seem like an improvement in general. It was also the first time that gamers could get behind the flight sticks of a Bell UH-1 helicopter (or any helicopter, for that matter) in the franchise. The Vietnam conflict was a particularly weird one for the US, as it was the first time that helicopters played a combat role, and the terrain certainly had its challenges.

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Mortal Kombat X

But still, the PC-only title managed to sell millions of copy – and probably introduced a million more gamers to first-person shooters. A string of games later, 2006’s Battlefield 2142 is probably one of the titles that EA would like to be forgotten, locked away in the vaults of bad game ideas and shoddy designs. Retaining the war aspect, EA decided to take the title into the future – which didn’t do too well for them. It wasn’t until two year later that things started to go a bit better: 2008 saw the release of Battlefield: Bad Company. Not only was the game one of the most enjoyable in terms of plot and dialogue, but also in its graphical capabilities. That was thanks to the fact that EA, for the first ever, made use of the Frostbite engine. In its first version, the engine allowed for detailed graphics, better motion and hit detection and overall better graphics. The engine had HDR Audio, which made important sounds louder for better hearing, and it also featured Destruction 1.0, a mechanic that allowed players to destroy certain objects. It truly was a turning point – not only for the franchise, but also for EA. After Battlefield: Bad Company, the developer produced a number of expansion packs for the games already in its stable, as well as a Vietnam version on Bad Company, and even a free-to-play Battlefield Play4Free game. But arguably, the biggest title by sheer amount of people playing, came in 2011, which is still Battlefield 3. The game made was the last title to make use of the Frostbite 2 engine, so EA pretty much had the hardware down to a T. While the franchise had been going on for nine years prior, Battlefield 3 was many gamers’ introduction to the series if they didn’t know about it before. Everything just seemed to work into the studio’s favour, as it was the last Frostbite title, it was the last Battlefield on previous generation consoles, and it was released at just the right time – towards the end of the year.

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It’s actually difficult to say that a certain game was a defining point for the franchise, as bar for some of the early releases, pretty much any Battlefield title that EA pumps out has been well received. And besides, any game that can produce five expansion/DLC packs has already made its money back. As a matter of interest, if you compare all the Metacritic scores of most of the Battlefield titles, Battlefield 2 is actually on top with an average of 91%. The lowest scoring Battlefield game of all time according to Metacritic is the Xbox360 version of Battlefield 2: Modern Combat with 79%. That is if you disregard the third-person Battlefield Heroes, which managed to muster up 69%. Keeping the momentum going and hoping that

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players will continue the trend of taking things to battle, Battlefield 4 arrived two years ago and marked the first title to be released that made use of the revamped Frostbite 3 engine. The new engine allowed EA to work with a whole new set of actions and aspects, which allowed them to push things just that little bit further. This gave them the flexibility to develop maps on a much larger scale while keeping the graphics at an optimum and disc space as low as possible. Battlefield 4, as with any Battlefield game for that matter, wasn’t without its faults, but in May last year the official tally was over 7 million copies sold. It also spawned five separate DLC packages, of which the last one was released as late as December last year. To nobody’s surprise, this year will see the release

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Mortal Kombat X

of another Battlefield title, but it will be taking a departure from the usual format. Battlefield Hardline is going all out on the copsand-robbers theme, where players portray the roles of either thugs trying to rob a bank, or the police that have been dispatched to stop them. We recently got a pretty good taste of what the game will be like thanks to a beta, but down to its core it is still very much a Battlefield title. Say what you want to about the franchise, there are still players knee-deep in the war against others and that isn’t going to change anytime soon. EA know it, and the market knows it. Battlefield seemed to find a nice formula very early on, and it literally stuck to its guns. Other staple franchises like Call of Duty have been around

for almost as long, and for the most part the two franchises are mortal enemies, but they do have one thing in common: entertainment. Its human nature to be entertained, and CoD as well as BF have tapped into the vein of entertainment with a host of updates, adapting to changes in the market, and listening to what players want. Previous BF games are a good testament to that, in the sense that EA hasn’t revisited titled that didn’t do very well – proving that you are at least on the pulse of what gamers want more so than other. And don’t forget that they actually have the money to throw behind new developments. Like it or love it, the Battlefield franchise is here to stay. For a very long time. g

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Atlus TBC TBC

PLATFORMS

Do-over‌

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

AT A GLANCE GENRE

Rogue-like

With deep character development, ten classes to choose from and randomised dungeons, Etrian Dungeon Mystery should supply masochistic gamers with lots of fun.

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by Walt Pretorius

Etrian Mystery Dungeon

ogue-like games are the kind of thing that you either love or hate. But developers Atlus are hoping to add a little more appeal to the idea by combining elements from Etrian Odyssey and Mystery Dungeon, smashing the two franchises together to form Etrian Mystery Dungeon. This turn-based rogue-like will draw influence from both of its predecessors. The randomised dungeon layout mechanic comes right out of Mystery Dungeon, while the character classes and deep customisation that will be available in this 3DS exclusive are lifted from the world first revealed in Etrian Odyssey. Like most other rogue-likes, Etrian Mystery Dungeon promises to be demanding. But because it is a turnbased game, strategy becomes a larger part of that demand, and the player will not only have to carefully balance their adventurer party, but will have to place emphasis on the strategies needed to best the dungeon, which randomises each time they enter it. With ten different class types available, each with their own unique, upgradable skill trees, and the immense replayability offered by randomised dungeons, Etrian Mystery Dungeon should offer the intrepid 3DS adventurer with absolute tons of entertainment. Monsters and treasure will also scale according to player ability and character advancement, meaning that the level of challenge that players face in this one will always be at a fever pitch. There have been numerous takes on the rogue-like idea, but Etrian Mystery Dungeon, with the rich source material it is drawing from, should prove to be one that will keep the more masochistic among the gaming community coming back for more, savouring every little victory over ever-increasing odds. We’ll know for sure later this year, when the game hits the shelves. g

Etrian Mystery Dungeon Bound of flame

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Q2 2015 Developer: Publisher: Distributer:

Daedelic Entertainment Daedelic Entertainment Steam

PLATFORMS

a fairy-tale inspired story

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

AT A GLANCE GENRE

Puzzle-Adventure

Anna must save her dying grandfather, however a mysterious witch and Anna’s new found powers put a twist on her noble quest.

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by Nthato Morakabi

Anna’s Quest

nna’s grandfather has taken ill and it is up to her to find the cure. Unfortunately, the old, evil witch Winfriede has taken the child hostage and has stowed her away within a tower, hidden away deep inside the dark woods. Winfriede the witch performed cruel experiments on the young girl, large mysterious machines designed with a purpose only the witch knows but granting the child telekinetic abilities. In light of these recent events, young Anna begins to use her telekinetic abilities in her effort to escape. Aided by Ted, the boy turned teddy bear, Anna hopes to escape her cell and save her dying grandfather. This title will use traditional frame-by-frame 2D animations with introductory and ending cut scenes, telling a tale inspired by The Brothers Grimm and Hans Christian Andersen. As creatures and characters from the Grimm fairy tales sweep into play; witches, ghosts, trolls and cursed princesses to be outsmarted or rescued they are all a part of young Anna’s quest to find a cure for her grandfather. As a point-and-click adventure title, players will have to navigate through this fable-driven, black comedy with a sci-fi twist, utilizing the young Anna’s Telekinetic abilities to solve puzzles, advance through the levels while learning to control the amazing power she has been given. Traversing a variety of locations such as the local pub, church and dilapidated cottage to a bell tower housing a dragon. The mysteries continue. Anna’s Quest features an original soundtrack and full voice acting from voice actors such as Sophie Noelle and Karen Kahler who specialize in a variety of voice-over productions including the video game industry, bringing greater depth characters and the unfolding tale. g

Anna’s Quest

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FarmerGnome Devolver Digital Steam

PLATFORMS

Wild, wild west

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

AT A GLANCE GENRE

Top down shooter

If you like top-down shooters with a Western feeling, this one is for you.

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by Charlie Fripp

A Fistful of Gun

hat do you get if you mix the Wild West with some evil businessmen, throw in some undead warriors and a spirited group of cowboys trying to make the world right again? Well, you get A Fistful of Gun, of course! Developer FarmerGnome has taken a bit of a different view towards the craziness from the Wild West, and it will be up to players to rid the desert country side of the evil railroad baron Clayton Boon. In the top-down shooter, Boon wants to build a railroad to hell, but a crazed shaman is intent of stopping him at all cost – and this is where the player comes in. Raised from the dead, players can choose from 11 embittered psychopaths to take on Boon and his cronies. But the fighting is not going to be easy: gamers will have to battle through bandits, bears, braves and boogeymen to stop him. Each character their own unique control scheme and methods of attack, so it is always better to take on the enemies as part of a team – and up to nine people can fight together. “Gather a posse of up to nine other players for chaotic local and online cooperative modes or square off with other gunslingers at the corral in the white-knuckled versus mode,” the developer states on its Steam page. If you are up for some Wild West fun with a twist, this top-down run-andgun title should provide for hours of fun. But just a word of warning for wouldbe gunslingers: things will get very frantic and it’s not always going to be easy. g

A Fistful Gun Bound ofof flame

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TBA Developer: Publisher: Distributer:

RIOT Team RIOT Team Steam

PLATFORMS

When games are more than just fantasy

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

AT A GLANCE GENRE

Simulator

RIOT is a riot simulator based on real events that have been influencing the western civilization in the past few years.

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by Nthato Morakabi

RIOT!

hile every game stands to be the living creation of an idea, story or myth brought to life, the genre of simulators hopes to give players a more realistic experience. Whether it’s cruising as the pilot of a Boeing 747 in Flight Simulator or agricultural aspects of Farm Simulator, the premise extends beyond fiction. RIOT is a riot simulator that isn’t merely about fictional characters in a fictional world but all about telling real stories experienced by real people. The campaign mode takes players through four major protests that have swept across the world over the years, allowing players to become either the officials hoping to prevent the riot or the rioters bringing their point across. The campaigns move from Italy and the NOTAV movement which opposed the creation of the new high speed railway line between Turin and Lyon in France, to the Battle of Keratea which was fought over developers deciding to construct a waste burial site in the village of Keratea, to the Indignants Movement which encompassed the rejection of the current political system to the Tahrir Revolution in its efforts to overthrow Egyptian President Hosni Mubarak; more riots from around the world will be available. Each level will have its own setting, uniforms and activists’ clothing, to create a realistic feel to the 2D retro title. Each character will be unpredictable in their actions and reactions based on the various elements occurring within each riot, as well as crowd movements influenced by the environment for more realistic gameplay. RIOT is currently planning to release an in-game level editor, allowing players to upload and share their levels with anyone, each level rated on quality and historical accuracy. g

RIOT!

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Magicka 2 GAMING

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Magicka 2

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AT A GLANCE Adventure

Co-op play, customisation and friendly fire accidents are all part of the way that fans will be able to enjoy Magicka 2. Developer: Publisher: Distributer:

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Paradox Interactive Paradox Interactive Apex Interactive

ETA

mAY 2015

Platforms

GENRE

by Walt Pretorius

our years can seem like a very long time in the realms of video games. It seems like absolute ages since the original Magicka was released, but it actually first arrived in January of 2011. And it brought with it a hilarious level of co-op play that could make or break friendships. Well, the good news is that Magicka is making a welcome return, and this time around it won’t only be coming to PC… there will be a PS4 version available as well. “Millions of people enjoyed the first Magicka, even after their friends exploded their heads with an ‘accidental’ fire beam,” said CEO of Paradox Interactive, Fredrik Wester. “The next chapter of the Magicka saga is going to introduce new twists on the gameplay and customization options, all presented with beautiful art and animation on the PC and PS4. Our players will be able to control their Wizards the way they like, assuming their fellow spellcasters let them live that long.” So yes, that addictive four player co-op, complete with friendly fire, will be making a return as players once again take to the world of Midgård. Loosely based on Norse mythology, this world will be full of monsters and bad guys to take on, even if a historic wizard war left very few spellcasters behind. But perhaps the most exciting part of the game is the increased attention paid to customisation. This will see players able to equip different robes, staves and weapons in order to customise the way their character slings spells. The intuitive spellcasting system will also make a return, as well as all the off-beat humour and hilarity that made the first game so great. g

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Spike Chunsoft Bandai Namco Apex Interactive

PLATFORMS

Shonen Jump into victory

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

AT A GLANCE GENRE

Fighting

The heroes from the Shonen Jump magazine bout it out in this manga mishmash brawler.

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by Nthato Morakabi

J Stars Victory VS+

he J Battle Festival is the greatest tournament to grace Jump World, bringing together the world’s greatest heroes from across the Jump Universe. The one time you get to watch paranormal detective Yusuke take on samurai Gintoki, Naruto attempt his ninjitsu on elasticated Monkey D. Luffy or even see the Z-Fighter’s epic saiyan, Goku match fist to blade against the orange haired shinigami Ichigo. J Stars was announced back in 2012 to commemorate the 45th anniversary of Jump, the longest running and best-selling manga magazine that has seen so many of its stories and characters turned into anime, games, movies, live-action films and so much more. J-Stars Victory will now allow fans of the various manga and anime to put to bed those long-standing fanboy saturated arguments of which fighter is better. The narrative of the story will focus on four different chapters, each one with its triplet of heroes. The Hope chapter shines light on Yusuke, Naruto and Gon, the Motion chapter will sweep over Seiya, Ace and Monkey D. Luffy, the Research chapter focussing on Toriko, Zebra and Goku and the Pursuit chapter running through Oga, Hiei and Ichigo. Players can anticipate highpaced action fights on a 3D battlefield, moving in all directions while utilizing the various abilities of each character. The aim of the game will not be to merely deplete the enemy health gauge, but will be to fill the WIN gauge each time the enemy is defeated. Originally for the Eastern part of the world, J-Stars Victory VS+ will be heading to the West, including original Japanese voiceover tracks and an Arcade game mode not in the original. The title is exclusive to PlayStation. g

J Starsof Victory VS+ Bound flame

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Ceres

GAMING

TBA Developer: Publisher: Distributer:

Jötunn Games TBC Steam

PLATFORMS

This will not end well

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

AT A GLANCE GENRE

Adventure

Fight for the survival of humanity in this space combat simulator… it looks pretty exciting.

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by Charlie Fripp

pace adventure and simulator games seem to be making a comeback in a rather big way. The art of a good space game was lost over the years, but as technology become more invested in space travel and missions to Mars, it would seem as if game developers have latched on. Currently in its Alpha stage, Ceres is another space games that is trying to do things a little bit differently, by giving players control of a squadron of ships in full 3D space combat. The game promises that players will be able to explore, battle and trade their way across the galaxy while battling a large number of unseen enemies lurking in the deepest parts of the solar system. “If you ever wondered how it would have been to fully control and customize a small battle squadron in Homeworld, Elite, Nexus: the Jupiter Incident or hack your way into enemy ships in cyberspace, then this game is for you!” the title exclaims on its website. In terms of your fleet, players will be able to take control of their own squadron of star ships, which could include frigates, cruisers or even battleships. Battle in space is only half of what gamers can do, as the title adds an interesting dynamic of allowing ships to hacking into enemy ships to damage them, or even take control of it. In terms of story, it’s a bit of a post-apocalyptic one. “The solar system is ravaged. The Earth is gone, shattered to pieces. Nothing remains but a huge ring of rocky debris,” it explains. Gamers will form part of a group of survivors who will have to fight for their survival – against humans, monsters and machine-gods. g

Ceres

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Gozdilla: The Game GAMING

Things are about to get nasty

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Gozdilla: The Game

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AT A GLANCE Action adventure

He is one of the oldest monsters in Japan, and he has been awoken. It should make for some exciting destruction. Developer: Publisher: Distributer:

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Bandai Namco Games Bandai Namco Games Megarom

ETA

July 2015

Platforms

GENRE

by Charlie Fripp

odzilla. Say the name and it gets immediately associated with massive destruction and a giant lizard that can’t keep its anger in check. While it has been the subject of many movies and pop culture references, the monster is no stranger to video games either. A number of video games have actually featured Godzilla in all its glory, and this year is going to be no different. While Godzilla: The Game was released in Japan late last year, the rest of the world will witness its fury in July. The premise for this one is fairly simple: Godzilla is in search of G-Energy, the substance that makes him so powerful. Humans have been taking the energy from him to better their own lives, but the same energy has now awoken the monster – and he is growing stronger. Playing as the monster, gamers will be able to choose from a number of different modes with Destruction Mode consisting of about 20 levels that Godzilla needs to bash through. The mode will make up the bulk of the “story” mode, as it’s where players will spend most of their time. Judging from early release trailers and screenshots, it’s clear that things won’t be as easy for Godzilla as simply smashing its way through the city. A number of elements will come into play to try and stop the monster, and every creature always has a weakness. A fan of the giant, city-destroying hulk? Then you should totally get Godzilla: The Game to supplement your gaming collection. It is a classic in Asian entertainment and it is rather easy to see why it is so popular in Western culture. g

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One Piece: Pir Warriors 3

GAMING

Living the Luffy life‌

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One Piece: Pirate Warriors 3

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rate 3

AT A GLANCE Action Adventure

Anime fans will have a lot to look forward to with this game’s rich setting and massive character roster. Developer: Publisher: Distributer:

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Tecmo Koei Namco Bandai Megarom

ETA

Q2 2015

Platforms

GENRE

by Walt Pretorius

he One Piece: Pirate Warriors series might not have the biggest following here in South Africa, but the fascinating anime world, set in a wild pirate age, has captured the hearts and minds of those who played it. So when the third instalment of the series hits shelves in the middle part of this year, those that have enjoyed the previous games will have a massive adventure to undertake. One Piece: Pirate Warriors 3 will be making an appearance on PS4 and PC (via Steam) and will, as a result of larger capacities, be a much larger game. Centred on the series hero, Luffy, this third part will go right back to the beginning, allowing players to enjoy the full story, and not just this third chapter. It will introduce a massive character roster as the player takes to the seas and assembles the Straw Hat Crew, right from the original departure from Fuschia Village through to the new, exciting Dressrosa setting. In between, players will get to visit places like Marineford, Fishman Island and Punk Hazard, reliving older experiences and undergoing brand new ones. As part of the Action Musou genre, One Piece: Pirate Warriors 3 will be the first collaboration in this series between giants Tecmo Koei and Namco Bandai. Both teams bring a ton of experience to the board, making the potential for this slightly niche title quite massive indeed. While it might not be up everyone’s alley, One Piece: Pirate Warrior’s 3 promises to build on a popular franchise and capitalise on not only a rich setting, but the experience of two industry giants. There’s likely a lot to look forward to here. g

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for 2015

With E3 2015 just around the corner, there’s a lot of speculation about what will be released in the last half of this year. Instead of doing guesswork, we bring you ten games to look out for this year. They are all on the GAMING

cards for 2015 release, barring massive delays or other mishaps. These are ten games you should be playing this year... 30

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10 for 2015

Assassin’s Creed: Victory PC / PS4 / XO

Despite Assassin’s Creed: Unity being somewhat disappointing, there is still a lot of excitement for the next instalment in this long running franchise. Victory steps ahead in time, taking us to Victorian London. This setting is sure to be exciting, and Assassin’s Creed: Victory has (on paper) a hell of a lot going for it. We’re holding thumbs for this one, and hoping that it makes up for past mistakes that the series made with Unity. With the Ubisoft Quebec development team not pulling any punches, things are looking exciting for Assassin’s Creed fans.

Batman: Arkham Knight PC / PS4 / XO

The first of the current Batman series to hit Xbox One and PS4, Arkham Knight also sees Rocksteady returning as developers. This is something that will hopefully alleviate the bugs we found in Arkham Origins. In addition to the original team getting behind this game, Arkham Knight will also introduce the Batmobile as a major element of the game, and this driveable vehicle will be yet another way for the player to traverse what is promised to be the biggest Batman setting to date. Fans will certainly want to pay attention to this one, even if it has seen a delay or two. gamecca70

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Dead Island 2 PC / PS4 / XO

With Techland having jumped ship to Warner Bros and creating Dying Light, one cannot help but wonder what will happen with the Dead Island franchise. Well, developers Yager (who were behind the stunning Spec Ops: The Line) are putting the sequel together, and the action is moving from the tropics to the big city; Dead Island 2 will be taking place in a virtual recreation of Los Angeles. This will likely provide a massive playground for us to explore, and while the combat will still focus on a first-person melee style, there will be a much larger arsenal of weapons to choose from.

Halo 5: Guardians XO

GAMING

With a larger wold than ever before and a thrilling new character in the form of Agent Locke (a Spartan who is tasked with tracking down Master Chief), this new Halo will be the first in the series to be specifically created for the Xbox One. Offering a smooth 60fps, Guardians will coincide with a new TV series produced by none other than Steven Spielberg. With Bungie no longer behind the development of the Halo games, it will be interesting to see where this latest instalment goes‌ and it’s more than clear to everyone that this franchise most certainly is here to stay.

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10 for 2015

Just Cause 3 PC / PS4 / XO

Fans of the Just Cause series all offered a cheer when news of this long awaited sequel arrived not too long ago. Set in a fictional Mediterranean archipelago, Just Cause 3 will give the player a generous, 640 square kilometre playground in which to sow the kind of chaos the franchise is famous for. Just Cause 3 will feature the series’ signature grappling hook, and will also introduce a new wing suit to the mix, sure to provide even more high-altitude high-jinx. At the time of release, this game (the first Just Cause since Square Enix bought out Eidos) will only offer a single player experience… but that’s fine with us fans!

Quantum Break XO

Quantum Break is an ambitious development from the team that brought us Max Payne and Alan Wake. Remedy Entertainment have taken on the challenge of creating a game that will work hand in hand with a TV series – player’s actions in-game will have the chance to affect how the TV show turns out. After a time-travelling experiment goes wrong, the game’s three heroes gain special abilities – including to freeze time and keep moving while everyone else is frozen. Quantum Break is ambitious and is sure to be heavily story driven, and looks like it will make for a grand experience. gamecca70

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Rise of the Tomb Raider XO / X360 (Timed Exclusive)

The series reboot of Tomb Raider in 2013 made a great many people sit up and pay attention. Now this second instalment will see the newly imaging Lara Croft develop even further into the hard-nosed heroine that is one of the most famous characters in video gaming. It seems, though, that the release date may well slip into 2016, but we’re hoping that we see this game this year, still… at least on Xbox One. In a very controversial move, the developers will be releasing it as a timed exclusive, meaning fans who play on other platforms will need to wait longer before they can continue Lara’s adventures.

The Division PC / PS4 / XO

GAMING

When a terrifying disease wipes out most of America’s population in less than a week, it is up to a group of sleeper agents, called The Division, to restore order in a world gone mad. This ambitious title will put the player in control of one of these agents, and they will take to the streets of a near-future New York City in order the set things straight. Though it has suffered a few delays, this ambitious project looks good to go for 2015 (we’re holding thumbs) and will certainly provide tons of entertainment for those that enjoy tactical shooters with MMORPG elements.

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10 for 2015

The Witcher 3: The Wild Hunt PC / PS4 / XO

A game that’s already being touted as a Game of the Year candidate, the third instalment of CD Projekt RED’s Witcher series will see Geralt of Rivia’s story come to a close. With around 100 hours of game play (if you include side quests) and a world that is promised to be 30 times larger than anything we have seen from The Witcher before, this game has fans abuzz with excitement. Even newcomers will be able to take on the title, without having player the first two. And best of all, barring mishaps, The Witcher 3: The Wild Hunt should be with us within the next couple of months.

Uncharted 4: A Thief’s End PS4

How can we not be excited about this one? The previous Uncharted games were some of the best titles released for the PS3, and the series’ debut on the PS4 is certain to look and feel absolutely stunning. The game will see Nathan Drake coming out of retirement and hunting for a controversial pirate’s treasure. And some of the new faces on the development team includes names that were involved in the creation of the stunning The Last of Us… there’s little doubt that Uncharted 4: A Thief’s End will be one of the must-play games upon its release. gamecca70

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Battlefield: Hardline GAMING

Enforcing the law‌

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Battlefield: Hardline

by Walt Pretorius

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and spend hundreds of hours playing the war simulator. The formula works, and has worked for a good long time. Now, though, things have changed more than a little, with the release of Battlefield: Hardline bringing in not only a few new ideas, but also abandoning the warfare feeling for something much more urban. Hardline is, essentially, a big virtual game of cops and robbers. This has been the biggest criticism that fans of the franchise have levelled at this release, even if they haven’t played it. Here’s an interesting question, though… in “traditional” Battlefield games, one side waged war on the other. In Hardline, one side wages war on the other. Does it really matter if the two sides are military? Does the “cops and robbers” approach really make that much of a difference? In a word, no. It’s a silly point to criticise, because it lacks the kind of validity that those using it believe it has. It’s

GAMING

attlefield, as a franchise, has been around for a very long time. And when the first Battlefield game, in the form of Battlefield: 1942, first arrived in 2002, it brought with it numerous fresh ideas. In the thirteen years since, how fresh the franchise has stayed is debatable. New modes may have been introduced, and advanced in technology have constantly allowed the series to look and feel better, but at its core (and that core is arguably Conquest mode, which was what the original game was all about) the Battlefield franchise has not changed all that much, despite facelifts. And why should it, really? It has, for a very long time, been a solid fan favourite. Battlefield players may complain about this or that in the latest game, but they still flock to the releases (moaning all the way)

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a weak argument, trying to point out that a combat game is somehow less fun or relevant if it moves away from military and towards law enforcement. Nope, sorry… if that’s your reason for not playing Hardline, you should find one that makes more sense. There may be reasons, though, but you’ll likely not find them until you’ve actually played the game. For example, the single player game (an arena in which Battlefield has never really delivered a great performance, save perhaps for Battlefield: Bad Company) is very different from what one might expect from the series. The player gets embroiled in a lengthy investigation into drug smuggling, and the game is less about shooting bad guys than it is about solving the slightly predictable case. The player will be tasked with gathering clues, by way of a handy evidence scanner, as well as making arrests and cracking

a major criminal operation. To this end, the game heavily rewards stealth, and the fewer bad guys shot works in the player’s favour. Arresting them is far more rewarding, giving the player experience that is converted into weapon and equipment unlocks as the game progresses. This stealthier approach is very unlike anything we have seen from Battlefield before, and the episodic tale is far more story-driven than what we’re used to from the franchise. And the fact that you can play almost the entire thing without killing a single virtual bad guy is almost completely alien to the series. While the single player campaign is enjoyable, it is certainly not what Battlefield fans expect, and some may find that it isn’t necessarily to their taste, as fun as it might be. But Battlefield has never been about the single-player experience. This is a franchise that pioneered many

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Hotwire is, at its roots, a modified version of Conquest; players need to hold command points, which (along with kills and the like) reduce the number of tickets that the other team possesses. When a team runs out of tickets, it’s game over. But in Hotwire, the command points are strategically position areas on the map… they’re vehicles. Each map features a variety of vehicles that can be captured and controlled. Controlling a vehicle means driving it really fast. Thankfully, the driver isn’t on his own – vehicles have a variable number of seats, and seeing a car careening down the road with a bunch of gun toting maniacs hanging out of the windows is not only common, it’s part of the point. The end result is that Hotwire is as fresh as Battlefield has been in years. The combat is chaotic and very unpredictable, and those that prefer a camping play

GAMING

multiplayer FPS ideas, and its genetics are heavily laced with people fighting against other people, rather than code driven opponents. Here too, though, Hardline makes some changes that veterans may not really warm to. However, Hardline offers numerous game modes, and finding a multiplayer game that works for your taste may be easier than one might think. Conquest is there, of course, as are things like Heists – short, sharp, to the point games based on achieving opposing goals. There are hostage rescues and VIP protection scenarios, too, which see players given only a single life, very much like that age old favourite Counter Strike. But the biggest mode change, not only in implementation but also in overall feel, comes in the form of the rather unique Hotwire Mode.

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style may well find that the vehicles blasting around, complete with helicopters giving chase, may well mean that they have to re-evaluate the way they predate on other players. It’s fast, furious and tons of fun. But it’s also a bit less over-the-top than Battlefield players may be used to. Previous games have felt more like Michael Bay movies than gritty action games, but Hardline leaves behind the bulk of building being destroyed and provides the player with a tighter, sometimes fiercer experience. You might not be riding around in tanks and blowing up skyscrapers, but Battlefield: Hardline is still a rewarding multiplayer experience. Had EA not attached the Battlefield name to this game, it might have struck a more resonant chord with Battlefield fans. But, as part of the franchise, it feels

like a black sheep, an unwanted stepchild that some may enjoy… but it isn’t really a Battlefield game, in the strictest sense, when you consider the most popular elements of the franchise. Hardline may result in a new spin-off franchise, or a sub-direction for the main franchise, but this foray into law enforcement will likely not be a new direction for the series. With that said, it should be remembered that just because it doesn’t feel a lot like other Battlefield games doesn’t mean that Hardline isn’t fun and worthwhile playing. It requires a bit of an adjustment from the player (although maybe some Battlefield players are too set in their ways to be able to make that shift). With a slightly revised perspective, Hardline can be as entertaining and rewarding as any Battlefield – or any other military FPS – title. g

AT A GLANCE First-person Shooter

It’s quite different from ‘‘traditional’’ Battlefield titles in some ways, but Hardline is still worth the effort.

Developer: Publisher: Distributer:

Visceral Games Electronic Arts Prima Interactive

PARENTAL ADVISORY

18+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY

Hard-Core Medium Casual

REVIEWED BY

x0 PLATFORMS

GENRE

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

Score

79 41


E M W A IE G EV R

Mario Party GAMING

Dumbing down the competition.

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Mario Party 10

by Walt Pretorius

y 10

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been released over the years have set a fantastic formula in place for the competitive multiplayer fun that keeps fans coming back, Mario Party 10 manages to miss a number of crucial beats in its execution, making it feel like a regression instead of a step forward. Where Nintendo did get things right is on the visual side of things. Mario Party 10 looks great, with HD graphics making everything that much crisper and clearer. Even split-screen gaming is improved by the better visuals. But visuals are not the be all and end all of gaming, and while they certainly do add appeal here – particularly for younger players – they don’t do much to mitigate Mario Party 10’s biggest issues. It seems that Nintendo are unaware of the fact that people have been returning to Mario Party time and again for almost two decades. That means that there are a lot of

GAMING

eeping a franchise going for a long time can be an extremely tricky endeavour. And this is made even more difficult when the franchise has been split into numerous lines. This really is the case with Mario, as a character and as a franchise. Nintendo have managed to do a great job in keeping what is arguably the most famous character in video gaming afloat, though, and still manage to churn out tons of titles with the little Italian plumber at the core – or at least in the name. The franchise has come a very long way since the days of running through primitive side scroller levels, smashing bricks and collecting coins. But the franchise hasn’t been without its missteps, and Mario Party 10 may well go down in history as one of the games that didn’t shine for Mario and company. Despite the fact that the numerous Mario Party games that have

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Mario Party 10

adults who want to get a little nostalgic boost from the title. It’s not just kids that are playing the Mario Party series. And even if that was the case, the fact that Nintendo dumbed down this latest version of the title still doesn’t make sense. Mario Party 10 feels less competitive than it should, and while that keeps the kids from throwing their toys (or, more accurately Wii motion controllers) it also removes one of the most fun aspects that the series had on offer. Part of the fun used to come from the main game board… divergent paths and individual characters meant that a modicum of strategy could be employed, and that players could not only seek advantage, but could screw competitors over. Now, though, all the characters representing the players move together. This means that the board game that cobbles the disparate mini-games together is no longer a source of strategy, but has rather become an event

randomisation mechanic. And given that the mini-game spaces aren’t as plentiful on the simplified board as they could have been, it means that the player gets very little control over what the game will throw out next. The mini-games themselves are great fun, and are generally played using Wii motion controllers. Control schemes vary widely, and the games can test skill as well as providing variation in control schemes. There are a few game modes available in Mario Party 10, including a five player Bowser mode that enables an extra participant to use the Wii U pad as a controller, and an unimaginative amiibo bonus mode that sees a lot of tapping, and little more. In the end, it is a passable game for the younger generation, but fans who grew up with Mario Party will likely see this 10th version as a step in the wrong direction. g

AT A GLANCE Party

REVIEWED BY

While youngsters will find the game enjoyable enough, older players will certainly see it as a step backwards for the franchise.

Developer: Publisher: Distributer:

Nintendo Nintendo The Core Group

PARENTAL ADVISORY

7+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY

Hard-Core Medium Casual

Wii U PLATFORMS

GENRE

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

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65 45


E M W A IE G EV R

Screamride You spin me right round

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but the truth of the matter is that it is a rider, builder and rollercoaster destroyer – all rolled into one. The story, albeit very thin, takes place in 2050 when a fictional entertainment company called Screamworks employs people to test a series of rollercoasters, which the player has designed. The first mode is for the riders. The game sets players up as a rider on a predetermined AI-constructed coaster, and it is up to gamers to keep the cart on the rails. It might sound easy enough, but players are in control of the tilt and speed of the coaster. Tilt too much to counter-balance a twist, and riders might fall out, go too fast or too slow around a bend or up a loop, and the whole thing might just stall. As with the other two modes, there is a good number of tracks to cover to progress, but after a while being upside-down loses its

GAMING

ames that featured rollercoasters seemed to do pretty well in the late 90’s, with a number of them rising to the best-seller list. For some odd reason however, the games started to taper off, with nobody developing them anymore. There is probably a good reason for that, but Screamride tries to rekindle the relationship that gamers had with building their own coasters in games like SimCoaster and Rollercoaster Tycoon. Does it get it right? Well, to a degree, but it’s not exactly what you would expect. Screamride attempts to marry three different modes into one game, and while it works somewhat, it would have been better suited if it maybe just focussed on one. Having a look at the Wikipedia page, it describes it as a “construction simulator and a puzzle video game”,

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swinging coaster pods on a spinning pendulum, and they have to release the pods to cause as much building and environmental damage as possible. At the heart of it, Screamride tries to entertain by making the rollercoasters as outlandish as possible. But play it for a couple of hours and things start to come off the rails. It is fun and all, but seriously, how many hours can you still and watch a coaster go around and around? It is one of those games that will keep you busy on a Sunday afternoon, but it is by no means a game that players will sit and game around for hours on end. It has no longterm longevity in the sense that once a level is complete, there is almost no motivation to retry for a better score. Yes, a higher commendation will unlock better track pieces, but if you aren’t into the Sandbox mode, it doesn’t help. g

AT A GLANCE GENRE

Puzzle

REVIEWED BY

x0

Developer: Publisher: Distributer:

Frontier Microsoft Microsoft

PARENTAL ADVISORY

3+ gamecca70

PLATFORMS

If you like your coasters with destruction, you’ll enjoy this one.

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY

Hard-Core Medium Casual

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

Score

65 47

by Charlie Fripp

lustre. With that said, every level for every mode has a minimum score that needs to be reached in order to progress to the next level. Hit the target, and not only will players unlock new building blocks for the Sandbox mode, but they will move on to the next stage. Which brings us to the creation mode. This is probably the mode where gamers will spend most of their time, as it is the focus of the Sandbox mode as well. Players are given a number of track pieces like straights, twists, loops and even accelerators, and they have to complete a full track with it. Naturally, the wilder the track the better the overall score will be, but make it too wild, and riders will fall out – which carries some severe score penalties. Out of the three modes, the best one is probably the destruction aspect. Players are given a number of


E M W A IE G EV R

Bloodborne GAMING

Unravelling the horrific mystery

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Bloodborne

by Walt Pretorius

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behind the near-deserted fantasy wastes of the previous titles and travels to the city of Yarnham (initially, at least). This is a place plagued by beasts torn from the feverdreams of gothic horror, and it is up to the player to hunt them and help bring the curse that grips Yarnham to an end. And what is this curse, exactly? Well, that’s part of Bloodborne’s charm – and frustration. The story reveals itself in bits and pieces, with the player never really having a clear sense of what’s happening until much later on. In fact, when you start off, you pretty much know nothing more than you have been given some strange kind of blood transfusion by a dodgy dude in a wheelchair, and that you are now called a hunter. You are told to go hunt monsters and that’s about it… and then you die. Like the Souls games, player death is a pretty common

GAMING

rom Software made a name for themselves when they released Demon’s Souls in 2009. They, in the form of this game, produced a title that was unforgiving, deep, mysterious and extremely challenging… the combination of which resulted in a game that felt very traditional in terms of challenge, while offering many new and fresh ideas to the action adventure genre. Following two years later, Dark Souls was arguably a better game, once again taking the player to a strange, near deserted fantasy realm to do battle with extremely tough foes and unravel pretty much everything in terms of the narrative. With their latest attempt, which comes in the form of the PlayStation 4 exclusive Bloodborne, From Software have made a few departures from what they did in the past. The biggest change is that Bloodborne leaves

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occurrence in Bloodborne. But unlike the previous titles, Bloodborne’s resurrection system is a bit different. Your character doesn’t become a mouldering member of the undead society… rather, you pretty much spring back into action exactly as you were, minus the blood echoes (the game’s currency) that you collected. Death takes you to a safe area called the Hunter’s Dream, which is as mysterious as the rest of Yarnham, and it is here that the player can store stuff, buy stuff and upgrade stuff. It will also (during your first inevitable visit) provide you with the first weapons your character uses. You will have choices, although limited, that work towards your anticipated playstyle. These weapons mark another massive departure from the formulas used in the Souls games. The first weapon the player gets to pick from is the right hand main melee

weapon. It is a trick weapon that doubles as a light and heavy implement, which can be switched at the press of a button. That adds instant versatility to the weapon, and allows the player to immediately take on different approaches, as the situation dictates. The second weapon is a fire-arm. This ranges weapon doesn’t pack a lot of punch, but it does come in useful as a quick interrupt device, or for picking off weaker enemies at a distance. With a melee weapon in the right hand and a firearm in the left, there is no space for a shield. That’s the big departure I mention: Bloodborne doesn’t make use of a block and parry mechanic. Instead, the player needs to rely on quick reflexes and a combination of flurry attacks, dodges and rolls. Thankfully the character in the game is quick and agile, and this makes Bloodborne’s combat extremely exciting – particularly when compared to the

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It’s a great mechanic that fits perfectly into the typically dream-like quality of From’s games, which sees all enemies respawn when the player kicks the bucket. There is a complaint to level at Bloodborne, though, and that’s the frequency and length of loading times. The game world is complex ad beautiful, and it obviously requires a larger load, but these come up a little too often, and last too long to maintain a feverish pace within the game. You get used to them, but there are a hell of a lot of them to get through – even when just moving from one quick-travel point to another, which has to be done via the Hunters Dream. So, in other words, getting from one lantern checkpoint to another requires a trip to the Hunter’s dream (one long load screen) and then a trip to the desired point (for a total of two long load screens). It could have been handled a bit better.

GAMING

often slower fights in the Souls titles. To support this, the player character is quick and able to string many attacks together before the stamina bar wears out – and it recharges quickly, too. Health vials are found on numerous enemies early on in the game, and the whole thing is geared towards taking on a more aggressive approach than one might have used in the Souls titles. Rather than skirt around things, Bloodborne loves it when you take enemies down head on. What’s the worst that could happen? A trip to the Hunter’s Dream. When you lose your blood echoes, the creature that killed you takes possession of them. Rather than just have them lying around, Bloodborne actively promotes retribution with this system, even if it takes time to stock up on new equipment and improve existing tools.

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With a massive, rich world and interesting narrative (which you will have to slowly put together as you halffumble, half-explore your way through the twists and turns of Yarnham) Bloodborne is a great experience. And aside from the challenging game dynamics and tons of exploration that Bloodborne has on offer – not to mention more than a little frustration – it also bring with it cooperative multiplayer, which is a big bonus. Exploring Yarnham with up to two others is equally rewarding, and the overall experience is heightened by it. Not that the single player game is anything to scoff at; the dark overtones and horror feel to the title make a solo experience an incredibly intense one. However you choose to experience Bloodborne, it offers great reward. It will frustrate you, it will puzzle you and it will challenge you. But overcoming these bring with

them a sense of reward – thanks to the difficulty levels of the game – that isn’t often found anymore. This game is about beating extreme odds, bout digging through dense piles of puzzles and clues, and about visceral, fast-paced third person combat. And it stands strong testament to the fact that From Software understand that some gamers want more than just hordes of mindless enemies to wade through… Bloodborne is as thought-provoking and mentally stimulating as it is challenging to the reflexes. If you enjoyed either Demon’s Souls or Dark Souls, or if you enjoy a challenging, often frightening and sometimes frustrating title, From Software’s vision has resulted in a game that looks and feels great in the form of Bloodborne. This PS4 exclusive is well worth the effort, and will provide many hours of riveting entertainment. g

AT A GLANCE GENRE

Action adventure

Developer: Publisher: Distributer:

From Software SCEE Ster Kinekor

PARENTAL ADVISORY

16+ gamecca70

Violence Language Sex Drug Use Prejudice

PS4 PLATFORMS

Bloodborne is deep, challenging and often frustrating... and it’s great fun.

REVIEWED BY

ACCESSIBILITY

Hard-Core Medium Casual

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

Score

96 53


E M W A IE G EV R

Dragonball Xenoverse GAMING

Flawed but fun

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Dragonball Xenoverse

GENRE

More for fans than newcomers,

by Lein Baart

Xenoverse provides a welcome return to form Dragonball Z

PARENTAL ADVISORY Violence Language Sex Drug Use Prejudice

12+ ACCESSIBILITY Hard-Core Medium Casual

Score

72

AT A GLANCE

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

REVIEWED ON

PLATFORMS

games

Dimps Bandai Namco Games Megarom

gamecca70

Fighting

Developer: Publisher: Distributer:

Time Patrol, the game soon sees you travelling to all the memorable moments of the DBZ story, though the use of alternate timeline means that they feel relatively fresh, and it can be intriguing to see what twist Xenoverse will throw next. It’s definitely a plot meant for fans however, as there is little context given between missions and newcomers will undoubtedly be lost by the constant skips in the narrative. The excitement to move on to the next chapter of the plot is unfortunately dampened somewhat by the missions that you will undertake. The combat itself is actually fairly solid, if somewhat unsophisticated, managing to evoke the style of its source material with thunderous light displays and frenetic exchanges of blows, and there is an undeniable sense of power as you send your opponent crashing into the ground. With only two standard attacks, four selectable skills and an ultimate finishing move however don’t expect a great deal of tactical thought, and button mashing will see you through most of your battles. Where the game falls down then is with the structure of the missions, which have a habit of being tedious if not downright aggravating, not helped in the least by a wildly fluctuating difficulty curve. Too often Xenoverse will force you into seemingly impossible situations, and you can expect to have to grind a fair amount just to progress through the campaign. These annoyances are alleviated somewhat by the excellent graphics and soundtrack, though Xenoverse’s saving grace lies with its parallel quests. Acting as repeatable sidequests, they tend be far more enjoyable, allowing you to play with two human partners in unusual situations such as helping Vegeta and Nappa invade Earth, and add a great deal of longevity to the game. g

PS4

l

t

call Dragonball Z a cultural phenomenon is no understatement, and though its star has somewhat dimmed since the manga and anime series came to an end in the late nineties, there can be no denying its impact. Of course this meant a slew of fighting games over the years, all trying to capture the frenzy and breathless spectacle that epitomised the series. While the success of these endeavours varied between the different iterations, undoubtedly one of the most memorable remains the Budokai franchise from Dimps, who haven’t touched DBZ since the excellent Burst Limit in 2008. The studio is back now with a fresh take on an old idea, and Dragonball Xenoverse has plenty to entice returning fans. In order to achieve this Dimps have a fair few tricks up their sleeve, and the first is the inclusion of a simple but surprisingly robust RPG system. The game begins by tasking players to create their own Z-Warrior, allowing you to choose everything from your race (Namekian, Saiyan, Earthling, Majin and “Frieza’s Race”) to the colour of your clothing. With over 200 skills and 400 pieces of equipment available the amount of customisation on offer is massive, and Xenoverse succeeds in providing a true sense of character growth as you level up, with past challenges becoming progressively easier the stronger you become. Inserting an entirely new character into an established canon will always be a tricky prospect, and for those dreading having to watch Goku hurl yet another spirit bomb at Frieza, Xenoverse once again manages to sidestep the problem of repetition with a plot that involves an unknown force changing the events of history for the worst. Summoned by Trunks in order to assist him as a member of the

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Disney Infinit GAMING

Marvellous new characters

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Disney Infinity 2.0

by Alex Scanlon

ty 2.0

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A

improvements, and has been made far more intuitive. It is now easier than before to create almost anything within the Infinity paradigm, and creative types will certainly enjoy all the possibilities. That said, the sudden absence of tutorials for some of the more complex tools can result in a lot of frustration, but those willing to undertake the process of trial and error should be able to figure things out before too long. The Toy Box is well served by the Marvel Universe tie in, too. There are tons of collectibles that can be used in the Toy Box, all related to Marvels’ rich and entertaining mythology. And that’s a good thing because, sadly, the play set is completely under-utilised. When the first version of Infinity came out, it featured three included characters, each with their own play set adventure to get through. On the downside, this made the

GAMING

lthough it’s been around for six months or so, Disney Infinity 2.0 is still worth a look, mainly because it is the evergreen kind of product that kids of all ages go crazy for. The addition of collectible toys makes it even more fun, particularly for Marvel Universe geeks who can now collect playable characters from across the Marvel superhero roster. These toys can, naturally, be used in the Marvel playset, which is a major selling point for 2.0. And it’s the edge that Infinity has over its obvious competitor, Skylanders. With a massive choice of highly recognisable characters, Infinity should be cruising… even if those characters cannot enter into each other’s playsets. But that’s what the Toy Box mode is for. 2.0 is as much about creation as the original game was, and it shows. The Toy Box mode has seem some major

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experience a single player one outside of the Toy Box, but the three sets brought a wonderful variety to the table. In 2.0, all included characters belong to the same play set. Upside – multiplayer throughout, right out of the box. On the downside, the play set itself is a lacklustre affair that generally involves getting to a checkpoint and beating up waves of bad guys. It really doesn’t buy into the richness that the Marvel Universe has on offer, and the overall variety is limited to one single play set experience. There are good parts to it, though, thanks to a reworking of a few systems. Combat feels much better overall, and the characters themselves no feature upgradeable skills. This is a level of variety which helps things along – Thor’s skills are different to Iron Man’s, for example, and while the game itself may not change, the characters bring a bit of variety to the mix. And, naturally,

there are other playsets to unlock, through the purchase of figurines. Ultimately, it feels a little like Infinity lost its focus on certain aspects with the release of 2.0. The Marvel play set is a valuable addition, sure, but the fact that the adventure for these characters feels half-baked doesn’t indicate much more than a cash-in motivation, which really doesn’t do the potential of the game justice. The renewed focus on the Toy Box mode is great for those who like creating and playing with characters in a much more free environment, but it also doesn’t really do much to define 2.0 as a game, rather than a massive tool set with a few games tacked on for distraction and variety. And yes, additional play sets will increase what can be done, but not necessarily with the Marvel characters, which are a strong selling point here. g

AT A GLANCE Adventure

REVIEWED BY

The balance between game and creation toolset is a little off in this second version of Disney’s collectible toy video game franchise. Developer: Publisher: Distributer:

Avalanche Software Disney Interactive Prima Interacive

PARENTAL ADVISORY

7+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY

Hard-Core Medium Casual

x360 PLATFORMS

GENRE

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

Score

75 59


E M W A IE G EV R

Xenoblade Chronicles 3D Now appearing on the small screen

B

few significant adjustments to graphics… particularly if those graphics are now going to be displayed in autostereoscopic 3D. Sadly, this is Xenoblade Chronicles 3D’s biggest shortcoming. The graphics simply don’t feel at home on the small screen. Not that they’re bad – on the contrary, the action id beautifully depicted, and the cut-scenes are really well handled. What wasn’t done so well are the various prompts and indicators on-screen that form part of the user interface. They’re small and often difficult to discern from one another and the busy background. It’s a small thing, really, but it can make some of the game’s more or less 70 hour play time feel frustrating. The same can be said for elements of the 3D implementation. The added depth makes spotting things in the distance quite difficult at times, largely because

GAMING

efore we get right down into swing of things, there’s something that bears mention regarding Xenoblade Chronicles 3D. It is the first game to be exclusive to the New 3DS. The recently released upgraded version of Nintendo’s world-wide favourite console is the only one that can play this title so, if you’re keen but still have the “old” 3DS, it will be time for an upgrade. Which is pretty ironic, if you think about it, because Xenoblade Chronicles isn’t exactly a new game. In fact, it was first released for the Wii back in 2011, and it managed to push quite a few limits back then. So this version really is little more than a port and, to be honest, some things didn’t go too well in the porting process. This mainly stems from the fact that when you go from a big screen to a small one, you may need to make a

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overwhelms you, rather sticking to a steady learning curve that feel challenging without taking too many cheap shots. In addition, the world is pretty massive, making exploration and resource gathering less of a grind and more entertaining. All this is supported by a decent story, even if the voice acting is typically hammed up and bordering on juvenile. But that’s almost to be expected on localised versions of popular JRPGs, so we can forgive the game for that. It feels like the porting process could have been done with a little more TLC. However, as things stand, the game is still entertaining, although it may take some getting used to. And that, ultimately, is exactly what it should be. Xenoblade Chronicles 3D offers depth, challenge and reward, just as it should, even if things could have been improved for its new, smaller format. g

AT A GLANCE JRPG

REVIEWED BY

This New 3DS exclusive has been ported from the 2011 Wii original. It’s great fun, but has a few minor issues.

Developer: Publisher: Distributer:

Monster Games Nintendo Core Group

PARENTAL ADVISORY

12+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY

Hard-Core Medium Casual

3ds PLATFORMS

GENRE

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

Score

84 61

by Walt Pretorius

the visuals are rich, full and complex. It’s far easier and friendlier with the 3D turned off, but that kind of defeats the purpose of the port to a degree. If you can get past the visuals – which aren’t bad, remember, just oddly implemented in terms of the GUI and distance – then you really are in for a treat. While Xenoblade Chronicles was, without a doubt, a better prospect on the Wii, it is still – compared to other JRPG titles - a great game these days, too. It features rich and deep combat, combined with character development that feels meaningful. The realtime combat is fast and furious, and a wide variety of enemies is complemented by the wide degree of customisation available to the player. Xenoblade Chronicles 3D will keep you challenged, because it switched things up at a clever pace. It never really


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of fun, CounterSpy’s inconsistencies sadly keep it from true gaming greatness.

Platformer

PS4

PLATFORMS

Developer: Publisher: Distributer:

Dynamighty SCEE PSN

PARENTAL ADVISORY

16+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY Hard-Core Medium Casual

Score

REVIEWED ON A great concept and tons

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

GENRE

AT A GLANCE

GAMING Bound of flame

The lighter side of the Cold War

69

by Rob Edwards

CounterSpy

he Cold War was probably one of the more ludicrous periods of human history, thanks to the sabre-rattling and posturing that went with the very real threat of massive nuclear arsenals being built up. And it is that period, specifically, that CounterSpy pokes fun at. I guess we can do that now, after it has all pretty much subsided. In CounterSpy, the player takes on the role of an agent working for C.O.U.N.T.E.R., an organisations that sides with neither the Imperialists (read as America) and the Socialists (read as the Soviet Union). Instead, it is up to the player to scupper the nuclear plans of both sides, and the game lightheartedly pokes fun at both super-powers. The game makes use of procedurally generated levels, which is a great thing, because you will revisit levels time and again. Sadly the levels are a little on the small side, and each can be completed a little too quickly. Searching for weapon blueprints and other collectibles makes them more enjoyable, but ultimately CounterSpy would have benefitted from later levels. The game divides itself into two sections. The first are typical side scrolling levels, complete with all the elements one might expect. If the player enters cover, the game takes on an over-the-shoulder cover-based shooter approach. It’s a great idea, but finicky controls and an inconsistent AI can make things more than a little frustrating. The game also makes use of a perpetual DEFCON level – the more attention the player attracts in a level, the higher the alert rating will be for the next one. It’s a great idea, once again, but CounterSpy is simply not precise enough for it to work like it should. This is a fun game, but it would certainly have benefitted from a little more polish. g

CounterSpy

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T

REVIEWED ON An unusual racer drawing inspiration from abstract art, Proun+ demands precision from the player.

Racing

3DS PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

GAMING

GENRE

AT A GLANCE

Arty speedster

PLATFORMS

Developer: Publisher: Distributer:

Engine Software Engine Software Nintendo eShop

PARENTAL ADVISORY

3+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY Hard-Core Medium Casual

Score

Proun+

75 63

by Walt retorius

he term “Proun” was coined by Russian artist El Lissitzky, who used the word to describe his abstract works, which challenged conventional ideas of perspective and geometry. And it is a fitting name for a game that places art so high on its list of priorities, with levels feeling like they are part of the collected works of artists like Mondrain and Kandinsky. Proun+ uses these artworks, in all their geometric glory, as a backdrop for – believe it or not – a high speed racing game. The player controls a sphere that moves along a cord through these vivid and striking environments. The controls are simple enough, requiring to more the sphere around the cord as it hurtles along at break-neck speed, avoiding obstacles and gathering points along the way. Proun+ is a great idea, and it poves to be an entertaining distraction that relies on precise control, either using the 3DS circle pad, or the hand-held’s tilt sensitivity. However, with only 11 levels on offer, things can get a little repetitive in this game. There are various game modes, including ghost-based time trials and races against AI opponents, but these only go so far to create variety. Additionally, Proun+ features rather sparse online leader boards, in which only the top ten scores are displayed. Still, it can be extremely addictive, and its demand for precision will be thrilling to some. It works exceptionally well with the 3DS’s 3D functionality as well, allowing players to plan steering strategies in advance. Proun+ won’t suit everyone, but as a fast-paced time killer, it certainly gets the job done. And its nod to abstract art is quite a treat, because we simply don’t see enough of that in the world today. g

Proun+

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Final Fantas Type-0 GAMING

Finally on the big screen

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Final Fantasy Type-0

by Lein Baart

sy

65

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E M W A IE G EV R

T

has been plunged into a continent-spanning conflict. With players guiding a group of fourteen students known as Class Zero, the game’s sombre tone is evident right from its emotional but lengthy introductory cut scene, and goes to great lengths to explore the nature of war, both its horrors and its highs, from the eyes of the young warriors that fight it. While Type-0 does tend to introduce new terms and characters at a startling rate, requiring you to spend a good deal of time reading through the in-game encyclopaedia just to understand what’s going on, ultimately the narrative remains compelling throughout. Fittingly for a game focussing on conflict, Type-0 is extremely heavy on combat, though not in a way you would expect from a Final Fantasy title. Eschewing the customary turn-based mechanics the franchise is known for, Type-0 uses a real-time system that sees three students fighting at

GAMING

o the uninitiated Final Fantasy as whole must seem rather daunting. With 14 “main” entries in the franchise alone (not including sequels and remakes), it remains one of the most prolific series in the world. Throw in the uncountable spin-offs and you’re left with a stupefying legacy of common mechanics and elements that can make even the most generic of releases a bewildering experience, a sentiment exemplified by the release of the PSP exclusive Final Fantasy Type-0 in 2011. Deemed experimental by even the game’s director, Hajime Tabata, Western fans have long itched to get their hands on the title, and finally Square Enix have assented with not only a localised version, but an HD remastering. Despite being part of the Fabula Nova Crystallis series, as usual Type-0 presents an entirely original world and plot, this time centred on the land of Orience, which

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Final Fantasy Type-0

once, with players having the ability to swap between any of them on the fly. Each member of Class Zero comes with a unique fighting style and weapon, from whipblades to cards, and though getting to grips with fourteen different move sets simultaneously is undeniably a challenge, the variety and intensity of the game’s battles make it a joy to play through. Structurally composed of linear missions separated by open-world exploration, the vast land of Orience gradually opens up as progress is made through the campaign. Given a certain amount of downtime between missions, you’ll be allowed to wander the world, interacting with strangers and fellow students, taking classes to improve your abilities or going on quests. Although the timer might make you feel rushed to complete all the optional content, only certain actions will cause it to edge closer to a “mission day”, and

you’ll soon discover that you have plenty of time to explore a world that is brought to life in a subtle yet superb manner. Unfortunately Type-0 is not without its niggles, though none of them are game-breakers. To begin with, while most of the main cast, important locations and cutscenes have been magnificently retouched for the HD release, the game’s PSP origins are abundantly clear, with blocky NPC’s and low-res texturing of environments. This is not helped by the voice-acting, with dialogue tending to be awkwardly spoken and poorly translated. This is also not a game for the impatient, and you’ll find yourself retreading familiar ground more often than not, either by replaying past missions or grinding to ensure all your characters are levelled equally. Finally, the inclusion of an RTS mini-game does little to endear Type-0 as a whole, being mostly exercises in frustration, though they are mercifully few in number. g

AT A GLANCE Action RPG

REVIEWED BY

If you’re willing to invest the time, Final Fantasy Type-0 will more than reward you with its excellent combat and well-told story

Developer: Publisher: Distributer:

Square Enix Square Enix Megarom

PARENTAL ADVISORY

16+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY

Hard-Core Medium Casual

PS4 PLATFORMS

GENRE

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

Score

78 67


W

68

dynamics, but rather concentrates on narrative; Valiant Hearts tells a deep, moving, human tale.

Puzzle

PS4

PLATFORMS

Developer: Publisher: Distributer:

Ubisoft Montpellier Ubisoft Online

PARENTAL ADVISORY

12+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY Hard-Core Medium Casual

Score

REVIEWED ON It’s not heavy on complex

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

GENRE

AT A GLANCE

GAMING Bound of flame

The human side of the Great War

75

by Alex Scanlon

Valiant Hearts: The Great War

hile gaming often examines – and even glorifies – armed conflict, Valiant Hearts takes a different route. And while this game has been available for some time, it has a new lease on life thanks to PSN’s instant game library system… and proves itself to be as poignant and relevant as when it was first released. Valiant Hearts takes place during the First World War, but instead of being all about bullets flying and body-counts, it investigates the impact that this terrible war had on people. It follows the lives of five interconnected people, and provides more than a few dark or heart-wrenching moments as it brings the harsh realities of this truly terrible time to the player. The game dynamics are largely puzzle based, even when it comes down to timing runs at enemy machine-gun nests. The puzzles are never too challenging, but Valiant Hearts’ charm is what will keep the player going through its unfortunately short run. The game is also crammed with facts and footnotes about World War I, which some may find annoying but others will appreciate for their didactic quality. Often new aspects of the war, like mustard gas, barbed wire and zeppelins, will become part of the game dynamic, or a new theme for a section of the title. All of this is brought together in a stunning art style that lends Valiant Hearts the feeling of a well-produced animated film, rather than a video game. This is a game where narrative and emotion are king, and supplant more complex game dynamics in favour of telling a deep and moving tale. If you’re after nonstop action, you should probably avoid it. But if you love a great story, Valiant Hearts will be exactly what you’re looking for. g

Valiant Hearts: The Great War

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W

REVIEWED ON It’s a fun game, but it doesn’t last anywhere near long enough, and offers little by way of variation.

Shooter

3DS PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

GAMING

GENRE

AT A GLANCE

Side to side, up and down…

PLATFORMS

Developer: Publisher: Distributer:

Puppy Games Curve Studios Online

PARENTAL ADVISORY

7+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY Hard-Core Medium Casual

Score

Titan Attacks!

70 69

by Rob Edwards

hen we looked at Titan Attacks a few issues ago, we really enjoyed the title. It is a fun and easy homage to Space Invaders, modernised for a more complex gamer palette. So when it came along for review on the 3DS, I was personally quite excited… after all, after enjoying the other versions, I thought that the addition of 3D – even if just to add depth to the game’s background. So I was more than a little disappointed when, what I thought could potentially be the best version of the game, didn’t have any 3D depth at all. Not that Titan Attacks is in any great need of 3D. After all, the action takes place in a distinctly 2D plane, with wave after wave of alien attackers descending on the player’s upgradeable ship. As such, it is a fast paced and engaging title, which requires quick wits and even quicker reactions. And it’s not just about dodging bombs, either; every now and then an alien escape pod can be caught, or a craft spiralling out of control can be shot for added points and upgrade cash. The real problem here isn’t the lack of 3D… it’s the same thing that plagues Titan Attacks on all platforms. As challenging and fun as it is, there really isn’t enough content here. The game ends far too quickly, or just continues in an infinite loop. It’s sad, really, because the premise and overall game dynamics are great fun, and fans of the classic Space Invaders will certainly enjoy this well constructed homage. Perhaps we’ll see another Titan Attacks game in future, with a bit more variation and content. And a little 3D on the Nintendo hand held would be nice, too. g

Titan Attacks!

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Oddworld: New ‘n’ Tasty GAMING

Twisted tale of reluctant heroism

70

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Oddworld: New ‘n’ Tasty

by Rob Edwards

AT A GLANCE GENRE

Platformer

REVIEWED BY

An absolutely brilliant remake of the 1997 original, New ‘n’ Tasty is twisted, funny and great fun.

Developer: Publisher: Distributer:

Just Add Water Oddworld Inhabitants Online

PARENTAL ADVISORY

12+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY

Hard-Core Medium Casual

PS4 PLATFORMS

y

T

he original Abe’s Odyssey, released in 1997, was quite an impressive title in its time. But now that it has been lovingly reworked and released for the latest generation of hardware, one can see just how forward thinking and advanced it really was. Oddworld: New ‘n’ Tasty is a faithful recreation of the original, making use of the original concepts and designs. These have been lovingly reworked, though, and the player now has a truly wonderful experience waiting for them. Along with the great art redesign, the game has seen numerous overall tweaks that make it far less punishing than the original. Getting through Abe’s back in the day was quite the feat – now, with environments that scroll with the action, an improved AI and all-over better controls, it is less of a challenge, but certainly no less rewarding. The player takes the role of Abe, a Mudokon who has discovered that he and the other Mudokon “employees” of the world’s biggest meat processing plant, Rupture Farms, are the next treat on the menu. He takes it upon himself to do the unthinkable: escape the mammoth factory, and rescue as many fellow Mudokons along the way as possible. This is the premise of a game that is a challenging, enjoyable and thoroughly dark puzzle-platformer in which stealth and wits are far more important than a quick trigger finger. In fact, aside from mind-controlling enemies on occasion, Abe is virtually unable to fight, relying rather of traps, timing and subterfuge to complete his mission. This is a rich, twisted and altogether beautiful game, and a truly fantastic remake of the original… not a reboot, but rather a faithful homage to what came before. g

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

Score

85 71


E M W A IE G EV R

Mario vs Donkey Kong Tipping Stars

GAMING

Star struck puzzle goodness

72

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GENRE

Mario and Donkey Kong puzzle fun,

by Walt Pretorius

with creative level editing and challenging puzzle

PARENTAL ADVISORY

7+

Nintendo Nintendo Core Group

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY Hard-Core Medium Casual

Score

80

AT A GLANCE

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

REVIEWED ON

PLATFORMS

fun.

Developer: Publisher: Distributer:

gamecca70

Puzzle

3DS

puzzle orientated pieces help bring intricacy to the levels thereby building on previous levels to make future levels harder. Solving a puzzle quickly and retrieving all the collectibles grants a player a rank for that level, bronze for the lowest score, silver for mid and gold for the highest. Each rank gives a star with a maximum of three stars for completing a level “perfectly”. These stars can then be used to unlock various items in the workshop or tipped to other players if their levels where worth tipping. Nintendo have been very clever in bringing together three elements into one game: the fun of challenging puzzles to unlock stars, the ability to create your levels and earn stars from being “tipped” more, and an entire online community encouraging level creation and engaging in other players’ levels – with the opportunity to earn stars. There are even unlockable stamps to reward those who tip stars to others and a list of all the commendations, comments and tips you have contributed. Even when the main game is complete, the fun does not stop as you create your own levels and play them or share them with other players on the Community with the option of playing other players’ levels. The pro and con of this title lies in its community: if the community lives and is active, the game and its puzzles live. As with any game you pick up, you would want to have fun playing and spend hours lost in its world, well if you love puzzles, this is for you and even more if you enjoy creating puzzles. The active community ensures that your puzzles improve and can reach the prominent featured puzzles on the Community front page – a chance for star speckled fame. g

Mario vs Donkey Kong : Tipping Stars

g : s

N

intendo is famous for its remakes, most notably the ever growing franchise that is Mario Bros, and the memorable characters that have since taken centre stage dating back to the ‘80s. With fame carrying the brothers Mario and Luigi and the ever kidnapped damsels through the decades, one cannot neglect the fact that Mario’s first appearance was in Donkey Kong. Initially a villain turned good guy, Donkey Kong was better known for his barrel throwing tantrums and although he has come a long way from monkey barrels, his villainous ways seem to creep in every once in a while. In this particular title, Donkey Kong has kidnapped yet another damsel, and Mario must once again step in as the hero. However, rather than leaping barrels, Mario must navigate a set of toy versions of himself and various characters from the series to safety. The only problem is the fact that Kong has designed some ingenious levels to ensure the brittle wind-up characters never make it to safety. Tipping Stars has a very simple premise that takes focus away from graphics, intricate storylines and other attributes that apparently make a game, and instead focus on the fundamentals for any game – game play. It is literally a point and drag game requiring thought, planning and gazing at the frustrating “game over” screen as that one toy escapes your sight and ends up as spare parts. Progression through the levels introduces new mechanics, items, characters, enemies and level designs, making each level unique in how it is solved. Obstacles from other Mario titles are part of the puzzles, such as the famous pipes and Piranha Plants, the Thwomp and Shy Guy amongst others. Other

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74

While it has a skating theme, OlliOlli 2 is more like a super-tuned traversal platformer.

Platformer

PSV

PLATFORMS

Developer: Publisher: Distributer:

Roll7 Roll7 PSN

PARENTAL ADVISORY

3+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY Hard-Core Medium Casual

Score

REVIEWED ON

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

GENRE

AT A GLANCE

GAMING Bound of flame

Gleaming the platform…

80

by Rod Edwards

OlliOlli 2: Welcome to Olliwood

o call OlliOlli 2: Welcome to Olliwood a skateboarding game is a little like calling the original Contra a war simulation; it’s a bit of a stretch, really. Sure, the imagery and ideas are all about skateboarding, and the tricks you do are all the things you would do on a skateboard. But putting this game in the same category as the height of the Tony Hawk games, or even EA’s short-lived Skate franchise, is a little generous. OlliOlli 2 is about skateboarding, sure, but it’s more of a platformer than anything else. It just so happens that your method of traversal is a plank with four wheels on it… That said, it is still an entertaining game, and one that offers a lot for the player to get through. It leads the player off on a gentle learning curve, presenting basic ideas and trick types in simple to follow tutorials. And once you get into the action, there are various levels of expertise that determine exactly how hard the game is going to be. But it’s not all a walk in the park – at later levels OlliOlli 2 demands near-absolute precision, or you’re going to be doing things all over again. To this end, the game’s crisp controls and near-instant reloading of levels makes things a lot less painless; if you make a mess of things in OlliOlli 2, you’re the one to blame, not the game’s technical side. The stylised presentation and enticing sound track add to the overall feel, tying everything together in a neat package. And those that develop the right skills will love the fact that you can go through an entire level performing one long trick combo. That’s pretty awesome. g

OlliOlli 2: Welcome to Olliwood

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its own aesthetic; what starts out as a stark and moody presentation turns into a frustrating hindrance

Survival Horror

XO

PLATFORMS

Developer: Publisher: Distributer:

OSome Studio Activision Online

PARENTAL ADVISORY

12+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY Hard-Core Medium Casual

Score

REVIEWED ON White Night is a victim of

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

GAMING

GENRE

AT A GLANCE

Fumbling around in the dark…

55 75

by Rob Edwards

White Night

tylistic presentation can be an extremely effective element in creating mood and atmosphere in a video game. In White Night, that comes down to stark black and white graphics (literally… no greys here) and moody, noir-inspired camera angles. When it works, it works really well, and the initial moments spent playing White Night are already unsettling… before anything scary happens. As a detective investigating the mysterious Vesper Mansion, it is up to the player to literally bring light to the darkness. This haunted mansion is full of dangers, and only the stark light of an electric bulb will dispel them. It’s a great idea, and the mechanic is often used to great effect. But, after playing for a while, this selfsame excellent presentation and mechanic becomes the game’s greatest hindrance. It starts to feel like you’re bumping around in the dark, smashing your shins on all kinds of furniture. And while that might be part of the point, things fall apart when the game’s main enemies come into play. They’re evil ghosts, and only electric light will get rid of them. But that means quickly navigating to a light switch, which is already a massive challenge. When the ghost takes you by surprise, you’re in for instadeath more often than not. Know that it’s there helps, but White Night is stingy with checkpoints, so prepare for a lot of repetition. The situation is made worse by fixed camera angles that hide useful information as often as they reveal it. The artistry behind the game is undeniable, and it is a good idea. But its translation into game format missed the mark, turning what could have been a compelling, terrifying tale into something that is more annoying than it can afford to be. g

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E M W A IE G EV R

Ori & the Blind Forest Artistry meets great gaming

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resisting the call to return to the tree, and the forest suffers as a result. There are a few heart wrenching moments early on in the game, just before Ori decides to fulfil his destiny and save the forest by returning three stolen, life-giving elements to their rightful place. This launches the player into an action packed and challenging Metroidvania style platform game. Ori and the Blind Forest offers far more depth than one might expect. In the first instance, the massive interlinked levels are the kind that the player is going to need to go back and forth through. As new skills and abilities become available to Ori, the player will be able to access new areas and discover new things that will help them in their quest. Exploration and getting everything done is a good idea right from the word go – once the player has completed the ten hour (or so) story, the

GAMING

hen a game lends itself to a high degree of artistry, one cannot help but wonder if ideas like game dynamics have been sacrificed to make way for a greater focus placed on aesthetics. It happens from time to time – a game that looks absolutely incredible, and is emotionally charged in terms of narrative, treats other important aspects as secondary. But this is not the case with Ori and the Blind Forest. Rather, this game with its rich mythology and incredible looks, is a game first and foremost. The player takes control of Ori, a creature that was born as part of a massive tree that forms part of the core of the balance of existence‌ or something like that. But when a massive storm blows the flowerlike Ori away, he turns into an orphan. He is rescued and raised by the kindly Naru. Ori stays with Naru,

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Ori and the Blind Forest

and other cool stuff. Ori is a game that can get extremely demanding, and pitch perfect timing will often be required to get through some of the game’s more tense moments. You may find yourself replaying sections repeatedly, because the precision required is extremely high. That said, these areas will generally play out in the same way, allowing the player to learn through repetition. While Ori’s combat can sometimes feel a little messy, there is very little to find fault with here. Ori is as demanding as it is beautiful, though, so players should be aware that they may hit a few frustrating spots while they traverse the rich and imaginative world that the game is set in. It is a very good example of how a Metroidvania style title should play, and brings a very real sense of accomplishment with it. g

AT A GLANCE Platformer

REVIEWED BY

A beautiful game that hits the right notes for being a great Metroidvania style title, Ori and the Blind Forest is a very satisfying experience. Developer: Publisher: Distributer:

Moon Studios Microsoft Microsoft

PARENTAL ADVISORY

7+ gamecca70

Violence Language Sex Drug Use Prejudice

ACCESSIBILITY

Hard-Core Medium Casual

x0 PLATFORMS

GENRE

PC X360 X0 PS3 PS4 Wii U PSV 3DS AND iOS

Score

88 77

by Alex Scanlon

final stage locks the save file, meaning that if you’ve left anything undone, you’re going to have to start again. Speaking of save files, Ori uses a simple but effective system in which the player places their own save points in the game. The player would be well advised to use the system as often as possible (it consumes power to do so, so saving every five steps just isn’t viable) because Ori’s checkpoints are few and far between. Forgetting to save may result in having to redo large sections of the game, which can be very frustrating. Another frustration is the fact that there is no fasttravel system. However, the dep character progression system actually has a lot of impact on the game, and revisiting areas with new movement skills will often mean access to new areas and finding new power ups


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Legacy: Quake

: Quake

Online Gaming

By Lein Baart

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f you’ve been following this column for the past couple of issue by now you should by very familiar with id Software. The very progenitors of the firstperson shooter, you’d be hard pressed to find a gamer who doesn’t know of Doom or Wolfenstein. Yet, amidst the crowded pedestals that mark the studio’s development history, there is one game that was every bit as cutting-edge and revolutionary for its time, yet inexplicably appears to have been largely forgotten in this day and age. For many Quake was the title that ushered in the era of modern gaming, and the list of conventions it created, both in the FPS as well as other genres, is staggering.

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Why was it created?

While in retrospect Quake seems like a natural evolution of id Software’s previous works, the inspiration for the game actually came a fair few years before the company began work on Wolfenstein, and was initially envisioned as a top-down RPG inspired by a Dungeons and Dragons campaign that the id team were running. Deciding that the then current technology would not do justice to the game the developers only began to revisit the idea after the release of Doom 2 in 1994, with the original intention being to create something more akin to a first-person action title with RPG elements than the shooter it turned out to be. It was an ambitious idea, but Quake soon ran into a development hell of sorts. John Carmack, who had pioneered 3D graphics technology in previous games, immediately set to work on both a completely new engine (the first capable of true 3D) as well as a TCP/IP networking model. This forced the development to slow to a crawl with level designers such as John Romero and American McGee being forced to throw away countless hours of work every time a modification to the engine was made. As the months dragged

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on tensions began to rise in the team, until eventually it was decided to strip most of the content away in favour of a game that resembled Doom far more than first intended. What was released in June 1996 though was a game that immediately gathered a massive following, and forever changed the approach to online gaming.

Why do we care?

Despite its throw-away story, Quake’s single player alone probably would have been enough to ensure that game earned its place in the history books. With a tense, moody atmosphere (helped in no small part by the soundtrack composed by Nine Inch Nail’s Trent Reznor) Quake was the first game to bring a true 3D world to life, complete with 3D polygonal models. It also standardised the use of mouse-look, inspired a massive modding community, saw the rise of the tradition of speedruns and machinima and even was the first title to make use of video cards. So impressive was its coding in fact that bits of the first Quake engine are still present in Valve’s Source engine. It’s most enduring and prolific contribution though was its multiplayer. While Doom had seen the rise of the deathmatch, Quake took it a massive step further by offering the first real attempt at online gaming, and this in turn saw many practices arise that are still employed today. With the release of the QuakeWorld update, which allowed things like client-side prediction for high latency connections, id Software created a client-server model that can still be seen, and in turn saw the formation of modern staples such as clans, the first launch of Gamespy and even the creation of Team Fortress, which has gone on to become one of the most played games online. g

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Ramjet’s rantality

he following is an important public service announcement for PC gamers: no-one likes a selfrighteous douche-nozzle. Seriously, what the hell is it with people who play games on PC? And right into the disclaimer… this isn’t everyone who plays on PC. This is for a certain sector of PC gamers, which tends to be extremely vocal. So if you’re not one of these guys (and, by the way, if you are one, you’ll probably think you’re not) just keep calm and carry on. If you are, and you admit it, well… acceptance is the first step towards recovery. But you’re still a douche-nozzle, so pay attention. Everyone knows that a high spec PC is superior to a console in terms of performance. How could it not be? It makes sense that if you have spent a massive amount of money on your PC, you’re going to have performance that is far superior than a ready built system, sold at a fixed price point, with limited interior space. No-one is disputing that fact, and no-one is saying it isn’t a bad idea, even if you do need to keep buying stuff throughout the lifespan of your PC to keep it current. And, of course, if you have a top spec machine, you never have to check the requirements on a game box, even though this particular painful exercise is far more common than you might think (because, surprise surprise, not every PC gamer has

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a top spec machine). And yes, the control input methods for a PC, being a mouse and a keyboard, do offer a wider variety of options, even if the keyboard is decidedly digital. No-one is disputing these facts. So why is it, then, that PC gamers need to immediately feel either superior or defensive when a question gets asked about whether an Xbox One or a PS4 is a better investment? It happens on social media all the time, and it goes something like this: Question: “Hey guys, I am a console gamer. I play games on consoles, and I enjoy playing games on consoles. Perhaps I have no interest in playing games on a PC, or maybe I want to get a console so that the whole family can enjoy it, rather than a PC that I am going to stick in my private dungeon and guard like a rabid dog. I might even prefer the way that a console controller feels, or might prefer gaming on a TV, rather than a monitor. I am an individual, who likes to make informed decisions, and I feel no need to follow any trend because other people prefer it. I have a right to my own tastes and preferences. However, because I have no real experience with the new generation of consoles, and because I am a console gamer and I would like to buy a console (rather than a PC, because maybe I don’t want to upgrade it every five seconds) I was wondering if anyone out there could provide me with a gamecca70

BY rAMJET

The Nozzel Phenomenon...

reasonable view of which console is better… Xbox One or PS4? These are the only two options I am asking about (I am not asking about PC, because I am fully aware of the fact that a high spec PC is an excellent option). Please provide me with your informed opinion.” Answer: “PC is for teh winz, console sux.” See? Douche-nozzle. If I ask you about whether I should have, say, ice-cream or chocolate cake, that’s because I want either one of those. Those are the choices I am interested in, but I would like outside opinion. Don’t say “steak”. It’s irrelevant to my question. And besides which, if someone asks console gamers about which console they prefer, and a PC gamer chips in with “PC”, that’s entering into a conversation they weren’t invited in to. It’s rude, it’s not helpful, and it’s resplendent with high levels of douche-nozzelry. Perhaps PC gamers feel threatened (why, I don’t know). Perhaps they feel the need to promote their hobby. Or perhaps they are just a bunch of elitist idiots who don’t know how to answer a question properly because they can’t read it from that far up on their high horse. Whatever the case may be, stop it. Please. It’s nothing but annoying, self-important and smug… and it makes all the reasonable PC gamers out there look like douchenozzles, too. g



FeatureS 86

Gaming for Good

HARDWARE Reviews 92 94 96 98 100 102 104

Acer Aspire U All-in-One PC Genius GX Gaming Junceus Virtual 7.1 Gaming Headset Huntkey X7 900W Power Supply Unit Palit Storm X GeForce GTX 750Ti OC Edition Graphics Card Asus Transformerbook T300 Chi Hybrid Notebook Razer Kraken Gaming Headset for Xbox One Razer Leviathan Sound System

RegularS 106 110

Internet Security

COLUMN 112

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Technically Speaking

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TECHNOLOGY

Researchers have some surprising benefits 86

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TECHNOLOGY

ideo games have often been given a bad rap. Whenever a school shooting or other act of extreme violence takes place, people – including respected, informed celebrities – leap onto the anti-video game band wagon, laying the blame for aberrant behaviour squarely at the feet of this ever-growing pastime. Even lesser evils are blamed on the activity, with the stereotypical image of a parent telling their kids to stop wasting their time with video games and rather go and play outside springing to mind. But playing games – the more traditional ones – has long been seen as an important part of the development process of youngsters. After all, playing make-believe can have massive benefits, from socialisation skills through to creativity. If the structure of play, and the chemical and neurological effects it has on the body, can facilitate learning, is it not be possible that video games could have similar results? Researchers Adam Eichenbaum, Daphne Bavelier and C. Shaw Green asked the same question, and the findings that they published in a paper entitled Video Games: Play that can do Serious Good certainly indicate that the age-old perception as video games being any negative thing between “time wasters” and “murder simulators” is simply not a balanced view of the activity. In fact, the findings of the paper are quite enlightening. Some of them have been mentioned before, but the collation of all this information by three respected researchers certainly is food for thought… as, apparently, are video games. Games prove to be extremely beneficial as learning tools. “Research shows that our brains release in abundance neurochemicals related to reward processing—for example, dopamine—when individuals playvideo games,” the paper states. “These are the same chemicals the brain releases when a hungry or thirsty person receives food or water, as well as when someone takes one of the many commonly abused

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drugs. In fact, the magnitude of the dopamine release related to playing electronic games resembles that related to some recreational drug use. Critically, these same brain chemicals prove essential in permitting brain plasticity and thus learning.” In other words, the activity places us into a state in which our brains are ready to learn. By using systems like reward structures on multiple levels – in which the player never knows exactly when the next reward will come, but they are aware that there is a reward coming – games motivate players to keep playing. This means that gaming has a high degree of time-on-task, making it an ideal area for education. It is also why people can learn new controls, and improve at games. By providing a steady learning curve combined with rewards, gaming keeps the player interested while their brain function is stimulated. This has been linked to higher mental retention levels and improved memory. In addition, video games more often than not allow a player freedom within that learning process; the ability to complete tasks in a variety of ways. This is related to concepts like “thinking out of the box”, or being able to apply learned information in a variety of different ways. Beyond brain stimulation and a heightened ability to learn, games also give benefits to cognitive and perceptual processing. This is particularly true of the most vilified of video games – action games. Action games improves a vast number of cognitive abilities. These include improved contrast sensitivity (being able to discern between shades of grey, essentially) as well as heightened levels of visual attention, This refers to the ability to remain focussed on something while there are distractions in the background, and to discern small details while doing so. The time that this can be done for is also improved by action video game playing. Other tests have shown that playing action video games has a positive effect on neural processing and sustained attention spans, as well as improving

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declining mental capacities in old age. They promote job-related skills. And they are a model of how to teach children complex and difficult tasks and abilities. As with any technology, video games are neither intrinsically good nor intrinsically bad. Instead, the nature of their impact depends upon what users make of them. The research reviewed in this article makes clear that video games represent a form of play that can be harnessed for serious good. The challenge we now face is to determine those gamedesign ingredients that most efficiently help, for example, an Alzheimer’s patient fight cognitive decay or more efficiently teach a twelve-year-old mathematics. Systematic research— including direct collaboration between the video game industry and research scientists—will go a long way to speeding the pace of discovery.” And so it seems that the argument that fans of playing video games have been making – albeit not based on any concrete evidence – may just have some merit. Nothing is black and white in this world, and the effect of video games certainly falls into the grey areas that lie between those extremes. But it is gratifying to know that not everyone is blaming video games for the ills of the world, be they big or small. And as the industry grows and generates more and more income every year, it is likely that more research like this will take place, and more benefits will be discovered to balance out the bad reputation that playing video games has. They may never start bringing them into school rooms to help the development of youngsters, but as the benefits of video games become more and more apparent, perhaps parents and caregivers will realise that video games can form a valuable developmental part of a balanced lifestyle. The full report can be found at http://www.journalofplay.org/sites/ www.journalofplay.org/files/pdfarticles/7-1-article-video-games.pdf g

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Gaming for Good

cognitive flexibility and executive functioning (basically a fancy way of saying multitasking). The paper goes on to show some real world uses of video gaming, such as the treatment of amblyopia (lazy eye syndrome) as well as improved eyesight in general. Video games have also been used to combat cognitive decline in older people by stimulating mental activity, and children with dyslexia have shown improvement after video gaming. Superior performances in numerous jobs, including surgery and military jet piloting, have been displayed by video gamers too. The paper is quick to point out that this is not an excuse for binge-gaming. Most tests performed were done at intervals, with gaming periods between twenty and seventy-five minutes per day being employed. In fact, playing too much can result in certain benefits – particularly in terms of learning – to be lessened. But as part of a balanced life-style, video games certainly bring numerous advantages – and actual benefits – to the table. “Over the past half-century, video games have evolved into effective learning tools,” the paper concludes. “Not only do they promote an astounding amount of time on task, the games also use a number of techniques known to promote efficient and transferable learning. Although some researchers express concern about the potential negative outcomes of gaming, others see quite clearly that video game training creates a great number of positive outcomes. A growing body of research demonstrates that some types of games, in particular action video games, promote improvements in a wide variety of perceptual, attentional, and cognitive abilities. These enhancements are of a scope and scale that such games are being used, off the shelf, for a variety of practical purposes. Today’s video games are much more than entertainment. They are also weapons in the fight against


Acer

H C EW E T VI E R

Aspire

All-in-One

Package full of surprises…

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TECHNOLOGY

otebooks and allin-one computers don’t make for the greatest gaming devices in general, but with recent advances in technology and miniaturisation, the landscape is quickly changing. So while you might not necessarily associate Acer as a brand that you do a lot of gaming on, their Aspire U all-in-one system is one that you will be able to play games on. Sure, maybe it won’t deliver the top performance for video games, but it will do a lot better than older unified systems, and that’s a step in the right direction. What makes this system great is that it is a relatively small setup, in terms of space. The stylishly designed mouse, keyboard and monitor (which also houses the PC parts) take up very little room, and look good doing it. The keyboard is a compact model, and the mouse is sized more like a mobile mouse than a full sized device, while the 23 inch multitouch screen has a remarkably thin profile, and the support holding it upright doesn’t extend very far from the back of the device. Powering the Aspire U is an Intel i5 CPU that runs at up to 3.2GHz, which is great. Supporting that is 4GB of RAM and, while we would have liked to see more, it certainly gets the job done for most computing tasks. Storage comes in the form of a generous 1TB hard drive, while optical media is used with the integrated DVD super multi drive. Visuals

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are provided by a GeForce GT630M chipset which, while not the latest, will certainly get the job done. In terms of ports, it offers 3 USB 2.0 and 2 USB 3.0 inputs, as well as a multicard reader, LAN port, audio ports HMDI output and HDMI input (which adds even more versatility to the system). The Aspire U performs admirably, and is capable of virtually any task that is thrown at it. Thanks to a generous storage drive, as well as a decent GPU and RAM, the Aspire U makes for a great home computer or student PC. It’s smaller size also helps, as it can fit easily into crammed quarters. The mouse and keyboard are functionally great, although they are potentially the weakest parts of the package, because they feel a little nondescript. However, seeing the whole Aspire U system standing on a desk makes for an impressive sight, thanks to the high aesthetic value it offers. And it’s fairly easy to cart around as well… maybe not as easy as a notebook, but travelling with the Aspire U is easier than with a traditional desktop. And its performance will likely surprise even the most zealous unified system critics. g

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Acer Aspire U All-in-One PC

PC

Summary While many may scorn all-in-on PC systems, the Aspire U’s performance is better than expected.

Tech Specs: • • • • • • •

3.2GHz CPU 4GB RAM 1TB HDD 23 inch screen GT630M GPU

Ma nuf a c t ure r: Ac e r D i s t ri but e r: A c er w w w . a c e r. c o m

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by Walt Pretorius

AT A GLANCE:


Junceus The master, untied‌

TECHNOLOGY

Genius GX Gaming

H C EW E T VI E R

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by Alex Scanlon

he idea of surround sound being delivered by a headset isn’t quite so strange anymore. Technological advances have seen to it that headsets are now capable of simulating believable surround sound without using numerous drivers, making the prospect of surround sound headphones more accessible and more affordable. And there are some great headsets out there, like GX Gaming’s Junceus Virtual 7.1 Channel Gaming Headset. Looks are deceiving here – the Junceus is a pretty headset, sure, but it looks simpler than one would expect from a headset that delivers such great performance. And the best part about it is that the surround sound really works well. Not only that, but thanks to a smart, included software system, the user can define the ‘position’ of the speakers, thereby trimming their surround sound experience to deliver exactly what they need. Looks-wise, the Junceus reminds one of SteelSeries’ Siberia range; the ear cups are large and round over-ear affair, housing 40mm neodymium drivers. The headband makes use of a suspension system which means that a comfortable fit is easily achieved. Generous padding makes extended use comfortable, too, which is always a bonus. The looks are further enhanced by generous lighting. The ear cups have an LED light system behind their outer mesh covering, which leads to a really attractive effect. Also, the boom mic is tipped with an LED light. It can distract a bit if you get the position of the mic wrong, but the fully positionable boom means that you shouldn’t really run into that problem. Unfortunately the mic boom doesn’t swing up out of the way, or retract into the ear cup… if’s pretty much always going to be in front of your face, and leads to the Junceus feeling a little less compact than other headsets. Unlike older surround sound headsets that made use of lots of 3.5mm jack, the Junceus connects to the PC using a USB plug, and relies on included software to sort the channels out. In addition, it has a sensibly places in-line volume control that allows for volume increasing and decreasing, as well as mic muting and turning the LED lighting on or off. The overall design of the Junceus fits into Genius’ GX Gaming range perfectly. It’s a little on the overstated side, but it doesn’t become garish. It’s light in terms of weight, too, which helps further with comfort levels. But the real test is the audio, and the Junceus does a great job in delivering sound that is immersive. The positional audio of the virtual 7.1 even helps in determining direction of potential threats while gaming, which makes it a valuable tool. And it’s priced at a great level, which helps it become an even better prospect. g

Genius GX Gaming Junceus Virtual 7.1 Gaming Headset

Gaming Headset

AT A GLANCE: Summary

This USB powered headset delivers the goods, and even allows for tweaking of ‘speaker position’… all at a good price.

Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :

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Tech Specs: • • • • • • •

Virtual 7.1 surround sound 40mm neodymium drivers LED lighting In-line controls USB powered

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Huntkey

H C EW E T VI E R

X7 900W

Silky smooth and silent

TECHNOLOGY

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hen it comes to power supplies, there is a growing trend towards manufacturing devices that simply perform better. As users become more aware of the importance of a really reliable power supply unit, the idea of the nondescript grey box supplied with your chassis being the way electricity gets distributed to your computer is losing traction fast, and major manufacturers are dedicating themselves not just to building PSUs, but to building really good PSUs. It fills in a valuable gap created by the heightened awareness that end users have of what’s going into the guts of their PC. Huntkey is such a manufacturer, and one of their answers to the demand for reliable, safe PSUs I their X7 range. These PSUs, like the 900w sample we tested, don’t only deliver the goods effectively, but take things like aesthetics into account as well. It’s a

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good looking PSU, if that is important to you, and clear labelling and colour coding of the various modular power cable ports make it a safer prospect for those who insist on putting their own systems together. Aside from sensible cable management, the X7 900W makes use of several systems to ensure clean, consistent and safe power delivery to your beloved PC. These include numerous protection systems, including over voltage, over current and short circuit protection. In addition, other systems ensure not only an even flow of current to where it is needed, but ensure lower overall power consumption – always something to consider in a country where electricity prices rise regularly. Basically it comes down to extreme efficiency in getting the power from your wall socket to your components, and protecting those components from possible fluctuations and other potential mishaps. And the X7 900W does so remarkably quietly, too.

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Huntkey X7 900W Power Supply Unit

Laser Mouse

by Rob Edwards

By utilising an “intelligent” ball bearing fan, the X7 900W makes sure that fan rotation noise is kept down, while honeycomb panels used in the system ensure that vibration noise is lessened too. And heat is kept as low as possible by an extremely generous extraction fan size and smart heat sink system. While Huntkey may not be a name that you immediately associate with power supplies, we were impressed by the clever ideas that were used in the creation of the X7 900W PSU. There are numerous ways in which this PSU protects your system, not just from dirty current and other issues, but also from potential user error. And it does so quietly and smoothly. If you enjoy working on the inside of your case yourself, and are on the lookout for an effective, quiet PSU, this is an excellent option. And at 900W of output, it should provide more than enough juice for most systems. g

AT A GLANCE: Summary

With low noise output, tons of protection systems and a smart colour coding system, it’s about as foolproof as a PSU can get. Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :

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Tech Specs: • • • • • • •

900W output Over voltage protection Short circuit protection Over current protection Ball bearing fan Intelligent fan

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Storm X

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Palit Storm X GeForce GTX 750Ti OC Edition Graphics Card

OC Edition Graphics Card

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by Walt Pretorius

here seems to be a misconception that bigger is better when it comes to graphics cards. We’re talking physical size here – obviously higher specs are preferable. Some people think that the more monstrous a graphics card is in terms of proportions, the better it’s going to do it terms of performance. But that makes little sense when you’re trying to remain aware of elements like the all-important air-flow inside your PC case. Getting air moving is paramount, and a large card is a big block to free flowing air. The truth of the matter is, though, that often the latest GPUs require more extreme cooling solutions, which adversely affects the necessary space taken up inside the PC case by the card in question. But we can’t all afford the latest and greatest GPU – and, quite frankly, while it’s great to have the newest chipset churning out your graphics, pragmatic users know all too well that it often isn’t even necessary. Taking that more sensible approach opens options up greatly, and makes using cards like the Palit Storm X GeForce GTX 750Ti OC Edition a very viable direction. It should be noted that this card shouldn’t be considered a power-user card. But we can’t all be power users, as much as we might want to, and this particular card makes for an excellent alternative for a number of reasons. First of all, it’s size… This is a remarkably small graphics card, around half the length of one of the latest generation monsters. It features a single fan and generous heat sinks, and the added air flow it will allow inside the PC case will also assist in keeping it (and everything else) cooler. Despite its diminutive size (and relatively lower cost, which is another advantage) the GTX 750Ti chipset delivers the goods. Sure, it’s not the latest chipset, but it is still well supported, and the card’s 2GB of VRAM helps to deliver smooth, hassle-free visuals. A boosted GPU system helps achieve this, and the card is ready for overclocking, for those that want to squeeze a bit more power out of it. There will be those that may turn their nose up at this card on principle, but one must remember that Palit are proving to be top-notch performers in the GPU field, and it shows. Not only do they produce the fastest GTX 960 on the market, but their cards are hassle-free, affordable and very effective. And for those that think a GTX 750 isn’t quite enough, it is still significantly above the minimum requirement of most games currently on release. It comes down to a sensible purchase. While the biggest, baddest GPU might sound great, something like the Palit Storm X GeForce GTX 750Ti OC Edition is a practical, effective graphics solution. g

AT A GLANCE: Summary

It might not be the biggest, baddest GPU around, but this Palit graphics card makes for a sensible solution for numerous reasons. Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :

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Palit T V R Co mput e rs w w w . t v r. c o . z a

Tech Specs: • • • • • • •

GTX750Ti chipset 2GB RAM OC ready GPU Boost 2.0

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Asus

H C EW E T VI E R

Transformerbook g

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ometimes having to choose between one device or another simply doesn’t make you happy. For example, choosing between the more refined input systems and versatility of a notebook or the absolute ease and portability of a tablet isn’t something some people want to do. If you fall into that category, Asus’ has a solution for you in the form of the Transformerbook T300 Chi. It’s not a new concept, really… it comes down to a tablet with an attachable keyboard. Or, from the other end of the scale, a notebook with a removable screen. Either way, it fills a “best of both worlds” gap and provides the end user with a machine that can be used in multiple ways. Before we continue, it is important to remember that most notebooks and tablets aren’t built for high end gaming, Their specs simply don’t do the trick, not unless they have been built for gaming specifically.

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But those notebooks are generally massive monsters, and are far less portable than this T300 is. With that said, there are still games that can be played on devices like this – particularly when you consider the fact that the T300 is a Windows 8 device, rather than being driven by a mobile OS like Android. At the heart of the T300 is a surprisingly punchy (at minimum) 2GHz Intel CPU, which allows the device to perform admirably when compared to other tablets, although maybe not quite as well when compared to notebooks. It sports 4GB of RAM at minimum (with an option to go to 8GB) which is also remarkable for a tablet, maybe less so for a notebook. Storage comes in 64GB and 128GB flavours… same story again, as well as for the 12.5 inch display. The spec illustrates the positioning of the T300 perfectly. It is a superior tablet, and a decent notebook. But it really doesn’t fall into either category. Rather,

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Asus Transformerbook T300 Chi Hybrid Notebook

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it bridges a gap between the two, making the strong points of both available in a system that is strictly speaking neither. It’s an effective machine for everyday use, although it won’t be handling more demanding software as well as some of the bigger notebook options. It is extremely versatile, though, and it’s smaller size means that it is massively portable and relatively light. What it shows better than anything is the way that Asus thinks. Rather than just creating a tablet with an attachable keyboard, or going the Ultrabook route (is anyone still making those?) they have gone with a middle ground that delivers tons of versatility to the end-user, without compromising performance or capability. It’s a great approach and while you won’t be doing power gaming on the T300, it is a very solid option for those that need portable versatility and relative power. g

AT A GLANCE: Summary

A versatile piece of equipment that straddles the divide between notebook and tablet beautifully.

Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :

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Tech Specs: • • • • • • •

2GHz CPU 4GB RAM 64GB ISSD 12.5 inch screen Detachable screen Intel HD graphics 3500

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azer aren’t slouches when it comes to a number of things. One of those is making great headsets, like their ever expanding Kraken range. Another is tying ranges – once again, like the Kraken headsets – into other properties. And they certainly know where there are gaps. A large gap exists in the Xbox One headset area. Sure, there are other well-known brands that are already playing in this space, but there is always room from Razer’s uncompromising quality in the areas they decide to compete in. The Kraken Gaming Headset for Xbox One is, as to be expected from anything bearing the Kraken name, a great headset overall. But it certainly isn’t the fanciest Kraken around. While some models, for example, feature a retractable mic boom, this particular Kraken has a more old-fashioned boom that swings up and out of the way. It’s not a huge thing, really, but it does feel like a bit of a cheat. What makes it stand out, however, is the fact that Razer realised that most people need a headset for more than one application. So while it might say Xbox One on the packaging, the inclusion of an extension splitter cable with the headset means that it can also be used with a PC. And, if your system allows for some kind of external pre-

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amping that allows 3.5mm jacks to be used with other consoles, it fills that gap too. In other words, with a bit of tweaking, this headset can fill every gaming gap that you may have. Using a unified 3.5mm jack, the Kraken interfaces with Microsoft’s silly proprietary system via a chat adapter, identical to those that you can buy separately at any good gaming store. But while there may be headphones out there that don’t like the standalone unit, here you’re guaranteed that it’s going to work perfectly every time. As far as sound quality goes, this Kraken’s 40mm neodymium drivers deliver the goods, with rich sound all around. The chat function is also excellent, with the unidirectional mic delivering only the audio you want it to. The boom can also be positioned for best comfort, and the sensitive mic will pick up your voice perfectly, even if you’re speaking quietly (like anyone ever does that while gaming). The generously padded ear-cups and head band allow for extended, comfortable use, and the bright green accents (from the Razer logo on the cups through to the cables) add a distinctive look to the whole affair. Sadly, this device feels a little flimsier than other Kraken units, and it isn’t foldable either. But it delivers great sound reliably, and that’s what really counts in the end. And it’s versatile, too, which is always a win. g gamecca70


NAME Kraken Razer OF THE Gaming PRODUCT Headset for Xbox One

adset for Xbox

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Summary Razer’s Xbox One audio solution may not feel like the toughest headset, but it delivers great audio, and is very versatile as well.

Tech Specs: • • • • • • •

4 ink cartridge system Wireless function Print, scan, copy Double sided printing ePrinting Web connected

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AT A GLANCE:


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Leviathan

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azer come up with some great devices, albeit with sometimes odd names. But slogans and mottos aren’t always their strong suit. I know this is a product review, but I had to point out that the slogan of the Razer Leviathan is “one sound bar to rule them all”. Either someone is a Lord of the Rings geek, or they are really stretched for ideas. However, a cheesy slogan shouldn’t be enough to put someone off from considering the Leviathan as an audio option. Opting for the sound bar approach, the Leviathan delivers great virtual surround audio overall, and is well worth considering. The Leviathan is comprised of two main components; a sound bar and a subwoofer. The result is rich, truly immersive audio that complements visuals perfectly, whether you are watching a movie or playing your favourite game. The Leviathan works best with single systems, or with some kind of pre-amp splitting device, because it offers very little by way of input ports. There is an optical port, which delivers the best quality surround sound, as well as a 3.5mm auxiliary port, for decent stereo. It also allows for Bluetooth and Near Field Communications (NFC) wireless inputs. That’s the list, and it might not fit well into the needs of some users. But if you have a decent setup going on, then the optical connection will

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likely be your connection of choice. The subwoofer provides thunderous bass, while the four drivers built into the bar itself deliver awesome audio across the spectrum. To help even further, the Leviathan has four built in tuner presets, for gaming, music and movies. Other controls include turning Dolby on or off, muting and volume controls. Speaking of which, it’s a little odd that Razer didn’t include a remote with the system. It’s a small niggle, but getting up to adjust volume is a bit of a pain. You’ll get used to it, though, and it’s a small compromise for the quality of the audio that the Leviathan delivers. The sound bar also comes with a variety of removable feet, which can be used to adjust the bar’s angle… this will help the user optimise the quality of their audio. Also in the box you’ll find an optical cable and a 3.5mm cable… the latter is a bit of an unusual inclusion, and makes the omission of a remote seem even stranger. The Leviathan is crammed with great design (from looks to performance) and will help any home theatre setup sound much better. It’s great even for desktop use. It’s easy to install, and pretty fool-proof when it comes to operation. It also features some time saving presets. Had a remote been part of the picture, it would have been nigh on perfect. As it stands, it’s still great.g

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Razer Leviathan Sound System

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AT A GLANCE: Summary It’s a great system that delivers awesome sound for gaming, music and movies… but it seriously needs a remote control.

Tech Specs: • • • • • • •

4 ink cartridge system Wireless function Print, scan, copy Double sided printing ePrinting Web connected

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The New Oil TECHNOLOGY

Shifting control in big business

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by Suvesh Arumugam

The New Oil

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’ve once again been extremely lucky to attend the annual South by Southwest (SXSW) festival in Austin, Texas. The festival has been running for several years now as a hub of convergence between the film, music and interactive industries. Everyone from top Hollywood producers like Brian Grazer (known for his work with Ron Howard through Imagine Entertainment) to thought-leaders like best-selling author Malcolm Gladwell meet up to discuss everything from capturing people’s attention to harnessing digital platforms to deliver content. In fact, I passed Gladwell and Grazer having dinner in a local Austin restaurant (I was too shy to request a selfie though) so there is definitely a strong spirit of discussion and collaboration here. Many startups, independent films and bands have found their beginnings here at SXSW (or Southby as people tend to affectionately refer to the festival), and from my visit here last year I’ve seen companies like Splash (a platform to help organisers mount and manage events as well as build custom websites) and bands like The Griswolds (who I totally love) go on to great recognition and new fans. This year’s festival was definitely a continuation for me on themes which had emerged last year, which I could broadly put into the categories of the emerging role of social media, content marketing, overall engagement with customers and employees (through advocacy programmes) and how these topics converge in the new company of tomorrow (which is already here today in many SME’s and major corporations). A big theme that has resonated for me is the role of the social media professional, particularly those embedded in organisations (though there are a growing number of freelance social media “gurus” offering their services as agencies or consultants). Like developers changed the landscape of companies years ago by adding automation and discovering both strengths and weaknesses in their businesses through the need to change the way the businesses operated, social

media people are finding themselves in a similar position as major change agents within their organisations. After all, there has never been a role or department with more direct feedback from customers on not only the problems they face (or great experiences they have), but also how customers feel about brands and their values. This is information that companies have never had before (or spent millions to acquire through market research) and with the tools available today there is one place to get measurable and accurate metrics of exactly where a company stands with its customers, competitors and even their employees. Brian Fanzo, a well-known brand strategist, said “data is the new oil” and like we refined oil, mining and analysing data has created central role for social media. But it’s more than that. While traditionally businesses create formal channels for each stage of the customer purchase journey, things are changing with new business. Ten years ago a marketing or brand department would generate leads through brand awareness and hand these over to sales. Sales would close the sale and hand the client over to client service or support. Depending on the service or product, this would either be the end of the journey, or the client would then be looked after by a retention or loyalty department to try to up-sell or cross-sell to that client (and the cycle started all over again). But today you have social media engagement that is authentic and personal and you generally find clients engaging more readily through the platform of their choice throughout the cycle, from purchase to retention and even through to cancellation where they have had a poor experience. Social media agents are finding themselves looking after the complete experience and need to position themselves at the centre of their companies in order to be effective (which does not always please those more comfortable in traditional structures). Kaila Garrison, a product marketer from Oracle, believes that the next logical step will be intelligent, one on one marketing directly to individual consumers.

“...information that companies have never had before...”

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A great example came out in a panel discussion with Sanjay Dholakia the marketing head of Marketo, a sales and engagement platform. Ten years ago, if you bought a car, you had to go to a dealership and speak to a salesman, who was the custodian of all the information and pretty much held all the keys. Generally, this was a process of several hours while the salesman ran through stats, features, price negotiation and the buyer weighed up their choice. For the buyer, there was a period of stress immediately before and after the purchase - after all you just spent a lot of money. Did you get the best price? Did you get the best product? Today, the process is completely different. Buyers research online. Buyers talk to each other on social media and compare products. By the time the buyer arrives at a dealership he (or she) knows exactly what they want, how long they can expect to wait for it and exactly how much they are willing to pay. Salesmen probably have a much easier job, but they also have to change from shaping the buyer’s position to meeting the buyer’s demands. Also, the important thing to remember is that if companies are only reaching out to potential customers at that stage, the purchase has already effectively happened. So it’s become more important than ever for brands to reach out long before a decision is made or even contemplated and start building relationships with new or potential customers, so that when they start thinking in the direction of a new purchase or new company, they already have a relationship and conversation in place (and most importantly, with a source they can trust). As social media people sit in the centre of all of this, there is a pressing need to find ways to keep existing customers engaged and to attract new customers (whether they are looking at a purchase or not) and the latest thinking is to attract people with content. Entertaining, informative and useful content is how many brands are starting to re-invent themselves. Companies are also pushing more budget into fuelling engagement, direct conversations with customers

over social platforms, over traditional advertisements that create brand awareness. This is a major shift in the thinking of how many companies think about marketing, but there is certainly a shift happening with the top CEO’s. However, as brands scramble to shout the loudest in an increasingly crowded digital space, many are learning that it’s not enough to be cute or clever (although it really helps). It’s almost impossible to measure engagement through impressions or even whether a piece of content moved the reader. However, it is possible to share a company’s culture and values and make sure that customers who are aligned with a company’s way of thinking about the world understand why they are in business. Companies are having to go back to their people, and ask themselves this question and this makes them review why they are in business in the first place, what their values are and what changes need to be made to ensure that everything they do (from how they treat their employees, how they communicate with their customers and how they behave in the greater society) measures up to their values. It’s not enough to print fancy slogans and clichés on a wall. If a company is not living their values, this is shared and talked about over social media and a brand can lose their customers as quickly as it takes to share a video or click send on a blog post. Starbuck’s recent ill-fated “Race Together” campaign (to create a conversation around race) is a great example of a brand being called out on social media for a campaign not consistent with their identity or audience. Customers have never been more in control than ever before, which means that the people in most direct contact with customers (to hear their feelings, demands and future wants) are best positioned to drive the companies into the future and leverage the new technology and economy of the internet. Linda Boff, Director of Brand Marketing for General Electric summed it up best when she said “We have to stop behaving like the marketers of yesterday and start behaving like the programmers of tomorrow”. g

“Today, the process is completely different.”

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by Iwan Pienaar

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sing location-based services (LBS) is nothing new. Ever since the early days of social networking, people have gotten used to the idea of checking in when they arrive at a destination. From the grand old daddies Foursquare and Gowalla to one of the newer upstarts, it has become par for the course to share where you are in the world. Even Facebook has been pushing the concept of ‘checking in’. LBS let users access relevant and up-to-date information about their surroundings, inform others of their whereabouts, and get instant access to maps and traffic information for their current location. And then let us not forget retailers who are all too willing to exploit location information to determine demographics and even market specific products to consumers based on their location. In 2011, 28 percent of Americans used some form of LBS. This jumped to an astounding 74 percent by 2013. Even connected South Africans are getting used to the idea of LBS and seeing the benefits of it. Another part of LBS is location tracking. Designed to help parents keep track of their children, these apps have only the best intentions in mind. However, they can be misused by teens looking for nearby friends if privacy settings are not what they are supposed to be. As the name suggests, location tracking apps are designed to locate users with precision—down to their street address, avatar, and time stamps. This is pretty frightening if such an app is misused. What are the dangers of such apps? There’s the obvious danger

of personal information instantly becoming public. And, when it comes to teenagers using these apps, it is a potential safety issue. As parents of teenagers can probably attest to, many youngsters see nothing wrong with sharing their location at any time with anyone. Sharing is part of who they are. And in the age of social, this is hardly surprising when everything from your lunch to your favourite book gets shared and talked about ad infinitum. This is where parents need to step in and curb their urge to share things such as personal info, location, and other details that could put them at risk. Here are some tips to consider. Examine how an app is being used. If your teen is using a location app, ask them to show you how they are using it and the friends with whom they interact. Make sure that your teen is only communicating with people they know. Share location with friends only. Location apps for minors are unnecessary outside the context of family. Let your children know if they would like to share their location with a friend they should rather make a phone call or send an SMS. While not wanting to be a Mother Grundy, location sharing does put the whole family at risk. When location services are turned on within a social network, embedded in photos, or shared through a location app, it becomes easier for criminals to track behaviour. Using these apps can open up your family to theft or personal harm. Unfortunately, some of these apps are populated by people with ill intentions

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who are looking to engage in sexual conversation with anyone of any age. Teens do not realise this when they download these apps and innocently set out to find friends nearby and connect for purely social reasons. Children can also be duped by people who look like peers but are not. Remember that old saying – on the internet nobody knows that you’re a dog? Well, that is especially true when it comes to location services. The cardinal rule should be to say no to giving out any personal information. Many of these apps require first and last names, age, and address for registration or that a user logs in with a Facebook, Google, or Yahoo account. This is far too much personal information for a minor to be giving out. Also, parents need to review the privacy settings of their teens (and themselves) on all social networks. Remind your teenager that location information shared through social networks can make everyday photos more visible to people and communities beyond their accepted friend list. Be sure your kids set social networks to private and that location settings are switched to “off.” It is also important to check the location settings on their mobile devices. Most of these are set to share location by default. So irrespective of whether the teen is using an app, the device is still broadcasting their location. As with anything in the cyber realm, it is best to apply common sense. If you are not willing to share information beyond your family or closest friends then it is better to not share the information at all. g


Location Location Location

Location Location Location

Social Media stalking made easy...

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my Master... T

Technically Speaking

here have been some truly amazing games on the previous generation of gaming consoles. I mean, without looking at the entire life cycle of the Xbox 360 and PS3, in the last couple of years we saw some of the best titles ever. Well OK... maybe not ever, but they were pretty good. Moving to new consoles like the Xbox One and PS4, it was uncharted territory for many in the gaming industry – gamers, developers and publishers the like. Many who saw the transition from the original Xbox to the Xbox 360 are no longer involved, leaving almost a skills gap in knowledge on how it should be done. So, in charting our own course into the land of the unknown, and seeing that the technology today is far superior to that of yesteryear, many developers and publishers released a remastered version of previous-gen title for the new consoles. While only a few titles were remade for the PS3 and Xbox 360, a plethora of titles have been, and will be coming, to today’s monster machines. We are only just over a year into the life cycle of the Xbox One, and already

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there are 12 titles off the top of my head that have been remastered for current gen. I know it won’t happen in a million years, but I really wouldn’t mind of a remastered edition of Rockstar’s Red Dead Redemption. But this won’t happen for several reason, most importantly is the fact that the studio is apparently already working on a third title. There has also been rumours of a Bully sequel for current gen, so they have their plates full at the moment. But don’t you think that there could be too many remasters on the market? I really enjoy playing great previous gen games on new consoles, but while I’m missioning at 60 frames per second I often wonder if the time spent remastering a title couldn’t be used to make new games. I know the remaster phase should probably die out in the next couple of years as more original titles start to pop up, but what is a studio’s motivation? Maybe I’m looking at this all wrong. It could also be that the games would have been released as Game of the Year editions for previous gen anyway, and just with a number of small tweaks in the code

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BYcHARLIE Fripp

Remaster

and some extra polish, it is pushed out onto the shelves for this generation of consoles. The more I think about it, the more it makes sense, besides for the fact that I haven’t seen a GOTY edition of a game in a very long time. If you take a game that was hugely popular on its native console, bump up the graphical quality, throw in some new elements, and add all the previous DLC onto the disc, you have the winning recipe of guaranteed sales. The usual sceptic in me was initially concerned that too many games were being remastered for current gen, and that it takes away creativity and development time from other original games that could have rather been developed instead. But as I’m writing this, I think I had an epiphany: developers are not wasting time or trying to cash in on something extra. They are not fleecing gamers for more money, but simply re-releasing a game that would have otherwise been released anyway – just under the GOTY edition selling point. Tally ho, gaming developer, as you were... g



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Sony SmartWatch 3 Genius HS-920BT Smart Wireless Stereo Headset King of New York Star Realms Suburbia The Amazing Spider-Man #16 Batman: Arkham Knight #1 Howard the Duck #1 Ninjak #

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by Lein Baart

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nfluenced culture for four decades. gamecca

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imaginations, but actually had an influence on many of them. In fact, this role-playing game, which was first released in 1974, has had a huge influence on many forms of media. From TV shows and movies through to books, music to video games, Dungeons & Dragons references and ideas can be found everywhere. For a game that has been considered a part of fringe culture, and has had more than its fair share of fun poked at it, Dungeons & Dragons has actually proven to be a powerful influencer on modern society. And now that being a geek is in, it stands to reason that the game may see a resurgence in players. To be fair, though, it has always been a strongly supported pass-time. It would not have made it to forty years if it hadn’t. And, as the opening paragraph demonstrates, numerous people who help shape culture have been, or still are, active players. Aside from jokes poked at Dungeons & Dragons players in sitcoms and a massive number of fantasy writers who were undoubtedly influenced by the game, its quiet influence on our culture can be found in a great many places. One of the strongest, arguably, is the world of video games. Numerous concepts found in video games today arose from a time when they didn’t exist. Even the term role-playing game was donated to our culture by Dungeons & Dragons. The idea of experience points (XP) and using them to create a more powerful

Lifestyle

in Diesel, Mike Myers, Dwayne Johnson, Dame Judy Dench, Daryl Hannah, the late Robin Williams, Ben Aflec, Matt Damon, Will Wheaton, Marilyn Manson, Kevin Smith, Eddie Izzard, Jon Favreau, Jimmy Wales (one of Wikipedia’s founders), Jacques Villeneuve, Seth Green, Trey Parker, Matt Stone, Stephen King, Joss Whedon, Jack Black, Hulk Hogan, David Boreanaz, all of Metallica, Conan O’Brian, Alice Cooper, Raymond E Feist, Weird Al Yankovic, Billy Crystal, R A Salvatore, David Duchovney, Emilio Esteves, Stephen Spielberg, Jesse McCartney, Jon Stewart, the late Terry Pratchett, James Franco, China Mieville, John Carmack, Moby, Karl Urban and George RR Martin… what do these people have in common? Well, aside from the fact that they’re all famous, and all human beings, you might not think much. But if you got them all together in a big room and threw in a bad of multisided dice, paper and pencils, they may just get down to an activity that every single one of them drew massive amounts of entertainment from: Dungeons & Dragons. And this list is far from exhaustive – politicians, writers, journalists, actors, economists, musicians, sportsmen and more all ventured into their imaginations with Dungeons & Dragons, a game that not only allowed them to explore their

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& Dragons was alternately a thing for socially inept geeks to do (which was an odd attitude, considering the social nature of the game) and a source of virtually every teenage problem on the planet. Dungeons & Dragons was even accused of being linked to practices like Satanism. These days, as video games break free of similar attitudes, Dungeons & Dragons has become far more socially acceptable (and video games are following the same path quickly). As far as wider influence goes, aside from numerous movies, books, songs and video games, Dungeons & Dragons also lead to the creation of a huge amount of other role playing games, the subject matter of which runs the gamut from fantasy to scifi, and everything in-between. Last year Dungeons & Dragons turned 40, and a renewed interest in the activity was sparked when celebrities and other people in the know revealed not only a love for the game, but also started looking at the beneficial influences that it has on culture, mental state, socialisation skills and more. For a game that started out as a set of rules to solve tunnel-building problems for table-top wargamers, and for a game that has truly suffered the slings and arrows of ridicule, contempt and accusation, Dungeons & Dragons has come a very long way, and has proven to be not only a fun and entertaining activity, but one of the most quietly influential creations of the last four decades. g

Lifestyle

character through the acquisition of new skills and more powerful abilities dates back to the creation of Dungeons & Dragons, which uses numerical representations to delineate abilities and skill levels. The definition of character abilities in set categories also stems from this, with Dungeons & Dragons making use of strength, dexterity, constitution, intelligence, wisdom and charisma to outline a basic character. Additionally, defining a character in terms of race and class (an elven ranger, or a human cleric, for example) is also rooted in Dungeons & Dragons. Even the idea of taking a single character and developing it through a campaign – like we see in video games including Dragon Age and Mass Effect – stems from the 1974 pencil-andpaper role-playing game. Combat concepts like hit points, variable weapon damage and critical strikes also have their foundations in Dungeons & Dragons, which uses all of these systems – as well as armour ratings – during in-game combat. Inventory (as well as inventory limits), upgradable weapons and even rare items also come from this influential source. There are many other concepts, too, even down to settings (with games like Baldur’s Gate and Neverwinter Nights drawing directly from Dungeons & Dragons source material). Another thing that video games inherited from Dungeons & Dragons is the bad reputation. During a period in the ‘80s, Dungeons

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f having a powerful smartphone in your pocket just isn’t convenient enough, then you can go for a Sony SmartWatch 3. Powered by the Android Wear OS, this voice activated wrist-worn device can provide you with a wealth of information. With applications that include searching, weather, travel, notifications, reminders and commuting information, the SmartWatch 3 is more than just a time-telling device. It will even monitor your physical exercise! This device can be personalised to s high degree, thanks to a wealth of useful apps available for download, and frees information from your pocket! Working in conjunction with your smartphone, it is a powerful device indeed.g

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tilising a Bluetooth 4.0 connection to the smart device of your choice, the Genius HS-920BT Smart Wireless Stereo Headset becomes an invaluable audio companion, Armed with powerful 40mm drivers, this compact yet comfortable headset delivers great audio. It is rechargeable via USB, and features integrated volume controls, as well as basic audio controls that include next, previous, play and pause. And just to make sure it really gets the job done, the headset features an integrated microphone, so that you won’t need to fumble around when an important call comes in. Smart, stylish and great sound‌ exactly what you want in a Bluetooth headset! g

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BY Lein Baart

Rated P

for Piss-Off...

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generally detest social media. I avoid Twitter like the plague, use Facebook when forced to and shelve the rest as utterly useless crap. Just occasionally however something pops up in my feed that forces me to sit up and pay attention, and early this month I was compelled to begrudgingly thank “social networking” for bringing to my attention a singularly worrying item: the Draft Online Regulation Policy from the FPB. For those that don’t know, or haven’t really cared before, the Film and Publications Board is the regulatory body here in South Africa that classifies media such as films and games. Its mandate, when boiled down, is simple and actually rather noble; to protect children against harmful material such as pornography and allow adults to make informed choices about the media they are consuming. To this end they’ve predominantly stuck to slapping age ratings on products or otherwise devising penalties for acts such as the making of child porn. It’s a role that only the most zealous of libertarians could object to, and by and large the organisation has been relatively scandal-free. This has all changed with the Draft Online Regulation Policy. It appears that the FPB has become worried about the rise of the internet in modern day society, and (supposedly) acting out on behalf of the welfare of children, has decided

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to revise their approach to their classification of online media. While there is a fair amount that deals with commercial distributors such as Steam or Netflix, these companies have their own legal teams and lobbies to fight their battles. It’s the average Joe that might end up getting the shaft though due to the inclusion of what the FPB calls “user-generated content”. Setting aside the fact that practically everything on the internet is “usergenerated content”, the provisions in the draft are specifically looking to tackle things like Facbook posts, Youtube uploads, tweets and blogs. What the proposed policy will do is give the FPB the power to classify anything anyone uploads here is our dimly-lit corner of Africa. As it stands in the document, the board will have the ability to demand that content be taken down in order to be classified, and only once it has been approved will you be able to re-upload your media, all the while charging you for the “privilege” of their services. It even makes allowances for classifiers to enter your home and ransack your devices. If this doesn’t smack of censorship to you, you’ve got your head shoved down a deep hole. The idea of actually regulating everything that every South African uploads is patently ludicrous, but this is far more a matter of principal. While the FPB might actually be proposing this in good faith (and to their credit they’ve opened the gamecca70

policy to public comments until June 4), the powers that organisation wish to appoint themselves stretch far beyond both their means and needs, and open the door to true censorship by government. It’s important to note that, as a policy document, what they propose won’t alter existing law, but instead change the manner in which it is enforced. We already have laws on the books which exist to protect our society against its ugliest members, and the addition of a Big Brother is not for the better. I started this article by stating my hate of social media, but that does not mean that I, nor the government, should have the power to strip you of your ability to post whatever you like (within bounds). So, dear reader, if this article has (hopefully) managed to inflame and enrage you, please see the links below and your voice to what will hopefully be a deafening scream. To sign the petition: https://www.change.org/p/filmand-publications-board-stop-theinternet-censorship Right 2 Know Campaign: http://www.r2k.org. za/2015/03/10/statement-stopthe-film-and-publications-boardsattempt-to-censor-the-internet/ Public comments and download of draft: http://www.fpb.org.za/mediacentre-fpb/press-release/144-filmand-publication-board-to-launchdraft-online-regulatory-policy g



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King of New York

here isn’t too much serious about King of New York, the spiritual sequel to King of Tokyo. This is a standalone game, so you don’t need to worry about owning King of Tokyo to play King of New York. And just like King of Tokyo, King of New York requires the player to take control of a giant monster, in an effort to become the most famous destructive force in the city. The goal of the game is simple – be the first monster to collect 20 victory points, or be the last monster standing. What makes it an interesting game, or at least one of the things to do so, is the fact that it uses a more complicated dice system than your average board game. Each turn the player rolls multiple dice, and then performs the actions that they

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allow – healing, attacking, or storing energy to purchase power cards (which provide unique effects unavailable to other players). By stomping around the game board, breaking lots of stuff along the way, and doing battle with the other monsters that have taken a liking to the Big Apple, the player racks up fame and victory points in an effort to become the meanest monster in Manhattan. Designed by the near-legendary Richard Garfield, King of New York is simultaneously light hearted and deeply strategic, with a healthy dose of luck thrown in for good measure. Each game can play very differently, as the random elements brought in by the dice help to add a sense of chaos to the destruction.g

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Star Realms

or a trading card game to compete with the really big names out there – yes, we’re talking about you, Magic: The Gathering – it needs to bring more than just pretty pictures and lots of collectible cards to the table. Enter Star Realms, a sci-fi themed collectible card game that manages to bridge numerous divides that exist within card games. First off, it’s extremely easy to get started with Star Realms, because a single starter box contains two decks – enough to get playing right away. Next off, it’s a pretty simple game, so there isn’t an intimidating barrier to entry that some longrunning trading card games have. Star Realms is, in principle, a very simple game that relies on a system of breaking down your opponents

Authority through trade and combat. Reduce their Authority to zero, and you win. And yet Star Realms manages to deliver a very deep level of strategy, with individual plays often charged with “what ifs” and other strategic considerations. It is a tactical game, when all is said and done, and one that will allow for a massive amount of replayability because of it. This could have to do with the fact that Star Realms was created by Magic stalwarts Darwin Kastle and Rob Dougherty. Whatever the case may be, Star Realms is a fascinating, addictive and thoroughly enjoyable game that doesn’t get bogged down in too many technicalities, yet manages to remain clear and fair… and provides the player with plenty of opportunities for smart plays.g

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Suburbia

houghtful and pedantic, Suburbia is a game that feels like a table-top version of SimCity. Using hexagonal pieces, the player builds a small settlement into a major metropolis. The aim of the game is to build the largest population through clever addition of tiles to you growing settlement. Initially players will want to develop to a state of economic self-sufficiency, and then move on the adding attractions and facilities that earn more money and population, by stimulating their settlement’s economy, players will be able to afford larger and batter facilities and, in turn, attract more inhabitants to their town. While the basic premise is simple enough, Suburbia is a game that needs a lot of careful attention, on-point strategy and long-term

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planning. As a result, it isn’t a game that could be called “action packed”. Rather, Suburbia lends itself to a more careful approach, more like an urban chess. Additionally, you’re going to be doing a lot of bookkeeping and calculating while playing Suburbia, so keep your thinking-cap handy. With all of that said, Suburbia is still an exciting game, but in a more quiet fashion. Strategies and plans tend to run longer here than with some other board games, so those that like seeing their vision come to fruition will certainly get a kick out of its slower pace and more thoughtful approach. Suburbia is a game that carries a great sense of achievement and, although it may seem a liitle more down-toned, the competition within it can be fierce. g

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Title:

Amazing Spider-Man #16

Writer:

Dan Slott & Christos Gage

Artist: Publisher:

Humberto Ramos Marvel

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by Clive Burmeister

After the events of Spider-verse, where Peter Parker lead an army of spiderpowered heroes from a host of different dimensions to fight the Inheritors in a deadly battle that would decide the fate of all realities, the encounter left Parker exhausted, his lifeforce physically drained in the attack. Now with Parker Industries’ bid to build the new prison for super-powered criminals being assessed, a very tired Peter Parker must juggle a much more demanding day job, with a much more strenuous routine as the Amazing SpiderMan. But Alchemax is also competing for the prison contract, and with their less than scrupulous business practices, they don’t want to leave it to chance. So once again, Parker’s life is about to get very complicated!

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Title: Writer: Artist: Publisher:

Batman: Arkham Knight #1 Peter J. Tomasi Viktor Bogdanovic DC Comics

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by Clive Burmeister

Batman: Arkham Knight, the official prequel to the Arkham Trilogy Finale, throws us headfirst into a chaotic series of events which will change the state of Gotham forever, one way or another. The Joker is dead, Arkham is in a state of bedlam, the police have way too much on their hands, and Batman is the target of every villain left standing, and even of those lying cold and dead on a slab. And while Batman struggles to keep order in Gotham’s nights, who will give Gotham hope in its days. Can Bruce Wayne be the man the city wants and the man it needs, or must he choose between the Batman, and the legacy of the Wayne Foundation? Which one can save the city?

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Title: Writer: Artist: Publisher:

Howard the Duck #1 Special Chip Zdarsky Joe Quinones Marvel

by Clive Burmeister

Howard the Duck is a quirky, comical, and very different story, set in the Marvel universe, that tells the tale of Howard, a talking duck, with no real powers besides his sharp wit and common sense. And that he’s a talking duck. Mr. Duck, working as a private investigator, lands a case that involves him tracking down the notorious burglar turned king pin, Black Cat, and obtaining a stolen item from her. Along the way he encounters SheHulk, who runs her law firm next door to his PI office, and even Spider-Man. But Howard is not the only one trying to obtain something that doesn’t belong to him, and the duck soon finds himself in the crosshairs of a mysterious stranger.

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Title:

Ninjak #1

Writer:

Matt Kindt

Artist:

Clay Mann

Publisher:

Valiant

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by Clive Burmeister

As a freelance operative, Ninjak can choose his missions, and when to use his special training and skills and in what capacity. Currently doing a mission for MI-6, he encounters another person as skilled in combat as he is, but with genetic enhancements which give her the advantage. And this deadly clash of expert warriors is only the beginning, the introduction to a string of missions each more dangerous than the next. Ninjak is a fun comic, it has fast paced action to keep you entertained, the kind of “cool� characters that spark your imagination, a well thought out back story and plot to give it momentum, and really nice, clear, vibrant artwork that really captures the essence of the book.

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THE OBSERVER

ave you heard of the term cognitive flow? Cognitive flow is a mental state in which one feels an energised focus of complete concentrated involvement in a task, during which any feelings of boredom and anxiety are nonexistent. In fact, under the right circumstances, this state is a singleminded immersion that can, and most likely will, promote the feeling of extemporaneous bliss, even rapture. What is even more interesting is that when one is in the zone, or lost in this reflective state, a flood of feel-good chemical substances is released and causes a specific physical reaction. The feeling of euphoria comes from the chemical response to dopamine, while adrenaline and norepinephrine are responsible for the overall excitement. Sound familiar? This intense response is also common in two people who have just fallen in love. Psychologists have also

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found this behaviour to be very common in artists who are so passionate about their work that their subjected experience of time is altered; their need for food, water and even sleep are completely disregarded. So gamers, can you relate? This state can be entered into while performing any passionate activity, whether it is romance, work, spirituality, education, music… and yes gaming. Good game developers understand this well. They will use the understanding of cognitive flow to promote that elevated connection between the game and the gamer. Keeping the gamer away from boredom, apathy, anxiety and frustration by creating, clear goals and immediate feedback, with a good balance of challenges and achievement, are vital. This would also explain why most gamers have become the stereotypes we are all accustomed to. Gaming is more than just a game, it is more of a reality in which falling in

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BY Katia Taliadoros

Gamer’s Euphoria...

love every day is possible. Wouldn’t you want to protect that? The fact is, if you have not found “your game” that has given you that intense dopamine kick, and you have not experienced being “in the zone” while playing a game, you will more than likely not understand the passion that gamers have… or the gaming world, for that matter. In a nut shell, cognitive flow is the result of an engrossing, passionate task that successfully gives you an elated high. Psychologists are also saying that the time spent in the flow makes our lives more rewarding and successful, by producing intense feelings of joy and happiness. Flow experiences also improve our creative perceptions, as well as our performance in problem solving as a whole. So the next time, you sit down in front of your console with a great game for a quick wind-down, remember, that is just not possible. Oh, and do it guilt free… it is really very good for you! g




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