Gamecca Magazine January 2014

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I S S U E 5 5 / Vo l . 5 Januar y 2014

w w w. g a m e c c a m ag . c o m

Killzone: Shadow Fall Knack Gran Turismo 6 Rocksmith 2014 Ratchet & Clank: Nexus Tearaway and more...

Best of the Best

Gamecca’s Game of the Year 2013 Awards

Over the Wall It’s time for a cold war in Killzone: Shadow Fall

The Last Lap Gran Turismo 6 does it right!

It’s Here!

The PlayStation 4 has arrived in South Africa

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Hands-on with the PS4 Samsung Galaxy Note 3 and Galaxy Gear reviewed

Dynamic Duo?

With mini ITX, smaller doesn’t mean less power

R evi ews i ncl udi ng Asus, Log i tech, S a i tek, S t e e lS e r ie s , S a m s u n g , Ra z e r a n d m o re . . .

Internet piracy and South Africa

I S S U E 3 9 / Vo l . 3 January 2014

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Safe Zone

Options for securing your Android device

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Simplicity in information!

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Inside 6 From the Editor 8 Game Write A fond farewell 10 The Gamecca Game of the Year Awards 2013 Killzone blasts onto the PS4 with Shadow Fall 22 Console General We need a hint... 24 The Next Station 6 upcoming video game titles 30 Reviews 15 video games under the microscope 66 A Year in Games 2005 had some very memorable moments... 68 Hardware Stuff you want under the Christmas tree! 82 Ramjet’s Rantality We need some clarity here Competitions

THIS MONTH’S COVER A little bit of everything PS4! See our feature on page 24.

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31 MSI GeForce GTX780 Gaming Graphics Card 65 Razer Starcraft II Banshee Headset

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Reviews

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Killzone: Shadow Fall

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Gran Turismo 6

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Knack

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The Legend of Zelda: A Link Between Worlds

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Rocksmith 2014

GAMECCA Vol. 5 Issue 55 January 2014

Editor: Walt Pretorius walt@1337-media.com Writers: Alex Scanlon Charlie Fripp James Francis Lein Baart Nthato Morakabi Rob Edwards Sarah Snyman Suvesh Arumugam Tauriq Moosa Walt Pretorius

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NBA 2K14

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Ratchet & Clank: Nexus

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Bravely Default

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Tearaway

Letters: letters@gameccamag.com

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Desktop Dungeons

Competition Entries: competitions@gameccamag.com

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PS4 Reviews Revisited:

Newsletter Subscriptions: www.gameccamag.com

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FIFA 14

Design & Photography: 1337 Media cc

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Assassin’s Creed 4: Black Flag

Marketing Contact: Katia Taliadoros katia@1337-media.com

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Need for Speed: Rivals

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Battlefield 4

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LEGO: Marvel Super Heroes

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Call of Duty: Ghosts

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.

GAMECCA is published by 1337 MEDIA

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Copyright Š 1337 Media CC 2009 - 2014

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A New Year! by Walt Pretorius

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From the Editor

nd so it starts… 2014 is here, crammed with tons of promise and positivity. And now that the two next generation consoles have launched, the game industry can get back to focussing on games, rather than platforms. 2013 had some great gaming moments, even though there were long dry spells during the course of the year. But titles like The Last of Us, Tomb Raider, Bioshock: Infinite, GTA V, Injustice: Gods among Us and several others made for an entertaining gaming year. And 2014 looks pretty awesome, too. Sure, we don’t know everything that 2014 holds in store for us, but thus far we have quite a few games to look forward to. Titles like Watch-Dogs, Thief, Titanfall, Dark Souls 2, inFamous: Second Son, Murdered: Soul Suspect, The Crew and numerous others have

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the first half of 2014 looking rather exciting. And then, of course, it’s time for E3 and Gamescom, which will bring even more exciting titles to the table as we wind toward an exciting finish. We already know that games like Dragon Age III: Inquisition, The Sims 4, Destiny, The Division and some others will be appearing on shelf in the latter half of the year, not to mention the expected (and very popular) yearly iterations of some of the bigger sports and action franchises. This issue is, for obvious reasons, very PS4 focussed. It’s the first next gen arrival here in South Africa (with the Xbox One slated for release sometime this year) and so we have gone whole-hog on it – even to the point of refreshing reviews on six games we looked at on PS3 or X360 previously. We also have a quick look feature, giving a bit of a hands-on

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experience with the PS4, for those who have not got one yet or are still undecided as to whether they will get one. And then, of course, we have our retrospective Game Awards for the titles that most impressed the Gamecca Crew in 2013 – a feature of our January issues for some time now. I think this issue represents an awesome start to what will undoubtedly be a big and busy year for the video game industry, and (as a result) for the gamers that support it. But it is time for me to start shutting up and letting you get on with our first issue of 2014. Before I do, though, I would like to take this opportunity (from both the Gamecca Crew and myself) to thank all our loyal readers for their continued support during 2013, and to wish you and yours all the very best for 2014. May it be a prosperous, exciting, gamefilled year for all! g



Brand Loyalty and Dogma by Tauriq Moosa

Game Write

The views expressed in this column are not necessarily those of 1337 Media or Gamecca Magazine.

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distinct problem in gaming is the anchoring to particular brands: whether that’s games, companies, developers and so on. The problem is that purchasing comes from loyalty as a reason, rather than as conclusion: that is, you don’t buy the new Naughty Dog because it’s good, but because it’s Naughty Dog; you don’t get an Xbox because it’s a machine you want to manage multiple media formats on, but because it’s Xbox. Now of course that doesn’t mean our reasons for sticking with a company or franchise is always bad: for example, I have used Sony as my console of choice since the PS One. My reasons are twofold: a preference for the exclusive titles and the kinds of games that are Sony exclusives; the actual console, primarily the PS3, is simple and has in-built all the necessary features (unlike first generation Xbox 360’s, for example). I love the Uncharted games, the God of War series, more than, for example, the Fable or Halo series on Xbox; I love

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how easy it is to setup Wi-Fi and PSN accounts, versus the hassle of Microsoft’s equivalents. The conclusion is therefore: I use Sony and, due to this history of it meeting such standards, will use it in future. This is no doubt how it starts out for most of us: finding that a particular product or brand consistently meets our requirements. The problem is when the conclusion “This is good and suits me” mutates into a kind of dogmatic attitude of “This just is the best console/game/company/ etc.” The sheer refusal for many fellow long-time Sony users to even consider investing in an Xbox One is a good example: sometimes no reasons are given other than “Microsoft sucks!” or, it corollary, “Sony is the best”. Childish as these may be, they could be attitudes from preventing you from experiencing new joy that you might not have before. The worst response is to say: “Just buy both/all of it!” - which assumes unlimited funding. The whole reason brand decisions lock horns is that each is vying for a piece

of a shrinking pie called the gamer’s budget. Many of us are already made to feel guilty for spending so much of what little they have on so expensive a thing, that could be a down payment on, say, a reasonably good car. Dogma also makes people nasty and the media constant war terminology probably isn’t helping. Console wars, for example, is an idiot term that falsely views each company trying to undermine the other. In a sense, it is of course true that Sony would like to see Microsoft fail and vice versa. But even that scenario is not good for us gamers. You don’t need to like or care about Microsoft to recognise that its funding and backing has helped maintain the lives of talented developers and studios who bring us great amounts of fulfilment with their art. No one wins if such a monolith loses. It might be in Sony’s individual interest as a company to “win” the “war”, but no one else’s really - therefore we shouldn’t participate in it, call it that, or even yearn for Sony to beat Microsoft. The decisions should rest on individual needs

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and loves: As indicated, I have had a long time and successful relationship with Sony. Investigating its future in games has reaffirmed that. Perhaps this is loyalty, but it’s not blind loyalty. I could give up Sony tomorrow if the games were awful; I could “switch” to Microsoft if the games were more suited to my interests. And we should all be in such a position, since it would a foster a healthier, less toxic gaming environment. You’re not betraying anyone by admitting advantages of your “enemy” console: I know the Xbox One is better for television, multimedia, voice recognition, etc. Acknowledging properties and improvements of another machine, game, company, etc., does not mean admitting your hatred of the one you do love. Nothing is perfect after all - but loyalty can lead to the illusion that what you love is. We should stop this and recognise everything is fallible, everything can be improve and we should be open enough, adult enough, to move on and not be blind followers.. g



2013 was, if we're really going to be honest, something of a lacklustre year for gaming. That said, it managed to produce some extremely good titles, particularly in the first few months. There might not have been a lot of games released during a year that was dominated by the upcoming Next Generation consoles, but there were certainly some excellent ones, and they're part of...

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The lead up to the release of the PlayStation 4 (which we have already here in South Africa) and the Xbox One (which we’re still waiting for) seemed to result in a lot of developers holding off on titles. The year wasn’t crammed with game releases... in fact there were long dry spells that punctuated 2013’s release calendar. Let’s face it - the PS3 and Xbox 360 were definitely slowing down in the face of their younger siblings’ arrival. But there were some truly fantastic titles that cropped up, including long-awaited sequels and reboots that brought everyone tons of joy. There were a lot of clear choices for the Gamecca Crew this year, and one game dominated proceedings...

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Injustice: Gods Among Us Combining the development skill of the team behind the excellent Mortal Kombat reboot with a large roster of DC super heroes proved to be a winning formula for Injustice: Gods Among Us. Tons of fast paced action and an accessible control scheme rounded out one of the best games of 2013, with a PS4 rerelease adding even more shine to an already awesome fighter.

The Last of Us

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2013 wasn’t a big year for the Survival Horror genre... but the Last of Us managed to deliver more than a few heart-stopping or chilling moments. And let’s be honest: what’s more survival horror-esque than playing one of the last humans left in a world taken over by fleshcraving fungus-zombies? So while the Last of Us may not strictly be a survival horror game on paper, it delivered the goods for those wanting a good scare.

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Gran Turismo 6 While the previous GT title may have been wanting in many ways, GT6 managed to capture more of the complexities of driving than ever before in this franchise. Realistic driving fans got to enjoy not just fast-paced, technical track action, but also numerous homages (including a number of moon buggy missions) to the art of controlling a four wheeled speed-demon.

GTA V The long awaited Grand Theft Auto V met with quite a lot of criticism, but the truth is that it still provided exactly what was expected of it. With three main characters and a host of missions for the player to experience, GTA V was crammed with all the right kinds of vehicular and weapon based action exactly what was expected of this long-running and controversial franchise.

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Rome II: Total War Strategy games were really few and far between in 2013, so the competition for Rome II: Total War wasn’t exactly stiff. With that said, and despite some problems that are still plaguing this franchise, Rome II managed to refine numerous aspects of the strategically technical franchise. So doing, it delivered an extremely enjoyable, deep and challenging experience to strategy fans, along with a more accessible government model.

Bioshock: Infinite

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Veering away from copyand-paste principles, Bioshock: Infinite presented the player with a strange, creepy world to explore, and combined that setting with great action. In addition, a solid story line, memorable characters and a host of weird and wonderful gadgets made Bioshock: Infinite a game that stood out among the run-of-the-mill shooter crop in 2013.

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Ni No Kuni Ni No Kuni: Wrath of the White Witch may have seemed like a niche game at first, but the awesome story and absolutely brilliant execution showed that Studio Ghibli is as capable of producing great games as it is of making fantastic anime. With charming looks, a strong story, competent dynamics and an addictive nature, Ni No Kuni proved to be a wonderful experience for all who played it.

Tomb Raider Lara Croft’s long-awaited return certainly lived up to the hype. Moving away from the movement and traversal puzzles that dominated the franchise for so long, the new Tomb Raider presented a game that demanded a lot and gave a thrill-ride in return. A massive environment, varied enemies and a decent plot all meshed together... and an iconic heroine turned it into a breath-taking action adventure.

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FIFA 14 FIFA generally delivers a good experience, but this year’s game - particularly on Next Generation consoles - managed to really be impressive. It might take some getting used to, what with new mechanics and dynamics, but the overall experience resulted in one of the most realistic sports titles we have ever seen. Lively stadiums, beautiful graphics and, of course, top notch football action are the order of the day.

Pikmin 3

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The third instalment of the Pikmin franchise was long overdue, and it managed to bring a glimmer of hope to the flagging Wii U. Using tried and tested game mechanics in combination with the Wii U’s touch screen controller, Pikmin 3 is an addictive and challenging game - although it is a bit on the short side. Still, fans had a lot to crow about when this strategic puzzler finally arrived, and are likely still playing it.

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Knack Knack took a lot of flak from critics, but this Next Gen platform title is a delight for young and old. With a fun plot and action that won’t make parent cringe, Knack serves as a great launch title for the PS4, bringing an innocence to a launch line-up that is crammed with many games carrying a mature rating. It’s easy to get into, and very difficult to put down, and presents just the right level of challenge for its target market.

LEGO: Marvel Super Heroes The LEGO games are never to be taken seriously, and Marvel Super Heroes is no different. But behind its self-effacing humour and brightly coloured blocks is a game that is not only a great homage to the Marvel universe as a whole, but also an engrossing, addictive and - most importantly accessible action romp. Add to that the fact that it features some of the best loved super heroes from comic and film, and you have a real winner.

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Beyond: Two Souls It would be easy to just fling the best graphics award at a Next Gen title (because they do look good) or a PC game on maximum settings... but considering what they had to work with, Quantic Dream worked near-miracles in this PS3 exclusive. Sure, the story may not have been the greatest and the controls may have been clunky, but no-one in their right mind can say that Beyond: Two Souls wasn’t visually impressive, all things considered.

The Last of Us

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Troy Baker and Ashley Johnson lead an extremely talented voice cast in The Last of Us... something which propelled the entire experience to greater heights. But the overall audio was more than just great voice acting... the woosh of a molotov cocktail thrown at enemies, or the chilling hunting cry of Clickers are just two examples of a game in which sound is as important as anything else in creating an awesome experience.

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The Last of Us Starting a new franchise certainly isn’t easy these days. We didn’t see many in 2013, but there was one particular new property that simply screamed quality in all aspect: The Last of Us. Not only did the game bring out some fresh ideas and great production values, but it presented the player with a new world to explore... Will there be sequels? We certainly hope so, and believe that the great reception that this new IP got makes it likely...

Assassin’s Creed 4: Black Flag While Assassin’s Creed 3 was a weaker point in the franchise, Black Flag managed to do exactly what a video game sequel should: it elevated the series to new heights, revisiting former glories and building on them. The vast world, interesting cast and varied action and activities do not only make Assassin’s Creed 4: Black Flag a great sequel, but also add up to making it a fantastic game overall. And it’s got pirates, too!

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Tomb Raider So often reboots tread the same tired old road, but this year saw a handful that were really exceptional. The reboot of Tomb Raider, though, stand out above the crowd for a number of reasons. New ideas permeate the game, and the overall production quality - combined with those new ideas and mechanics - took this franchised from a wellloved dungeon-romp to the heights of adrenaline-fuelled adventure. A most welcome return of Lara Croft.

The Last of Us

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Story is very important to video games, and while there were many great stories in 2013, The Last of Us managed to use a cataclysmic backdrop to tell a very personal tale. The story of Joel and Ellie’s relationship is well crafted and beautifully portrayed, and takes the player through a wide range of emotions. It is an expertly told tale, and one that is integral to making The Last of Us a truly spectacular title.

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The Last of Us While there were a number of very good games released in 2013, including logawaited sequels... but the game that stood head and shoulders above the rest was a new IP possessed of an excellent story, brilliant production values and a compelling game dynamic. The Last of Us is quite possibly the finest title ever made for the PS3, and is certainly a breath of fresh air in a market crammed with clones and repetitive yearly iterations.

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Wishing for Clarity... Console General

by Montgommery Paton

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brand new year, and a brand new console to enjoy. The PS4 arrived in South Africa in December 2013 (on Friday the 13th, to be exact) and according to local distributors Ster Kinekor Entertainment, it broke sales records. The press release that went out shortly afterwards stated that the PlayStation 4 sold out in South Africa in under 24 hours. The console did so well, in fact, that Ster Kinekor had arranged to get more consoles in just before Christmas – even before the first drop. Pre-orders were massive, and SKE wanted to ensure that as many people as possible could get access to the new console. So while we were all doing our crazy Christmas shopping on the 23rd and 24th of December, they were putting new units on shelf, just in time for last minute gift purchases. While we don’t have

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solid figures for the number of units sold as yet, what we’re hearing from SKE is undeniably a good indicator for the health of the gaming industry in South Africa. It seems to be growing year on year, even if the majority of sales are coming from catalogue (read as Platinum or other budget rage titles). And even if the sales are strongest in games that have been marked down, players still need consoles to play them on. All of this should send a message to Microsoft. As yet, the firmest information that we have about the Xbox One is that it will arrive during the course of this year. We don’t have a date more specific than a 365 day period, and we don’t have a price. I am not trying to sound like a complainer here – I am extremely excited about the Xbox One and all it has to offer, including some exclusive

titles that I am very keen to play. And I could have brought one in via the “grey market” and have been playing already, like quite a few people did here. But that’s not supporting the local industry in my eyes. I am keen about seeing the console here, in South Africa, with the support and games all in place. But the truth is that it feels a little like we’re being kept in the dark. Yes, South Africa isn’t a massive market for Xbox, but it could be. The Xbox 360 – according to sources – sold extremely well over the Festive Season last year. There is a market here… it may be small, but it is solid and rabidly supportive. So perhaps getting a better idea of when we can expect to be playing the Xbox One – even if it will be a while before that exciting day rolls around – will placate South African gamers. Some of them are losing their cool just

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a little with not getting information, and SKE’s strong drive behind the PS4, when compared to Microsoft’s apparent stiff-lipped silence isn’t doing the Xbox brand any favours. It should, of course, be noted that Microsoft South Africa are as anxious as we all are to get the console here – or at least information about the console – as soon as possible. The silence is coming from the bosses overseas. Hopefully it won’t last too much longer. All we want is some information – even bad news is better than no news at all. At least then the staunch Xbox adherents here in South Africa (and there are many) can have something to look forward to while PlayStation supporters get their game on with the PS4. It’s preferable to staring into a bottomless abyss of not knowing. g



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A quick look at the PlayStation 4 gamecca55

by Walt Pretorius

The Next Station

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Disc feeder port

Optical audio output

Power input

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Power button

HDMI output

Eject button

Auxilliary port

LAN port

n the 13th of December, 2013, South Africans joined the other territories that had seen the release of latest generation hardware; the PlayStation 4 launched amid much social media and press noise, and flew off the shelves at record breaking speeds. Local distributors Ster Kinekor tried valiantly to keep up with the demand, landing a second shipment of PS4 consoles just before Christmas. But even then demand outstripped supply, meaning that there are many out there who have yet to get their hands on Sony’s latest gaming machine. Perhaps you are one of those people. Or perhaps you are a pragmatist who wants to learn a bit more about the console before committing to what is a rather hefty price tag. Either way, out quick guide to the PS4 is for you. It bears mentioning that this is not a review - reviewing a console is a bit redundant, because so much of the console’s performance relies on the software created

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USB ports

for it. But it is a set of first hand impressions and opinions, based on several weeks of use with around 12 different games (both boxed copies and downloaded titles). Don’t expect a score... but do expect some useful insights and advice. Also, this article deals with a bare-bones PS4 system: literally a console and controller. Other elements, like the PS4 camera, will be included in later issues. The first impression is that the PS4 is much smaller than one would assume. It is a rhomboid shape, with an angle running from top to bottom, making it rather stylish to look at. Mostly finished in matt black plastic, it features a shiny black section on the left hand side (or top, if you stand it on its side). Separating these two sections is a long LED bar that serves as a status indicator: blue for starting up, white for powered on and orange for standby. If it blinks red, the PS4 has overheated, and you should probably give the system a break. The front of the PS4 houses a disc feeder port, which

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Status indicator

is rather noisy when ejecting or loading discs; a stark contrast to the otherwise very quiet system operation of the PS4. Next to the disc feeder, and level with the status indicator on the top, are power and elect buttons. These are touch sensitive, and sometimes slow response times for ejecting discs (along with the lack of tactile or audio response from the buttons) makes it hard to tell if the PS4 is responding to your command. However, both power and disk ejection operations can be handled from the user interface, and switching the PS4 is as easy as hitting the PS button on the Dualshock 4 controller - a much better option. Also on the front are two USB ports, which allow several devices to interface with the PS4. This includes the rather short charging cable for the Dualshock 4 controller. Many people have complained about this cable length, but we found it easily remedied with a USB extension cable.

The back of the console features a number of interface ports. These are an optical audio port (handy for those with extensive home theatre set ups) an HDMI port, a LAN port and an auxiliary port, to allow accessories and other devices to be used with the PS4. Lastly there is a power port, which allows a power cable to be plugged into the PS4’s internal power supply. Without an external power brick, the PS4 has very little cable clutter. The HDMI port is the only option for video output, so you’ll need to ensure that your TV or monitor can handle it. Additionally, video capturers are going to have to wait for a future system update to lift the HDCP copy protection applied to the HDMI port. Sony have promised that this will be amended for video games. Also included in the box is a single ear in-ear headset, with a in-line microphone. This is used by plugging it in to the headset jack at the base of the Dualshock 4 controller, and serves to deliver voice chat while online. It isn’t the

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D-Pad

Share button

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Touch pad

Options button

PS button

Headset jack

best solution around, but it does the job well enough. Hopefully Sony (or a third party manufacturer) will develop some better solutions before long. The Dualshock 4 controller is the basic way to interact with the PS4 and games. It is a much improved design over its predecessor, although the battery life is a bit too short. The controller required frequent recharging. The controller is a bit larger than previous PlayStation controllers, and features a tweaked design that is far more comfortable than before. While most of the controls, like the D-Pad and face buttons, remain largely unchanged, the dual analogue sticks have been improved, delivering a much more comfortable and secure experience. Similarly, the triggers are now concave, feeling more like actual triggers, and deliver a much better feel. The shoulder buttons are a touch smaller, but feature a much finger-friendlier shape. The controller also features a Share button; this allows

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Face buttons

Dual analogue sticks

the user to instantly share a cool gaming moment with the world. The PS4 essentially records (much like a PVR) a limited amount of game-play constantly. Hitting the Share buttons allows this to be uploaded and shared. Between the Share and Options button is the biggest addition to the controller - a touch sensitive pad. While this hasn’t been used all that much yet, intuitive directional swiping in Killzone: Shadow Fall has demonstrated that usefulness of this device, which adds tons more control options, should developers take advantage of it. The front of the controller features, above the USB port, a light bar that can indicate various information. Generally, it identifies which player is using which controller, but games (like Killzone: Shado Fall) can also use its colour changing abilities to indicate various conditions within the game. It also allows the PS4 camera to track the controller. So, you have your PS4 unpacked and set up. A quick note on placement - you’ll need to find a good spot for

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Shoulder buttons

Triggers

Light bar

USB port

it. Standing it up on it’s rather narrow edge can be risky without a stand, while lying it flat means it may wobble is pressure is exerted on the left side, thanks to rather odd bottom support placement. Turning it on reveals, after a short setup process, a rather slick user interface. There will doubtlessly be updates, both for the system and the games you play. These however, are handled neatly in the background. You can even keep gaming while a system update is downloading, and the unit can be set to download and charge controllers while in standby mode. This means great time savings and less interruptions to gaming, and is one of our favourite aspects of the new Sony monster. In addition, various functions - like popping back to the UI to check messages or tally trophies - can be done without interrupting gaming. The game simply pauses while you nip out to do your thing. There are numerous other features and abilities that

we have not touched on here but, suffice to say that the PlayStation 4 is a rather impressive piece of hardware overall. Its power shows through game performance, and its user-friendly nature makes it a joy to play with. It should be noted that playing online now comes with a cost; while Xbox Live has always charged users for their service, Sony is only now attaching a price to PSN gaming. But with free games added in to the mix, the cost is somewhat mitigated... and is not all that high to begin with. How it fares against the Xbox One in terms of the South African market remains to be seen, and is something we’ll look at when the Microsoft console arrives during the course of 2014. For now, though, South Africans can rest assured that they have access to a powerful new gaming platform in the form of the remarkable PlayStation 4. The future of console gaming just keeps looking brighter and brighter, thanks to innovative new products like this. g

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Reviews Highlights 32 Killzone: Shadow Fall A new cold war... 36 Gran Turismo 6 Getting it right 40 Knack All about little bits... 46 Rocksmith 2014 A nicer mentor 54 Tearaway A new imaginative adventure

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he PS4 officially arrived in South Africa on the 13th of December, 2013. After a short feeding frenzy, the initial drop was sold out in record time! In keeping with our policy of reviewing only what is readily available in South Africa, we now have - you guessed it - PS4 reviews! Aside from two brand new titles for PS4 (as well as a bunch of games on other platforms, too) we also take a brief relook at six titles previously released here on other platforms... just so that you know what you’re in for... g

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a MSI GeForce GTX780 Gaming Graphics Card! Plus bonus download vouchers for Assassin’s Creed 4: Black Flag, Batman: Arkham Origins and Splinter Cell: Blacklist!

Courtesy of Corex, MSI and nVidia TO ENTER: Send an email to competitions@gameccamag.com Insert “GTX780” in the mail’s subject line Tell us who distributes makes the GTX780 chipset. Subscribe to www.gamecca.com Become a fan on Gamecca’s Facebook Page Competition closes 31 January 2014. Gamecca subscribers only. South African residents only. Prizes may not be exchanged for cash. Competition closed to employees (& employee’s family) of 1337 Media CC, MSI, nVidia and Corex. The judges’ decision is final. co mp e t i t i on • c o mp et it io n • c o mp et i ti on • com pe ti ti on • com pe ti ti on • com p etition •

com p e ti ti on • com p e ti ti on • com p e ti ti on • com p e ti ti on • com pe ti ti on • com petition • c omp et itio n • c ompetition • co mpetition

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Killzone: Shadow Fall

Rising from the Shadows No more gritty, claustrophobic, tunnel-rat missions here…

by Walt Pretorius

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of the title. But these problems are relatively isolated, and the overall effect is not one of disappointment or frustration on the part of the player, but rather of awe and enjoyment. For the longest time, the Killzone franchise has explored the war between the Vektans and the Helghast, two factions who were once the same people, but who have been changed due to the different environments that they inhabited. In Shadow Fall, though, the Helghast home world has been all but destroyed and, in an act of almost angelic altruism, the Vektans gave half of their planet to Helghast refugees. That paints the picture for the game, which takes place several decades after the events of Killzone 3. But it also sets the tone for a plot that is sometimes a little silly, and others downright

Review

ith the release of Killzone: Shadow Fall, Dutch developers Guerrilla Games have created an instalment of this franchise for five of the six platforms that have borne the PlayStation logo – PS2, PS3, PSP and PS Vita previously, and now PS4. One would assume that they have a great amount of experience with the technical side of creating games for PlayStation platforms, and this shows through in Shadow Fall. But aside from technical aspects, this latest Killzone title does still offer one or two niggles. The worst of these come down to an AI that can, at times, come across as shoddy. Additionally, in breaking away from the standard Killzone fare (more on that later) Guerrilla have added a few segments to the game that just don’t feel as good as the rest

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ludicrous. Why would the Vektans invite the Helghast, who perpetrated terrible war crimes against them, to inhabit half of the planet they fought so hard to defend against invasion? Guilt for what they did to Helghan? Maybe, but it seems to be a bit of a stretch. Neverthe less, this uneasy symbiosis is key to the telling of a tale that brings forth thoughts of a divided Berlin after World War II. A massive wall separates the Vektans and Helghast, with the result being a cold war always on the edge of eruption. To help combat Helghast incursions and aggression, the Vektans formed a group of operatives called the Shadow Marshalls… and, surprise, it is to this group that the player belongs. Putting the plot and setting aside, Shadow Fall offers the player a fantastic experience – and one

that breaks away from what we expect from a Killzone title. Gone are the claustrophobic, linear, gritty levels of the previous games – they have made way for expansive levels that allow freedom of movement and exploration more often than not. Missions are often dotted with secondary or optional objectives, and the vast playgrounds really let the player explore not only the environment, but also their approach to varied situations. To this end the developers have even introduced stealth capabilities to the game, but they aren’t handled particularly well. The options are limited and, ultimately, single players will find that an all-out, frontal approach is probably the best. Weapon choices are fairly limited as well – the player begins each weapon with a standard side-arm, as well as a handy rifle that can convert from

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detailed. If you really are wondering about what kind of graphics the PS4 can produce, this game gives you a great idea; considering that it’s a launch title, there are likely truly breath-taking things on the horizon. In addition, Guerilla have refined the way the game handles and feels. The heaviness that seemed inherent in the previous Killzone titles is all but gone, with the character feeling lighter on his feet this time around. The controls have also been tweaked, shifting the default aiming and shooting controls from the L1 and R1 buttons to the more sensible L2 and R2 options. And Killzone makes simple, yet effective, use of the Dualshock 4’s touchpad. Aside from the roughly ten-hour single player campaign, Killzone: Shadow Fall introduces some great multiplayer ideas, too. Instead of using the

Review

an assault weapon to a medium range sniper rifle. In addition, the player is accompanied by an OWL, which is one of the better aspects of the game. The OWL is a multipurpose drone… using the touch pad, the player can change the OWL’s functions, choosing between stun, assault and shield options. The OWL can also deploy an extremely handy zip line that opens up more play options for the player. All of this is neatly wrapped up in a presentation package that is truly fantastic, at least in terms of console gaming. The environments are rich and superbly detailed, while the characters that the player meets are exceptionally well handled. Some of the voice acting is a little on the weaker side but, for the most part, NPCs are memorable and highly recognisable – not to mention wonderfully

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tried and tested (and old) “levelling up to unlock new equipment” idea that we have seen for a long time now in shooter multiplayer, Shadow Fall pretty much gives the player everything they need from the get-go. The emphasis moves to skill, rather than having the better guns, which is a refreshing change. In addition, the idea of Warzones keeps things really fresh. These multiplayer matches are produced with fair regularity, and allow the player to spend more time gaming and less time shuffling about lobbies. Also, players can define their own Warzones, giving them the ability to create a truly wide variety of options and challenge types. There are also more traditional game modes, of course, with ten vast maps to enjoy them on. Killzone: Shadow Fall is not a perfect game;

it has a few quibbles and occasionally dips into single player repetition. But, for the most part, it is both an excellent launch title for Sony’s latest console, as well as a great new direction for this long-running franchise. Perhaps most importantly, though, is the fact that it demonstrates what the PS4 can do. Considering that it is a launch title, and that developers constantly tweak more and more performance out of consoles as they discover new things of doing things over the platform’s lifespan, Killzone: Shadow Fall is a game that not only promises great things from its own franchise, but also from the console on which it makes its exclusive home. Add to that some pretty nifty ad innovative multiplayer ideas, and you have a title that will entertain (and sometimes frustrate) PS4 owners for a long time to come. g

AT A GLANCE: First-person Shooter

While it still has a few faults, Shadow Fall shows vast improvement for the Killzone franchise, as well as a much needed new direction. Similar to: MaxPlayers Developer: Publisher: Distributer:

Killzone 3 Local

1

Network

Online 24

Guerrilla Games SCEE Ster Kinekor

Parental Advisory

18+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Reviewed on:

PS4 Platforms

Genre:

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

Score

88 35


Gran Turismo 6

The even-more-real driving simulator After Gran Turismo 5, has Polyphony learned from its mistakes?

by Christo van Gemert

I

management wanted Polyphony Digital to fix what was broken in GT5. Maybe Sony just needed a big title to make up for the PS4’s disappointing rehashed list of launch games. Whatever the reason, Gran Turismo 6 is here, giving gamers the game that Gran Turismo 5 should have been. The tyre model and physics model have been redone, and now – for the first time in Gran Turismo’s history – actually more closely represent their real life counterparts. One of the easiest ways to show up both of these systems in GT5 was to take a fast front-wheel drive car (a Ford Focus ST or a Renault Clio RS) and enter a corner a bit faster than you’re supposed to. Doing this in in GT5 resulted in terminal understeer. You turned in, but the momentum of the car and lack of grip from the tyres continued pushing it in the direction it was travelling initially. There was no fix.

Review

t was three years ago that I sat here and wrote the review for Gran Turismo 5. That game spent a number of years in development and enjoyed more delays than any title from Gabe Newell. Even with the benefit of time and all of Sony’s resources, the game was a disappointment. Too ambitious. Too flawed. And, ironically, too rushed. Father of the Gran Turismo franchise, Kazunori Yamauchi, wanted his baby to do too much, and ultimately it ended up failing in many ways. It brings us to the curious launch of Gran Turismo 6 – a PlayStation 3 game that hits the shelves just as Sony’s PlayStation 4 starts paving the way for the next generation of console gaming. I can’t help but wonder why. Maybe the sequel was far along enough to warrant a PS3 release. Maybe Sony

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In GT6 you can apply real-life driving theory to the scenario above. Take your hot hatch and plough into a tight corner a bit faster than you usually would. As soon as the front starts pushing wide, lift off the accelerator. This transfers weight to the front wheels, which helps them regain some grip. Since they’re already pointing in the direction you want to go, the newfound grip helps the nose point in that direction. The reduced weight at the rear also means that the back end can start wagging around. For anybody who’s familiar with funto-drive front-wheel drive cars, this will be a revelation. As a result, the rest of the cars in the game also behave better. Well, more realistically. There’s no taming a 450 horsepower Corvette, if you’re playing with a controller and have just stepped out of a Need for Speed game. That’s perhaps the biggest problem GT6 has, now that it’s physics are based in a reality that real-world drivers are

familiar with: it’s too realistic to play with a controller, and a wheel is going to be necessary if you plan on having fun with anything faster than a mid-range sports car. More realistic doesn’t mean perfect, though. There are still some flaws. Mid-engined cars, like many Ferraris, the Lotus Elise, and some others, are now on a knife-edge. You absolutely have to be aware of how to make rapid progress in one of those, lest you find yourself throwing a controller at the TV in frustration. Sure, you can turn on stability and traction control systems, but that’s defeating the point of a driving simulator. The world physics system can also act up, sometimes. Certain cars will go airborne on certain tracks. Now getting one or two metres of air at high speed isn’t uncommon, especially in rallying, but for a road car to launch 20 metres into the air (for a distance of 80 metres) is not true to life.

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standard cars (less-detailed versions ported over from previous games), they’re still there. Previously, standard cars were sold in the used dealership and premium cars were available in car dealerships, but now they’re all available in one place. Standard cars (though not labelled as such) can still be identified by their less-polished graphics, but they still look decent. The lack of interiors is disappointing, too, even though the interior view is often so dark that it isn’t really the best way to enjoy the cars in GT6. It’s the only way that Gran Turismo could have retained its crown as the game with the most cars. There are around 1 200 cars in the game, and many are desirable, but the most important number is number of tracks. In total there are 77 layouts of the 33 environments in the game, and the new tracks are some of the highlights. Australia’s Mount

Review

Nor is it when the wheels go through the road surface, upon landing. Overall, though, the driving experience in GT6 is far more satisfying. It finally matches Forza Motorsport on the Xbox, in terms of how cars feel on the road and respond to input. It’s not all great news, though. The sound engine is still terrible. The cars in Gran Turismo sound like videogame cars from the 90s, rather than the high-end machines they really are. Sitting at idle the cars sound quite realistic, but past 2000RPM it’s just synthesised noise, and it’s not any better when you have a big surround sound system. Visually, GT6 is just lovely. It feels just that bit more polished than GT5. Although, while Polyphony has done away with the notion of premium cars (with full interiors, higher-quality textures, and more detailed models) and

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Panorama (also known as Bathurst), Ascari, Brands Hatch, Goodwood, Silverstone, and Willow Springs are the new, real-world tracks, and they’re joined by two new fictional environments. New roads to drive on are always exciting, and racers will spend many hours perfecting their lines on those courses. Three updates have already been issued within two weeks of the game’s launch. The first was a whopping 1200MB download, adding the game’s Vision GT component, as well as tweaking the menu layout. Two subsequent updates added content: one for the new BMW M4, and another for the Red Bull X series. Speaking of menu layouts: GT6 puts you closer to the action than before. 5 had a terrible, disjointed menu layout that was plagued with confirmation screens and long load times. That’s all been fixed – mostly – in the new

game. Common menu items are a button press away, and dropping into a race is just 30 seconds away. Long load times are eliminated by having the game install itself as it goes along. The first time you race on a track it takes a minute to load, but subsequent races at the now-installed tracks load much faster. Even loading the game from the PlayStation menu takes just 30 seconds. Besides being cursed with getting things almost perfect, GT6 also has to fight for gamers’ time and money when a new console is on the market, tempting them with better visuals and new experiences. It’s a huge improvement over 5. As mentioned, it’s the game that GT5 should have been. It’s fun, the career is progressive, the license tests are less infuriating, and if you have the money for a steering wheel it’ll be incredibly rewarding. g

AT A GLANCE: Racing

Reviewed on:

A fine, but flawed, final hurrah for the PS3 and Sony’s premiere racing franchise. Similar to: MaxPlayers Developer: Publisher: Distributer:

iRacing, Forza Motorsport 5, F1 2013 Local

2

Network

Online

16

Polyphony Digital SCEE Ster Kinekor

Parental Advisory

3+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

PS3 Platforms

Genre:

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

Score

83 39


Knack

All the Little Bits A great game for youngsters, and the young at heart…

by Walt Pretorius

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not a perfect game, but it is far from deserving the lambasting that it has been getting from people who really should know better. The most important thing to consider is that Knack is aimed at a younger market; with so many shooters and the like having made their way on to the PS4 already, it fills a vital gap for the console. And it is equally important to remember that the younger market doesn’t necessarily care about linearity, or a weak plot, or experiences that kind of lead one to think that there are more rails here than there should be. It is a market that is primarily focussed on enjoyment, and Knack – if approached with the right kind of attitude – can deliver enjoyment in spades. The plot is pretty laughable, to be honest, and stems from a weird cobbling together of sci-fi and fantasy.

Review

here are times when those of us who take our gaming seriously allow that approach to cloud what we perceive when playing games. We lose sight of what is important at times, and in doing so manage to scupper our own experiences. Take the PS4 launch title Knack as an example. Because we got the PS4 (and the launch titles) a bit later than the USA and Europe, there has been a lot of time to read reviews of games from those territories. And the reviews for Knack have been generally rather harsh. But what is most important here - core to the experience that every gamer is seeking – is fun. And it seems that a great number of those reviews have managed to misplace their emphasis, with fun playing second fiddle to a host of other attributes. Basically, what it all boils down to is that Knack is

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When human settlements are attacked by armies of goblins (which have mysteriously been given tanks) it is up to a small team of adventurers to get to the bottom of the story. This starts a tale that involves a bit of comedy, long-lost love- betrayal and tons of adventure. All of it is predictable, but somehow that doesn’t remove the enjoyment from this light hearted action adventure. In fact, the predictability is part of the tale’s charm. One of the adventurers in this group is an inventor who has managed to harness the power of ancient relics to create a sentient creature. This creation is the titular protagonist of the title: Knack. Barely understood ancient devices power Knack and keep the relics he is made up of together – rather than being a solid being, Knack is made up of lots of relics that

are grouped together. This means, in essence, that Knack can absorb more relics as the game progresses. Adding more relics not only heals any damage that he takes, but also makes him grow larger. In addition to a bigger size, the extra relics also grant Knack more powerful attacks and a longer reach. Conversely, when Knack takes damage, he literally loses bits and gets smaller, does less damage and has less of a reach. There are times when Knack gets truly mammoth, trudging through cities and other environments like a Godzilla-esque monster, dealing massive damage to his foes. At others, he becomes tiny, able to easily navigate air vents and the like. The biggest issue with this idea is that the developers have pretty much decided when different sizes are necessary, and leave the player no room to change size at will – there isn’t

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In addition to relics and sun stone energy, the player will also be able to collect parts for devices that help enhance the game (like a converter that turns sun stone energy into relics when the player’s health is low, or a combo-meter that increases the player’s damage with successive strikes) as well as crystals that can transform Knack into a slightly altered creature. It is impossible to collect everything in a single play through, which adds replay value for completionists. As far as the game dynamic goes, Knack is a fairly straight forward platform title. There is little room for exploration; for the most part, the game involves running through levels, finding secrets and fighting a variety of foes. While the entire thing turns out to be pretty linear, the combat is where the most fun lies.

Review

even a mechanic to alter size at will. This is part of the game’s linearity… giving players this option would have added a lot of challenge and variety to the title. One option that the players do have is when to use one of three super-moves that Knack can perform, These also use relics, but relics spent in this way are reabsorbed as soon as the move is completed, so other than expending a super-move energy slot (which are refilled by collecting the energy of specific crystals liberally scattered about the place) they have no true negative effect. The slam, whirlwind and barrage moves all help the player, without too much hindrance. That said, spending energy on a move at the wrong time could leave the player wanting during difficult situations.

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The enemies are varied, and almost all of them require a slightly different approach. Taking on a goblin with a bow is a bit different from one with a boomerang, even though they are both ranged units. The combat doesn’t really work with a button mashing approach, and leads to often entertaining fights. There are a few boss battles, too, with some being more challenging than others. That’s the thing with Knack – its difficulty curve isn’t a steady upward climb, but rather moves through peaks and troughs. And that’s a great fit for the intended target market. Additionally, Knack is fairly forgiving when the player dies. While the checkpoints are sometimes far apart, the player will retain things like sun stone energy when Knack gets taken out. Particularly difficult sections may, then, become easier if they

are repeated a few times – the player will be able to gather up sun stone energy, at the very least, to help them through. Knack really is what the player makes of it. If you’re approaching this game with a desire for deep complexity and tons of exploration, you will doubtlessly be disappointed. However, if you’re looking for a game for the kids, or even want an inoffensive, fairly lengthy title to plug away at without too much strain, Knack is a great fit. It’s a game that one can relax with, and it can become rather addictive, too. It’s not about high action and head shots – rather, it is a fun-filled, almost innocent adventure that strikes a number of right notes, despite linearity. Most of all, though, Knack can be great fun… and that’s really what’s important, right? g

AT A GLANCE: Platform

Reviewed on:

Knack isn’t deep, or complex. It doesn’t even allow for tons of freedom. But it is great fun for the whole family. Similar to: MaxPlayers Developer: Publisher: Distributer:

Crash Bandicoot, Ratchet & Clank Local

1

Network

Online

0

Japan Studio SCEE Ster Kinekor

Parental Advisory

7+ gamecca55

0

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

80 43


The Legend of Zelda: A Link Between Worlds

Kidnapped! Again! And the legendary hero returns to save her...again.

by Nthato Morakabi

T

enough to defeat the man and is quickly dispatched. What ensues is a request from Princess Zelda herself to recover the Tri-Force and a quest that turns Link into the hero of legend. A Link Between Worlds is a fun, action filled adventure without the hassles of levelling up, upgrading weapons and other, at times, tedious facets of adventure games, that require hours of repetitive grinding in order to be strong enough to defeat the next enemy. Instead, the game focusses on dungeons, puzzles and the use of special weapons and items that you can rent and then later purchase from a travelling merchant named Ravio. Exploration is key to this title as many items, rupees and special Hearts that help with completing the game without dying too much are hidden all across the lands. An important aspect of this game lies in the various

Review

he young and lazy Link is woken up late for his apprenticeship as a blacksmiths assistant and arrives at work just as the Captain of the palace has completed his business with the blacksmith himself. In his haste the Captain forgets the sword that the blacksmith had completed for him and Link is tasked to find the Captain and give him his sword. As fate would have it, the Sanctuary where the Captain has visited is attacked and thus begins Link’s pot smashing, dungeon exploring and treasure finding ways as he uses the sword he must deliver to find a way into the Sanctuary. After this introductory dungeon is solved, Link arrives in the Sanctuary finding the Captain turned into a wall painting and a mysterious sorcerer named Yuga transforming the Sanctuary priest’s daughter Seres into a painting. Unfortunately Link is nowhere close to strong

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weapons that the merchant Ravio has; each weapon serves a specific purpose that becomes integral to completing the game. These weapons do not rely on ammo but rather use a special energy bar that automatically replenishes itself over time, important especially when solving the various puzzles that the game is riddled with, even more when needing to use Link’s new ability to merge into walls. As monsters get stronger and actionpacked large-scale boss battles ensue, these weapons come in very handy. The puzzles are easy enough in the beginning, though not completely fool proof especially for those who might be new to the Zelda world but the simplicity of the game makes sure that you get the hang of it well enough. The dungeons will be sure to test you, with prizes worth the effort and although each dungeon differs, there is a

similarity in how each one is solved. The variety in the dungeons is refreshing and it never feels like you’ve done this before. Once it is possible to traverse between the two kingdoms of Hyrule and Lorule, that are dimensions apart and therefore similar but not the same, there should be enough knowledge from previous puzzles to solve the more difficult ones. Visually the game is very Zelda-like with the top down view reminiscent of previous Zelda games but with enhanced graphics and a stunning 3D depth thanks to the Nintendo 3DS’ stereoscopic functionality. There is plenty grass, shrubs and pots around to go on a heart/rupeesearching rampage typical of any Zelda game. Zelda fan’s will have a blast with this title and those new to the series will be able to enjoy the fun that is A Link Between Worlds. g

AT A GLANCE: Action-Adventure

Reviewed on:

3DS

Link boots away his lazy ways, traversing the kingdoms of Hyrule and Lorule, on an epic quest to save the seven sages and princess Zelda. Similar to: MaxPlayers Developer: Publisher: Distributer:

The Legend of Zelda series, Local

1

Network

Online

0

Monolith Soft Nintendo Core Group

Parental Advisory

7+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Platforms

Genre:

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

Score

80 45


Rocksmith 2014

Rock On!

From nasty schoolmaster to patient mentor… by Walt Pretorius

T

rather than pushing them along with a cattle prod. It follows the same basic idea as the first game – it makes use of a real guitar, rather than a weird plastic knock-off, and so doing allows the player to hone skills as a guitar player. It primarily does this by assigned skill-appropriate challenges in a far better way than the original game did. Adding elements like the Riff Repeater (which was in the previous game, true, but it was well hidden) to help players get through tougher song sections, as well as a host of new mini-games to expunge the tedium from learning scales, and a generally friendlier feel makes this a game that urges the player to progress at their own pace, rather than trying to force them along a steep learning track. And when you start getting it right, hitting every note on cue, it automatically switches to master mode… the

Review

here were times when the original Rocksmith felt a little less like a friendly guitar teacher and more like the sadistic schoolmaster in Pink Floyd’s The Wall. It felt unforgiving and brutal at times, with a difficulty curve more like a spike to impale your hopes of becoming a great guitar player upon. I don’t doubt that many an aspirant shredder hung up his six-string in disgust and frustration. Rocksmith 2014 takes a different approach. Unlike its name would suggest, this instructional rhythm game is not merely the next iteration of what is obviously going to become a franchise; rather, it takes a whole new angle on what it is meant to do. It leaves behind the cane and detention, and becomes the friendly mentor it was always meant to be. This time around, Rocksmith guides the player,

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notes fade away while you keep playing. It feels like true rock stardom! Another great addition is Session mode. This mode, rather than putting the player through their paces in one of the 50 included songs, allows the player to do their own thing. An AI controlled four piece backing band can be selected, which intuitively follows the player’s lead as they jam their way to hopefully awesome new creations. It’s a great way to get a feel for a new riff or song, but unfortunately the player will have to commit it to memory – there is no recording function here. Aside from friendlier approaches, Rocksmith 2014 also features refined sounds. A number of real world amps and effects are emulated here (good enough to be treated as a try before you buy) and the latency of

the sound produced by the player’s guitar is greatly reduced. In fact, Rocksmith 2014 is almost like owning an amp and series of effects pedals. Sure, you’re not going to take it on stage with you, but it certainly is easier to set up, potentially less rowdy and takes up much less space than a big valve-state head and cab. Will Rocksmith 2014 turn you into a great guitar player? Well, you probably won’t be the next Slash or Brian May (and certainly not Jimi Hendrix) but playing this game won’t hurt. It’s a great initial step, and will allow players to hone skills up to a fairly high level. The rest will be up to real teachers and experience to achieve. For a beginner, though, it is an extremely intuitive and easy-to-use starting point. Even those with some skill will find that Rocksmith 2014 is a great way to improve guitar playing skills. g

AT A GLANCE: Music

Reviewed on:

PS3

The improvements are vast here; the game no longer feels like a stern schoolmaster, but rather like a patient, loving mentor. Similar to: MaxPlayers Developer: Publisher: Distributer:

Rock Band, Guitar Hero Local

2

Network

Online

0

Ubisoft Ubisoft Megarom

Parental Advisory

12+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Platforms

Genre:

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

Score

92 47


NBA 2K14

Shoot & Miss This one misses the hoop completely

by Charlie Fripp

S

it, it would have been revolutionary as a PlayStation 2 game – there, I said it. Together with that, the menus look dated and uninspiring, but it still manages to retain the familiar design aspects of a 2K title – which isn’t always a good thing. We have seen some beautiful menu upgrades in the likes of the EA Sports titles, most notably Tiger Woods PGA Tour and the FIFA franchise, but NBA 2K14 still looks like an amateur sport star with championship dreams. But the gritty end of the stick is the game play, and this is probably the one aspects that critics have agree on to be better than the previous versions. Players will be able to create their own basketball player in the MyCareer section (accompanied with terrible character creation visuals), and dribble their way into the big leagues through a series of games and scout on the lookout for new talent.

Review

porting games are a rather strange affair. While they sometimes hit the mark, other times they completely miss. Then you get the titles which critics love, and the users absolutely hate. 2K’s latest title, NBA 2K14, falls into the latter category, and we are leaning to agree with them. Upon inserting the title into the PlayStation 3, the game requires no installation so players will be able to jump straight into the action. But that also creates a problem, in the sense that the graphics are so poor; the title would have benefitted immensely from an HD install. In fact, players won’t be able to install the title even if they try. The graphics can only be compared to that of the popular Tony Hawk skating games from yesteryear, with characters having jagged-edged bodies and pixelated tattoos and facial features. Without harping too much on

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It’s a bit of a cop-out compared to other titles, as its premise is a bit stale, since most other titles released throughout the year have already taken that route – and did so fairly successfully. If players don’t want to enter the career mode, there are other options to steer their team into the NBA Finals. But with that said, the title improves slightly in almost all aspects once the ball hits the court. The graphics improve to a decent quality and the new additions to the title from the previous games makes it a bit better to stomach – but it’s still limited. For novice players, there is a new Training Camp mode, which guides players to master the new controls; more than 50 hours of new commentary from Kevin Harlan, Clark Kellogg and Steve Kerr; and new signature skills such as One Man Fastbreak, Pick Dodger, and Tenacious Rebounder.

While there is the Training Camp mode, players aren’t given any hint as to which controls to press during the opening match, leaving the gamer frustrated if they aren’t familiar with the control scheme set forth by the older titles. Cover star LeBron James also got his own mode, LeBron: Path to Greatness, in which players control James’ career as they attempt to win multiple rings. Ultimately, the title will probably provide entertainment to a group of basketball-loving friends on a lazy Sunday afternoon, but as a single player title, it doesn’t offer much in terms of overall value. While it’s sufficient in killing a couple of minutes, the longevity suffers by the hands of poor graphics and the lack of a riveting presentation scheme. The soundtrack provides for some good tunes, but hearing Drake’s Started from the Bottom four times in a row while creating a characters gets a bit much after a while. g

AT A GLANCE: Sports

Reviewed on:

PS3

It displays some improvements, but ultimately this is not a fantastic sports title. Similar to: MaxPlayers Developer: Publisher: Distributer:

Nab 2K13, NBA 2K12 and NBA 2K11. Local

1

Network

Online

10

Visual Concepts 2K Sports Megarom

Parental Advisory

10+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Platforms

Genre:

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

Score

60 49


Ratchet & Clank: Nexus

Swansong

The last PS3 outing for this dynamic duo… by Walt Pretorius

R

of progression, most notably in the new forms of traversal that it offers players. For example, Ratchet is now equipped with a set of powerful Grav Boots that help him adhere and move between specific surfaces in zero gravity. This adds a looping, almost dizzying aspect to a franchise that has never been shy about throwing unusual situations at players. Another new way to get around is a jet pack which, despite limited fuel, can come in extremely handy. And then there are the weird gravity streams that are almost reminiscent of some things we saw in Portal 2. All of these add up to making Nexus sometimes challenging when it comes to traversing environments, and adds a wonderful movement-puzzle-like challenge to the whole affair. And then, of course, there are the weapons. What would a Ratchet & Clank title be without weird guns and gizmos.

Review

atchet & Clank have been a staple of the PS3 for some time. The plucky Lombax adventurer and his robot side-kick have given us many thrills over the years, so it seems extremely fitting that one of the last PS3 specific releases to be made is this one. Ratchet & Clank: Nexus is the final hurrah for the franchise on this now-last generation console, and it goes out with quite a bang. Lamentably, it’s a rather abrupt bang. The game ends seemingly as soon as it has begun but, like with any great adventure, there is enough exploring and unlocking to be done to keep the player busy for some time. Ultimately, Nexus ends Ratchet & Clank’s run on PS3 quite appropriately. But that sounds like the end of the review… let’s get back to the important stuff. The game shows a decent level

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This time around, the weapons themselves gain experience levels, which in turn unlock new upgrade levels. Most of the upgrades are the usual, functional stuff – more ammo, more damage, faster firing rates and so on. But completing specific upgrade blocks will enable new weapon abilities, enhancing them in ways that are less ordinary. It’s a fun mechanic, and will see players seeking out hidden Raritanium deposits whenever they can. The game is, as mentioned before, a bit short, and therefore only visits a few locations. However, these locations are varied in their look and feel, with each possessing a unique character. The same can be said for the enemies, particularly the mysterious, otherworldy Nethers than Ratchet needs to take on. In fact, the overall character of this title is slightly different from what one would expect from a Ratchet & Clank game; it is darker, almost foreboding

at times, and the weapons and gadgets, as well as the setting, carry that darkness with them. This all ties in to the game’s plot. The story is one of age old revenge and invasion from other dimensions, and it is most certainly the darkest tale ever told by this franchise. It’s not particularly deep or complex, but it certainly is darker. Special mention needs to be made of Clank-specific side scrolling mini-games. These sections allow the player to traverse a maze, complete with the ability to manipulate gravity in four different directions. Some of these are extremely challenging, and demand fast reactions and wits from the player – making them some of the more enjoyable parts of this game. In short, it’s more of what we expect from this franchise and although a bit too short, is still a fitting end for Ratchet & Clank’s PS3 adventures. g

AT A GLANCE: Platform

Reviewed on:

Although short, this game is a fitting closer for Ratchet & Clank’s adventures on the PS3. Similar to: MaxPlayers Developer: Publisher: Distributer:

Ratchet & Clank Series Local

1

Network

Online

0

Insomniac SCEE Ster Kinekor

Parental Advisory

7+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

PS3 Platforms

Genre:

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

Score

80 51


Bravely Default

Yet Another Role-Playing Game When grinding isn’t only for skaters.

by Nthato Morakabi

A

open where his home town once was, he falls to his knees in anguish. It is here where he meets the vestal of wind who reveals that she can fix the chasm and, with that as his only hope, Tiz joins her. Together with others they meet on their journey they embark on a quest to rid the world of the darkness consuming it. Bravely Default follows the RPG genre to the core, typical of a Square Enix game with the implementation of Jobs that allow players to become a different class from White Mage to Warrior to Thief. Each class gives players special abilities and specific move-sets typical for that Class, which improve and expand as the class levels up. These Jobs can only be attained by defeating a main character who has that class and the first two are obtained easily and soon enough to demonstrate how the Job system works. Although somewhat limiting,

Review

ll role-playing games seem to follow a certain trend that requires one to traverse across wide expanses of land, awash with monsters and creatures that attack every ten seconds, all the while attempting to level up to be stronger for the next boss battle‌ and Bravely Default follows suit. Fans of the genre will be sure to enjoy Bravely Default, though others might find its repetitive nature a bore; but there is more to the title than just turn-based combat as the game takes a new approach to a known genre. The story follows the main character, Tiz, who wakes up in an inn finding out that the place he once called home has been completely destroyed and he is the sole survivor. With a speck of hope spurring him forward, he seeks to return home and confirm the truth with his own eyes. But as the dark chasm gapes

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there is an option to use two Job abilities, allowing a combination of two as primary and secondary classes. The combat in Bravely Default is of the repetitive, turn-based sort, which can be a drag for some. But those familiar with the genre will be gladdened by the slight change in battle mechanics. The introduction of the Bravely and Default option in combat strategically changes how one can approach battles. Battle Points are turn inducing points and a single point means a single attack. Bravely allows players to attack multiple times in a row at the cost of Battle Points, which can result in missed turns, while Default allows you to store up Battle Points. Battle Points can be the deciding factor in any battle and will require strategic use for successful fights. With Bravely Default what you see is what you get in

regards to graphics. Surprisingly there are no fancy CG cut-scenes or animated shorts and all that is displayed has the same standard of graphics. The 3D depth merely adds a deeper perspective to the game but nothing to aesthetically improve visuals. A cool side objective that can be completed is the restoration of the destroyed town, which is done via streetpass and online interaction. By adding others who play the game it is possible to build various structures on the map, such as shops and an armoury, which offers you cooler and better items than those in the shops. All around, Bravely Default is a fun role-playing game that will tickle the fancy of those who enjoy the repetitive experience points grinding and enemy battles, while exploring a very large world. g

AT A GLANCE: RPG

Reviewed on:

Tiz and friends embark on a journey to cleanse the world of darkness and restore normalcy back through the power of the four Vestals. Similar to: MaxPlayers Developer: Publisher: Distributer:

Final Fantasy: The 4 Heroes of Light Local

1

Network

Online

0

Silicon Studio Square Enix Core Group

Parental Advisory

12+ gamecca55

2

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

75 53


Tearaway

On Paper…

Tearway is an extremely creative gaming experience by Walt Pretorius

I

whole of Iota’s papery world is aware of the You, since the player’s face is captured real-time by the Vita’s front facing camera and inserted into the world’s sun. And so the player must guide Iota through numerous perils to reach the sun – the You – and deliver his all-important message. If that was all there was to do it Tearaway, it would be a pretty standard platform game. But between the varied and inventive control ideas and the creativity that the game allows the user to express, Tearaway becomes more than the sum of its parts. Let’s start with the controls. While the most control is done via the Vita’s face buttons and analogue sticks, the player can interact with the world in other ways too. It bears mentioning that the whole world – the environments, characters and everything else – is “made” of paper. It’s a flight of fantasy that hearkens back to imagination-fuelled

Review

t is extremely obvious the Media Molecule prize imagination and creativity above almost everything else. We saw that in the LittleBigPlanet games, and we’re being shown that again in their latest title, Tearaway. But Tearaway takes things a little further, thanks to the often under-exploited interactivity of the PS Vita hand held console. See, what the Vita allows the player to do with Tearaway is really get under its skin, and to interact with the game world in numerous truly engaging ways. Tearaway sees the player in control of Iota (or Atoi, if they choose the female version). Iota is a messenger and message combined, and envelope-headed creation that needs to deliver a message to the “You” (as the game refers to the player) who is helping him through the game. This level of engagement is deepened by the fact that the

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days filled with card and crayons. This leads back to the control scheme in the way that the player can, for example, tap on the back touch pad to make certain surfaces bounce, or even “tear” through the fabric of the world to rearrange things. This latter control is made even better by the realistic looking fingers that crash into Iota’s world, corresponding to the player’s finger movements. Other controls also use the front touch screen, rear facing camera (which adds an ephemeral quality to the game by faintly showing the user’s environment under Iota’s world) gyroscope and accelerometer. Further creativity is injected into the game when the player is required to craft things in Tearaway. Using the front touch screen, the player will use virtual paper to create things like crowns for important squirrels, or mittens for Iota to keep warm I icy climates. These are perfectly

integrated into the game, and add a personal touch to the experience. Because of this creative requirement, no two games of Tearaway will ever be the same. It’s a wonderful game for old and young, full of interaction and expression. But it isn’t without problems. The main ones are that the combat is lacklustre, the graphics are not quite as vibrant as they could have been (opting towards less vibrant colours) and the game, all-in-all, is simply too short. None of these are deal breakers, and the unique nature of the game dynamic will have players coming back for more time and again, fuelling Iota’s already imaginative world with their own creativity and flair. Deep engagement – involvement, even – and a generally enjoyable, accessible dynamic make Tearaway a game that virtually anyone can enjoy. It isn’t overly taxing, and the creative input the player has is a reward in itself. g

AT A GLANCE: Platform

Reviewed on:

Spurred on by imagination and creativity, Tearway is a wonderful engaging PS Vita title. Similar to: MaxPlayers Developer: Publisher: Distributer:

LittleBigPlanet Local

1

Network

Online

0

Media Molecule SCEE Ster Kinekor

Parental Advisory

3+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

PSV Platforms

Genre:

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

Score

86 55


Desktop Dungeons

Death is an Old Companion The joys of roguelikes

by Lein Baart

N

death of characters that require you to restart the entire game. It’s the gaming equivalent of popping pimples – protracted self-inflicted agony followed by a moment of addictive relief. The addiction however is powerful, and in this respect Dungeon Desktop delivers like few others can. The premise behind the game sees you struggling to setup a fledgling kingdom smack in the middle of a dungeoninfested land filled with all manner of horrors. To do so each dungeon must be raided, and it is here that the excuse for a plot ends and the real game begins. The heart of the game lies in its dungeon runs, which will see you thrown into the murky depths of some unexplored lair with a laughably small hope of defeating the dungeon’s boss. Each run begins the same, with you choosing a hapless adventurer from an impressively varied list of

Review

n the hushed corners of the Internet where indie gamers gather, Desktop Dungeons is a name that has been whispered many times over. Having first exploded onto the indie scene in 2011, where it won an award for Excellence in Design at the Independent Games Festival, Desktop Dungeons has since sat in a state of public beta, a lengthy trial for any game to endure. The time spent waiting though has paid off, and with the prophesised release that the masses have prayed for having finally come, this South African produced delight is set to enrapture the gaming world. Desktop Dungeons, as the Cape Town-based developers QFC Design puts it, is a “quick-play puzzle roguelike”. For the uninitiated, rougelikes are a genre of games defined by intense aggravation and rage quits, caused by randomly spawned dungeons and permanent

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races and classes, equipping them with whatever trinkets you have lying around, then sending them out to the meat grinder where death means restarting the entire run. Each level, no matter how many times you’ve played it, is a short but immensely tactical affair. The core gameplay will see you slowly inch forward tile by tile, uncovering monsters and power-ups as you go and only engaging in combat by choice, as monsters will not attack you unless you strike first. However, given that exploration is your main means of regenerating health and mana, the choice of whether to engage a foe or explore a little further can become agonising, as uncovering the map first leaves you without the ability to heal whatever wounds you received in a fight. Coupled with a distinct lack of potions, this is a game that will see you die many times before you get the balance right. Throw altars into mix, where worshipping

a god at an altar provides a specific set of rules that you ignore at your peril, and Desktop Dungeons becomes 15 minutes of nail-biting thrills that quickly ropes you in. The quirky sense of charm that the game exudes serves as an excellent counterpoint to its more punishing aspects, with self-aware wit and humour that will see you chortling as you go along. The sprite-based graphics, while far from award-winning, contribute immensely, and backed by a fantastic score, this is a game with atmosphere to spare. Given its brutal nature, this is not a title for everyone, and those that like their gaming fix quick and mindless will likely find it maddening difficult. If you enjoy a challenge however, Desktop Dungeons is a magnificently crafted piece of insanity that will have you chewing through the hours, all the while muttering hoarsely “one last time.” g

AT A GLANCE: Genre:

Rougelike

Reviewed on:

PC

Similar to: MaxPlayers Developer: Publisher: Distributer:

TBC Local

1

Network

Online

0

QFC Design QFC Design Steam

Parental Advisory

TBC gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Platforms

While not for everyone, Desktop Dungeons is a game that will always keep you coming back for more punishment

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

Score

82 57


PS4

Reviews

Revisited

B

ecause South Africa lagged behind just a little in getting the PlayStation 4, a number of launch titles have already been reviewed in previous issues. The following six reviews are for games we have already looked at - but the new console means they deserve a second look. Below we have their original scores and the issues they were reviewed in... a great comparison for those still unsure about whether they want to take the PS4 plunge! g

58

59 FIFA 14 Reviewed November 2013 (X360)

79

60 Assassin’s Creed 4: Black Flag Reviewed November 2013 (PS3)

93

61 Need for Speed: Rivals Reviewed December 2013 (PS3)

79

62 Battlefield 4 Reviewed November 2013 (X360)

80

63 LEGO Marvel Super Heroes Reviewed December 2013 (PS3)

89

64 Call of Duty: Ghosts Reviewed December 2013 (X360)

80

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FIFA 14

An Even More Beautiful Game More platform power equated to more realism…

by Alex Scanlon

O

AT A GLANCE: Sports

Reviewed on:

The added power of the PS4 has benefitted FIFA 14 greatly, with new physics making it more realistic than ever before. Similar to: MaxPlayers Developer: Publisher: Distributer:

FIFA 13, PES 2014 Local

4

Network 22

EA Sports Electronic Arts EA South Africa

Parental Advisory

3+ gamecca55

Online 22

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

84 59

Review

ne of the games that shows a marked difference – and not just in looks – between older and newer consoles id EA Sports’ FIFA 14. The reason for this is simple; the developers wanted to make use of a whole lot of new physics systems that simply couldn’t work on older consoles. On PS4, these new systems are in full swing, thanks to a whole lot of added power that the new Sony console brings to the table. What this means for the player is that the whole experience is much more realistic than before. There is a whole new physicality to the game that carries through every aspect. From player movement and momentum through to the way the ball performs, everything has been given an overhaul. It is the tweak that the franchise needed, because the last few iterations have been struggling to improve on what came before. Not that it’s all roses, mind you – the new systems mean that the player will need to spend some time, at least, getting used to the feel of FIFA 14 on PS4. While things may be a lot more realistic, they are also different. It’s probably the biggest step the franchise has taken in changing the way the game performs in a very long time. On the upside, getting used to the way FIFA 14 handles on Next Generation consoles is well worth the effort. We now have a game that looks and feels more like the real thing than ever before. And, needless to say, it looks that much better too, with well modelled and animated players competing in stadiums that are lively and loud. It’s a new approach to FIFA, for a new (more powerful) console generation.g


Assassin’s Creed 4: Black Flag

Oh So Lush! It’s AC4 again, but there’s more of it…

by Walt Pretorius

Review

A

60

AT A GLANCE: Genre:

Adventure

Reviewed on:

PS4

It’s the same as AC4 on older consoles, except for the fact that everything feels richer, lusher and much more detailed... and so more engrossing. Similar to: MaxPlayers Developer: Publisher: Distributer:

Assassin’s Creed 3 Local

1

Network

Online

8

Ubisoft Ubisoft Megarom

Parental Advisory

18+

gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Platforms

ssassin’s Creed 4: Blag Flag was pretty fantastic on PS3 and Xbox 360. There’s no denying that the adventures of Edward Kenway brought players a vibrant, lively world to play in. On PS4, though, it just seems more vibrant, and livelier. The game is, for the most part, unchanged. It features the same story and the same activities. In fact, one would be hard pressed to find any real differences in the way Edward handles between this new generation and the previous one. Even issues of locking on to objects instead of going where the player actually wants him to go are still around. But if you divert your attention away from him for just a moment… The difference here lies in the extreme detail that has been injected into the world around the main character. Jungles are denser and lusher. People seem more detailed, and environments (impressive before) are now teeming with people and creatures. Even the deck of Kenway’s Jackdaw looks better, occasionally awash with sea brine as it crashes through the waves. The main difference here, then, is in the details, and all manner of deities are reputed to reside there. It is, as a result, more engrossing and more enjoyable. Sure, we’ll bang on about graphics not being the beall and end-all of gaming, but it certainly does allow the player to become even more engrossed in an already captivating tale. In short, it’s Assassin’s Creed 4 all over again, but there is simply more of it. That’s hardly surprising; while many were under the false impression that this new generation would revolutionise gaming, the truth is that, until developers start really pushing the hardware, we’re going to be treated to games that present us with richer (if not changed) experiences. g

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

Score

95

g a m e c c a r ev i ew • i s s u e 1 7 • N ove m b e r 2 0 1 0


Need for Speed: Rivals

Pretty, Fast.

What’s going on under the hood is what counts here… by Alex Scanlon

T

AT A GLANCE: Racing

Reviewed on:

It simply feels better on the PS4 (and certainly looks better). That’s probably got to do with a whole lot more processing power and RAM for the developers to play with. Similar to: MaxPlayers Developer: Publisher: Distributer:

NFS: Hot Pursuit, NFS: Most Wanted Local

1

Network

Online

6

Ghost Electronic Arts EA South Africa

Parental Advisory

7+ gamecca55

0

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

83 61

Review

here is a quality to games on the PS4 (and presumably the Xbox One, but we haven’t seen it yet) that brings a certain, almost undefinable aspect to them. One presumes that this is because there is a lot more than can be happening under the hood, thanks to the PS4 being so much more powerful than its predecessor. Room for developers to manoeuvre, as it were, and add more elements to the programming than they could with older hardware. Need for Speed: Rivals is a game in which this becomes apparent, if you pay attention to it. In terms of the obvious – graphics – this game really does shine. The cars and environments look fantastic, and special effects like water running over the car’s body after a rain storm, or clouds of dust getting kicked up off-road, or even the added birds and other environmental elements, all add up to making this a very pretty game indeed. But the true improvements to the experience are not only visual – there is more going on in the background here than there was in the same game on older platforms. The proof really is in the pudding. Need for Speed: Rivals on PS4 feels slicker, seems to handle better and just provides the player with an overall improved experience. That’s not to say that some of the issues that plagued the game on older consoles aren’t still here… they’re just not as apparent. But the load times are still long, the track listing is still limited, and sometimes the AI seems to wok vehicular miracles that the player just couldn’t see coming. Still, it’s a decent racing title, and the best Need for Speed iteration we’ve seen in a while. And it feels better on the PS4. g


Battlefield 4

Bigger Boom! So that’s what it was supposed to look like…

by Walt Pretorius

Review

T

62

AT A GLANCE: Genre:

First-person Shooter

Better multiplayer graphics are the biggest win here, and the game no longer struggles with some of it’s more complex aspects. Similar to: MaxPlayers Developer: Publisher: Distributer:

Battlefield 3, Call of Duty: Ghosts Local

1

Network

Online 66

DICE Electronic Arts EA South Africa

Parental Advisory

18+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Reviewed on:

PS4 Platforms

he biggest problem we had with Battlefield 4 on the Xbox 360 when we reviewed it was that, despite requiring a hard drive for installation of files and game data, the multiplayer portion of the game really didn’t live up to the extremely good graphics of the single player game. The fact that anyone who didn’t have an internal drive in their Xbox 360 couldn’t play the game didn’t help, either. The major difference that comes in to play on the new platforms – well, PS4, at least – is the fact that not only does the single player campaign look a lot better, but the multiplayer game is visually far superior to that on older platforms. Let’s be honest – the new ideas and systems, like bullet drop and destructible environments are pretty demanding on a console, and space had to be made in processing cycles for that on the older machines. Graphics were the thing to go. Now, though, the much higher specifications of the PS4 means that the console handles everything in its stride. In fact, the complex system that Battlefield 4 presents are probably a cake-walk for the new Sony platform. Added to this is the fact that the PS4 can handle much bigger multiplayer games (in terms of player numbers) and the whole thing just starts screaming with potential. The chaotic action brought about by vehicles and infantry engaging in huge battles, in massively changeable environments, demonstrates that the PS4 is a very capable platform, and games like this benefit from that. It’s the same game again, really, but it looks so much better that even playing through the sometimes laughable single-player campaign once again is quite a treat. g

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

Score

84

g a m e c c a r ev i ew • i s s u e 1 7 • N ove m b e r 2 0 1 0


LEGO: Marvel Super Heroes

A Little Polish … and that’s about it.

by Alex Scanlon

N

AT A GLANCE: Adventure

Reviewed on:

PS4

It looks a bit better, but that’s all that sets LEGO Marvel Super Heroes apart from versions playable on older hardware. Similar to: MaxPlayers Developer: Publisher: Distributer:

Games Games Games Games Games Local

2

Network

Online

0

Traveller’s Tales Warner Bros Ster Kinekor

Parental Advisory

7+ gamecca55

0

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Platforms

Genre:

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

Score

82 63

Review

ot every game is showing big graphic upgrades or massive behind-the-scenes improvements thanks to the PS4. Some games are just appearing on the new platform because they should be on it and, quite frankly, every new platform needs launch titles. And the PS4 sorely needs family friendly launch titles. Other than the PS4 exclusive Knack, there isn’t a whole hell of a lot for Sony’s new console that could be described as family friendly, or appeals to younger players. Enter LEGO: Marvel Super Heroes. Here is a game that not only entices players (young and old) with marvellous (ahem) LEGO versions of their favourite movie and comic book heroes, but does so in a light-hearted, entertaining and highly accessible way. We previously described it as the best LEGO game yet, and that description still stands. However, it certainly isn’t a title that will inspire people to move away from their old consoles to the next generation platforms. In fact, aside from a few texture and graphics improvements, one is extremely hard-pressed to find any real differences between old and new console versions. That doesn’t make the game any less fun, of course, but it would have been good if the developers had done something to make this title feel like less of a direct port. Improving textures and looks is one thing, but with so much more power behind it, surely a few more tweaks would have been in order? It’s fun to play, for the most part, but that can be said of any of the platforms it appears on. And it appears on virtually everything. It’s sad that the developers didn’t exploit the added power of the PS4 but, as stated earlier, it’s good to have another family-friendly title for the new Sony console. g


Call of Duty: Ghosts

Spit-Shine An overall better experience…

by Walt Pretorius

Review

L

64

AT A GLANCE: Genre:

First Person Shooter

It’s hard to say exactly why the PS4 version is better to play, probably because the improvements have been rolled out pretty evenly across the board here. Similar to: MaxPlayers Developer: Publisher: Distributer:

Call of Duty: Black Ops, Battlefield 4 Local

1

Network 18

Infinity Ward Activision Megarom

Parental Advisory

16+ gamecca55

Online 18

Violence Language Sex Drug Use Prejudice

Accessibility Hard-Core Medium Casual

Reviewed on:

PS4 Platforms

ike Battlefield 4, Call of Duty: Ghosts is a game that is possibly too ambitious for some of the platforms it was released on. It asks a lot of the hardware and, in areas where the hardware cannot deliver the goods, the developers will have needed to make compromises. Sometimes those come in the graphics department, while at others certain dynamics and mechanics need to be toned down. But, like Battlefield 4, Call of Duty: Ghosts is more at home on the newer consoles – in this case the PS4 – thanks to vast improvements on the hardware side of things. The net result is games that run smoother, look better and generally deliver better performance. Unlike Battlefield 4, though, the improvements in Call of Duty: Ghosts are not as readily apparent. That might be because the graphics upgrade, for one, has been more even across this title (where the other game showed massive improvements in multiplayer, and more minor ones in single player). Playing Call of Duty: Ghosts on the PS4, compared to the Xbox 360 version we previously reviewed, just feels better, but there are no real areas that jump up and identify themselves as the reason for this. Ultimately, we’re all going to have to move to next generation consoles at some point or another, but the improved performance of games like Call of Duty: Ghosts inspires confidence in that requirement. The game is the same as before, in terms of player modes and single player plot, but there just seems to be a lot more spit-and-polish going on here. What exactly the differences are is difficult to pinpoint, because it really comes down to an overall improved experience. g

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

Score

83

g a m e c c a r ev i ew • i s s u e 1 7 • N ove m b e r 2 0 1 0


a Razer Banshee StarCraft II Headset! Courtesy of Corex TO ENTER: Send an email to competitions@gameccamag.com Insert “Banshee” in the mail’s subject line Tell us who distributes Razer in South Africa. Subscribe to www.gamecca.com Become a fan on Gamecca’s Facebook Page Competition closes 31 January 2014. Gamecca subscribers only. South African residents only. Prizes may not be exchanged for cash. Competition closed to employees (& employee’s family) of 1337 Media CC and Corex. The judges’ decision is final. co mp e t i t i on • c o mp et it io n • c o mp et i ti on • com pe ti ti on • com pe ti ti on • com p etition •

com p e ti ti on • com p e ti ti on • com p e ti ti on • com p e ti ti on • com pe ti ti on • com petition • c omp et itio n • c ompetition • co mpetition

WIN


Mortal Kombat

Sam and Max Hit The Road

R

ip off heads, tear out hearts and send fighters plunging into a pit of spikes - now all from the comfort of your lounge! Mortal Kombat finally arrived from arcade machines to home console systems for some family mayhem, without the weird guy staring

T

here were so many adventure games released in 1993, like Day of the Tentacle and Kyrandia. But very, very few titles ever matched the Freelance Police. Even their own later games couldn’t tap the magic of four dimensional theme parks, exploding heads and shaved yetis.

Atari Jaguar

D

Virtua Fighter

A Year in Games

o the math! That was the Atari Jaguar’s marketing slogan: it offered a staggering 64-bits of computing power! So much more than the 16bit consoles of the day. But just as now, nobody knew what that meant. Also, the controller sucked and Atari never recovered from this failure.

T

oday a fighting game sticking to a 2D sideways view is a throwback, a nostalgic novelty. But it actually took the genre many years to wrap its head around 3D graphics. Seriously, Street Fighter waited more than ten years before following in Virtua Fighter’s facepalms and low kicks.

A YEAR IN GAMING

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1


DOOM

Wing Commander: Privateer

D

OOM taught the world many new things. It uncorked the real addiction of multiplayer, showed that you can get away with a game full of demons and skinned corpses, proved sound can come from more than two speakers and demonstrated that any good game plot can fit on a napkin.

SimCity 2000

C

O

ne review of the time summed this game up as such: nobody wants to be Luke Skywalker, everyone wants to be Han Solo. A rogue space pilot playing pirate, mercenary, trader and whatever shoe fits - the great adventure of the final frontier! Pity about the rest of its family...

Comanche: Maximum Overkill

learly the exciting world of civic management could not be contained to a top-down view, so SimCity became‌ isometric! And fortunately the game had as much relation to running a real city as rolling down a hill has to a rally car, so it remained a lot of fun. Now with added disasters!

G

unships are badass, but also impossible to fly. At least, that is our fond memory of Comanche, a game where you travelled through voxel canyons and picked targets off at a distance, all before veering to the side, dodging a tree and landing upside down on a mountain. Victory!

1993 gamecca55

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D

Mad Catz C.Y.B.O.R.G. V7 Gaming Keyboard for PC

Going

W Review

W

ith so many options available, picking the right keyboard can be tricky. But those that have the biggest decisions to make are gamers, because a “normal” keyboard offers less features than one designed with gaming in mind. Aside from gaming, of course, the keyboard also needs to meet other requirements, so a well thought out design becomes one that appeals to tastes, rather than something that can be quantified by other means. That said, there are elements that make some keyboards better than others. For gamers, those elements often come down to accessibility of controls while in the heat of battle. To this end, MadCatz have made some really great decisions in the C.Y.B.O.R.G. V7, as well as one or two odd ones. The most odd of these is the arrangement of the 12 programmable function keys that the keyboard

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features. Six are arrayed along the left edge of the keyboard, within easy reach of the player’s left hand. The other six are on the right edge, and are a little more difficult to get to – depending, of course, on what game you are playing. The good outstrips the bad, though, with this responsive and sturdy keyboard. For example, the C.Y.B.O.R.G. V7 features metal plating on the most commonly used gaming keys (WADS, space bar and so on). It also features backlighting zones that can be individually coloured (with shades of red, amber and green) via an easily accessed and rather handy touch panel at the top of the keyboard. Other controls on this panel include media controls and a gaming mode switch (which disables the dreaded Windows key). The C.Y.B.O.R.G. V7 features gold plated connectors, in the form of two USB anf two 3.5mm audio jacks. It has a pass-through function for USB and audio, via extremely

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Comfort,

by Alex Scanlon

Distance reli

abi lity

… rability and du

sensibly placed jacks on the right hand edge of the board. This helps cut cable clutter quite considerably. In terms of comfort, the C.Y.B.O.R.G. V7 features a detachable wrist-rest that can be adjusted for a preferred angle. And responsiveness is taken care of with an advanced multiple-press engine, aimed specifically at common game control keys. Overall, the C.Y.B.O.R.G. V7 makes for a great gaming option, The keys are generously sized and deliver a decent tactile feedback when used. The function keys are easily discernible and equally responsive, and the sturdy build of the keyboard implies that it will deliver many years of great service to the user. Individual backlighting and the touch controls round out a rather pleasant experience when using the C.Y.B.O.R.G. V7. It is, as far as gaming keyboards go, a great offering from Mad Catz and, provided its configuration meets your needs, is a good way to go. g

Summary

Tech Specs:

If the configuration suits your states, the C.Y.B.O.R.G. V7 provides great performance and comfort, not to mention durability. M a nufa c turer Distributer: O nline:

gamecca55

Tough Backlighting zones Sensible throughput jack placement

12 function keys Touch pad Backlighting zones Adjustable wrist-rest USB and audio throughput Hardened gaming keys

M a d Ca tz Comet Computing www.c ometc omputing .c o.za

Pros • • • • •

• • • • • • •

Cons • • • • •

Long term savings No fax capabilities

Score

88 69


70

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e Th

n

Sib t x e

re...

Comfort

SteelSeries Siberia Elite Gaming Headset

e r i a gen e rat io ni s he

Crafted

Review


by Walt Pretorius

A A

lmost every set of headphones will, after a long period of use, become uncomfortable. Weight, pressure on the ears and a whole lot of other factors can lead to fatigue and even pain after protracted periods. Manufacturers know this, and they do everything they can to make sure that their headset offerings take the user’s comfort levels into account. One of the most successful in this endeavour has been the suspension system used by SteelSeries’ Siberia headsets. The headset automatically adjusts according to the user’s head size, and delivers a high level of comfort by minimising pressure wherever possible. SteelSeries are taking things a bit further in this department with the Siberia Elite headset. Using the suspension system, the Elite also features memory foam padding on the headband, as well as memory foam used for the generously padded overear cups. But that’s not the only thing that makes the Elite a rather nice headset. Comfort aside (and it certainly is comfortable) the Elite is a big step forward for the Siberia range. The most noticeable difference (after those huge ear-cup pads) is the fact that SteelSeries have moves away from an all-plastic construction. The support for the headset is now made out of lightweight metal, which adds a massive amount of durability. In addition, the in-line controls have been removed. In their stead, each ear cup hold a control ring, which is rotated accordingly. On the left is the mic mute function, while volume is controlled by the ring on the right. The beauty of this system is that the user doesn’t have to take their eyes off of the screen (when gaming) to spot the in-line control. Rather, the controls are intuitive, and always in easy reach. The left ear-cup also houses a retractable mic, like previous Siberia models, and is the connection point for the flattened 1.2m cable. This cable can be lengthened with an included 2m extension, for a total of 3.2m, which should be more than enough for any application. Speaking of application, the Elite comes with a variety of adapters, which make it useable with a range of devices. USB, 3.5mm jack and mobile specific 3.5mm connectors are included, adding versatility to the device. Its main function, of course, is PC gaming, and it serves that purpose beautifully. Downloading SteelSeries Engine 3 software enhances the experience even more, and adds more functionality and variety to the whole affair. But even without the software, SteelSeries experience with personal audio shines through; the sound quality of the Elite is excellent across all ranges. With striking looks, good performance and added comfort, the Siberia Elite headset is a great personal audio solution for those that want an excellent quality stereo headset. g

Summary

Tech Specs:

It may be an all-inone solution, but the Pacific AV8R is sturdy, responsive and reliable... exactly what more casual flight enthusiasts want. M a nufa c turer Distributer: O nline:

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Intuitive controls Great looks Very comfortable

Stereo Memory foam padding Ear-cup controls 3.2m cable SteelSeries Engine 3

SteelSeries M eg a rom www.meg a rom.c o.za

Pros • • • • •

• • • • • • •

Cons • • • • •

Quality costs...

Score

90 71


The

Review

Logitech Z200 Multimedia Speakers

A desktop audio solution

72

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G


Ground

by Walt Pretorius

W W

ith so many different ways to consume media these days, a set of speakers is quite a good thing to have around. While there are many Bluetooth options out there, these only work with devices that are Bluetooth enabled. That leaves many PCs out of the mix. So the need for more traditional desktop speakers still exists, and Logitech have more than a few solutions for those who still rely on their PC more heavily for their entertainment. Not that a product like the Z200 Multimedia Speakers are PC-only, mind you. They’re great for anything that requires a 3.5mm jack to connect to sound, which includes most smart devices. The biggest downfall that the Z200s possess is that they require power. They are not rechargeable, nor are they battery operated. That means that they need to be within reasonable range of a wall socket – less than reasonable, actually, because the power supply that ships with them has a rather short cable. Basically, the Z200s are going to be more or less bound to the location they are used in, which will be determined by the proximity to power. This pretty much makes them desktop speakers, when all is said and done. Yet they can be moved around, with a bit of effort, and even when they are “permanently” connected to a PC, their front panel houses an auxiliary sound input, should the need to connect another device ever arise. They also feature a headphone socket on the front panel, which is rather handy, but does not necessarily work for those who need to make use of a headset with a microphone. Still, for general use, it’s easier to just plug headphones into the speakers, rather than rearrange all those wires. Also housed on the front panel of the right speaker is a volume control, which doubles as an on/off switch. Which leads is rather neatly to what really matters as far as speakers are concerned: sound quality. Each speaker in the stereo set houses two 63mm drivers. With recent advances in technology, smaller drivers are becoming more and more capable, yet the Z200’s sound quality does leave a bit to be desired. It is functional, rather than fantastic. Bass level is set via a small dial on the side of the speaker, but even when it is turned up, the Z200s don’t really deliver the punch that other options (including headsets with much smaller drivers) do. The desired crispness that one expects simply is not there. As speakers that serve only to deliver sound – perhaps for someone that only occasionally makes use of PC audio – they work well enough. But they certainly won’t be on the list for audiophiles. g

Summary

Tech Specs:

Although one or two specs are lower, the Active performs admirably against the original S4, and the elements.

M a nufa c turer Distributer: O nline:

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Headphone jack Auxiliary input

Stereo 4x 63mm drivers Adjustable bass Auxiliary input Headphone jack

Log itec h Log itec h www.log itec h.c om

Pros • • • • •

• • • • • • •

Cons • • • • •

Not the richest sound around

Score

78 73


Saitek Pacific AV8R Flight Stick

Simple

M Review

M

ost people enjoy playing their games on a more casual level, but when players decide to get really serious, they may want to consider alternate control devices, to enhance their experience and potentially improve their performance. This idea, for the most part, applies to either driving or flight simulators. For driving fans, there are wheels and pedal setups. For flight fans, there are a wide variety of control devices that mimic the controls of actual aircraft. These run the gamut from simple, all-in-one solutions right through to advanced schemes that closely resemble a real cockpit. The Saitek Pacific AV8R falls into the former category. While it is still more specialised than using a mouse and keyboard, or game pad, to experience a flight simulation, it does not go far beyond being a single solution for those that enjoy flight sims, but

74

aren’t going to go to the effort of recreating a cockpit in front of their computer. But just because it falls into that category doesn’t mean that the AV8R is a bad flight stick. In fact, within its class, it really is very good. It is responsive and allows the user a wide range of options by way of sensibly placed controls. And it is great for World War II enthusiasts, because it is closely modelled on the flight sticks used by real WWII aircraft. Despite being light in terms of weigh, it provides a surprisingly sturdy feel. Even though the base does not attach to the surface it is standing on, the AV8R is rather stable, with only the roughest of motions potentially causing it to move. The comfortable, textured stick offers a trigger, three function buttons and a POV switch, while the base houses four more function switches (modelled to look like old fashioned toggle switches) a mode switch

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o ol u t io n fo rc

b

by Rob Edwards

m

ht simul g i l f at

s n o ati

ne o n i An all-

s

and a throttle, which can be used in single or double mode at the touch of a button. The stick itself can also be twisted left and right, for rudder controls. While purists may prefer a setup that includes an independent throttle and foot controlled rudders, those that still want the experience provided by a simpler flight stick will do well with this controller. It is wonderfully responsive, and the mode switch means that the user will be able to map numerous functions to the stick. Its sturdy build also brings a sense of confidence for the user, because it not only feels like it can take a beating, but also like it will be stable under virtually any conditions (the AV8R even comes with special braces for leg placement). This is a good bet for those who want to get a simpler stick experience, or who want to use it as an initial step towards a more “realistic” set up. g

Summary

Tech Specs:

It may be an all-inone solution, but the Pacific AV8R is sturdy, responsive and reliable... exactly what more casual flight enthusiasts want. M a nufa c turer Distributer: O nline:

gamecca55

Sturdy Great for WWII enthusiasts Responsive

5 stick controls Dual throttle 4 toggle switches 3 modes ST software Leg supports

M a d Ca tz Comet Computing www.c ometc omputing .c o.za

Pros • • • • •

• • • • • • •

Cons • • • • •

May to too simple for some

Score

80 75


T

Review

Razer Tartarus Expert Gaming Keypad

T

echnology advances without stopping; that’s a well-established fact. But sometimes those advances are not quite as obvious as they could be. Take, for example, Razer’s Tartarus Expert Gaming Keypad. It’s newer than the Orbweaver, which we looked at a few issues ago… but the changes are, at a glance, not all that easy to spot. The main aim of devices like this is to replace the keyboard with a more focussed gaming device, which the user can program to suit their needs. It is most certainly a gaming-only device – there is no way that such a unit could replace a more traditional keyboard when it comes to general use. But for focussed gaming application – once you get used to it – the Tartarus is fantastic. It saves space, for one, and it ergonomically designed to have every function at the user’s fingertips, while offering a high degree of comfort. So what are the differences between the Orbweaver and the Tartarus? Well, it’s easier to start with the similarities. Both units offer a backlit keypad, an 8-way directional thumb-pad, 1000Hz ultrapolling and an unlimited number of profiles (via Razer’s Synapse 2.0 cloud storage system). They also both feature instantaneous switching between eight different key maps. The differences are fewer; the Orbweaver features 20 programmable keys, while the Tartarus features 25. The Orbweaver offers adjustable hand, thumb and palm rests, for maximum comfort; the Tartarus is simpler in that regard, with a soft-touch adjustable wrist rest. The next question that arises is: which one is better? The answer is not all that simple, particularly not with a device as customisable and “personal” as these gaming keypads can be. The choice between the two comes to a toss-up between increased comfort or increased control (as well as any price differences that exist). The experience that it provides is also a matter of taste – these kinds of devices certainly aren’t everyone’s cup of tea, and they take a bit of getting used to. If, however, a more focussed gaming controller is something that you’re after, the Tartarus makes for a very solid option. Personally, I would select added control over comfort, but it also comes down to the kind of games you’re going to be playing with the device. Some need more option, other need less. No matter which one you may choose, these unique and handy devices from Razer can, in the right hands, not only enhance the gaming experience, but will even potentially lend the user an edge, thanks to localised control and lots of customisation options. And they’re talking points, too, with dramatic lines and solid construction. Razer once again shows that they understand how their customers think. The Tartarus may not appeal to everyone, but those that take to it will love it. g

76

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Control Rig

lm of your hand… a p e h t ht in

by Walt Pretorius

Summary

Tech Specs:

While not for everyone, the Tartarus makes for a great alternative to its stable-mate, the Orbweaver.

M a nufa c turer Distributer: O nline:

gamecca55

Great control Comfortable Highly customisable

25 programmable keys 8-way thumb switch Synapse 2.0 compatible Adjustable wrist rest

Ra zer Corex www.c orex.c o.za

Pros • • • • •

• • • • • • •

Cons • • • • •

Very niche Not ambidextrous

Score

88 77


M

Review

SteelSeries Rival Optical Mouse

M

uch of what we are presented with in the market these days is driven by the increasing demands of users – particularly power users, who squeeze every ounce of performance out of the devices they use. And when it comes to computing, gamers are by far the most common – and most demanding – of power users. So it’s a pretty safe bet that when something is considered a gaming product, it’s going to be great for virtually any other application. SteelSeries have been working with a number of professional gamers for some time now, listening to their demands and meeting them in the design process. One of the results of this cooperation is the new Rival Optical Mouse. While the box doesn’t say it’s a gaming product, the fact that is comes from SteelSeries, combined with an impressive spec list and customisation options, makes it clear that this mouse is meant for demanding, competitive gamers… and anyone else who expects more than average performance from their pointing device. The Rival is an optical mouse, which some may say doesn’t quite live up to laser-equipped devices. But with a 1 millisecond response time, as well as a sensitivity of 6500dpi, the Rival is just that; a strong competitor that takes other mouse devices head on. And that responsiveness is evident, not only in operating the mouse, but also in the feel of doing so. New switches used for the buttons deliver a wonderfully tactile experience. The Rival features six programmable buttons, with two of those being mounted on the left side of the mouse. That, combined with the fact that the mouse is ergonomically shaped to fit the right hand beautifully, means that lefties are out of luck; unlike many SteelSeries mouse products, the Rival is not ambidextrous. The shape is further enhanced by an antisweat coating across the back of the mouse, and generous, textured rubber grips on the sides. The shape and surfaces make using the Rival a comfortable experience, and the added grip really adds confidence. And, of course, the Rival features a number of customisation options. These include multiple profiles (with the help of the new SteelSeries Engine 3 software application), as well as customisable colours, allowing the user a range of more than 16 million colours to apply to the device’s built-in lighting. The Rival even has a name plate on the back that can be customised with any 3D printer (if you’re lucky enough to have access to one). What really counts, though, is performance, reliability and durability. These three elements are well looked after by the Rival. Its buttons are rated up to 30 million clicks, and it’s solid construction means that it can handle a beating. And performance? It’s exactly what we would expect from the quality SteelSeries stable. g

78

gamecca55


‘em

A mouse with a lot of fight! by Walt Pretorius

Summary

Comfort, reliability and great performance combine to make the Rival one of the best SteelSeries pointing devices yet. Tech Specs:

Great response Very comfortable • • • •

Pros

S te e l Se r ie s M e g a r om w ww .me g a r o m.c o .z a M a n u f ac t u r e r D is t r ib u t e r O n l in e

Not ambidextrous

Optical mouse 6 buttons 6500 dpi 1ms response time Customisable

• • • •

Cons

• • • • • •

Score

95 gamecca55

79


Unstoppable

J Review

Asus GeForce GTX 780 Ti Graphics Card

J

ust below the Asus logo of the GeForce GTX 780 Ti box is the slogan “in search of incredible”. It seems that, with this rather monstrous graphics card, Asus may well be close to that lofty goal. The GTX 780 Ti is, quite simply, an incredible graphics card. But it also serves to illustrate a growing trend with these particular components; it seems like only yesterday we were “oohing” and “aahing” over the initial GTX 780 cards. It wasn’t much longer ago than yesterday, in truth, but newer technology seems to be springing forth from an apparently endless well of technical inspiration at an alarmingly increasing rate. If you bought one of the initial GTX 780 graphics cards, you’re already working on something that is, technically, no longer top of the line. Not that you’re sitting on a card that won’t perform, certainly not. But technology is moving so fast these days that an upgrade is old almost the second you lift it off of the store shelf… at least that’s the way it seems. Most won’t see a major difference between the cards, to be honest, but when you really dig into things you will find improvements from the newer Ti cards that will make a difference. And this Asus model delivers the kind of performance and reliability you would expect from a brand that has managed to establish such a strong reputation for itself. It performs admirably under strain, with that punchy GTX 780 Ti chipset and 3GB of memory. Those that want a little more out of it can make use of Asus’ GPU Tweak software suite, which also enables live video streaming of gaming activities. And, naturally, the use of high grade components means that it runs a bit cooler and quieter than lesser cards, and will have a long lifespan too, despite that unstoppable technological march that will have newer and brighter offerings before long. The technology that Asus build in to their video cards is very good, resulting in reliable and powerful devices that perform beautifully. This particular card is a prime example, delivering top notch graphics at a relatively low power consumption, and without generating tons of unwanted heat. In terms of ports, the card offers an HDMI output, a DisplayPort output and a pair of DVI ports. That’s pretty standard fare, but not less than one would expect from a great graphics card. Naturally, this card comes with a fairly hefty price tag, but the visual performance it delivers makes it well worth every cent. And as for that constant technological growth… well, perhaps we should celebrate it, and quietly hope that all our upgrades are well timed. g

80

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e!

r

t

e tg

s

fa

by Alex Scanlon

s hic

ju s rd

te s fa

d an

r ste

ca

ap r G

Summary

Tech Specs:

This is a very impressive graphics card, with tons of power for those that need – or want – it.

M a nufa c turer Distributer: O nline:

gamecca55

Very powerful Great reliability

GTX 780 Ti chipset 3GB VRAM Direct CUII Technology GPU Tweak suite 2 DVI ports HDMI port DisplayPort

A sus A sus www.a sus.c om

Pros • • • • •

• • • • • • •

Cons • • • • •

It’s getting more and more difficult to keep up!

Score

90 81


Sour Grapery... by Ramjet

Ramjet’s Rantality

The views expressed in this column are not necessarily those of 1337 Media or Gamecca Magazine.

I

was trolling around a few social media sites the other day, and I happened upon a comment that really got me angry. It happens a lot. I mean most people that post comments prove their absolute stupidity within the first four words. But this particular comment really got me thinking. So I started digging around and found tons more comments quite similar to it. And they all followed a particular trend. They all carried the following message: “There is no need to buy a PS4. The PS3 is still fine, in fact it is better than the PS4 is almost every way, because it has more games. I am not going to buy one, because there are like, NO GAMES for the PS4.” But I read between the lines… I delved into the psyche of those that posted the comments and realised that the

82

message contained within went deeper. What it said was: “I am gonna bitch about PS4 and call it crap because I don’t have one.” It really is that simple. One guy went as far as saying that he was NEVER going to buy a PS4 because it didn’t support 3D – the PS3 supports 3D, and because of that, the PS4 is obviously inferior. First off, 3D can be patched in pretty easily, like it was for the… yes, that’s right, PS3. Clever kids. Secondly, 3D is rubbish anyway. It ruined going to the cinema, and it is no better for gaming. There. I said it. The fact that there aren’t a whole hell of a lot of games available for the PS4 yet is a fairly valid point… but there will be. In fact, the focus will shift to the next generation consoles… hell, it already has. Sure, games get released across the

board, but the differences between old and new hardware is almost palpable. Thing is, most of these comments didn’t carry valid points. Rather, people were finding anything they could to justify the fact that their almost decade-old hardware was better than a brand new technology, superior in every way to its predecessor. And the only reason they do that is because the grapes they are munching on are particularly sour right now. I can picture them sitting in their darkened rooms, feverishly clutching their PS3 controller, muttering and staring at a blank screen, simply torn up by the fact that people who have PS4s are having a great time. But they won’t admit to that, of course not. Rather, they will come across all sanctimonious, throwing

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out half-baked opinions like they were facts all over the internet. Simply, I guess, so that they can feel better about the fact that they were too thick to start saving up for the PS4 when it was announced. Because price is another big complaint, of course, although none of these economics geniuses have figured out that you don’t simply multiply by the exchange rate to get a final price yet. I could go on, but I won’t. And that’s because I really shouldn’t pay attention to these half-wits. They use the internet to pound out half-truths flavoured by sour grapes, with a pinch of barely hidden jealousy and self-importance. I just hope that the other idiots out there don’t eat the dish as served, but rather think about things a bit. They won’t. That takes too much effort. I hate the internet. g





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