Gamecca Magazine July 2016

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ISSUE 85 / Vol.8 July 2016

www.gameccamag.com

7th Birthday

Welcome to Volume 8

On the Run

The Technomancer

Gamecca’s

Mirror’s Edge: Catalyst

On Mars...

Mirror’s Edge: Catalyst The Technomancer 7 Days to Die and more...

The Call... Call of Cthulhu gets a new lease on life

Survive! 7 Days to Die

e3 2016 Our top LA picks

The Divide

Society splits in Deus Ex: Mankind Divided

Free Online Mag


O

H OW

Gamecca Magazine is a monthly digital magazine that you can read online or download for free. You can also read Gamecca on our Facebook page...find it under the Issuu tab. All links in Gamecca Magazine can be clicked - even after you have downloaded it - as long as you are connected to the Internet. Gamecca Magazine has an associated website that offers access to all issues, easy competition entries, newsletter subscription, news and more. Gamecca Magazine uses the Issuu platform to publish. This means that Gamecca can easily be accessed on your smartphone or tablet, thanks to Issuu’s Android and iOS apps. Look for it in your app store. You can even find all of our back issues online, where they will be available forever.

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Bronze Award

Silver Award

Gold Award

Platinum Award

Ed’s Choice Award

Given to games & hardware that score 80-84

Given to games & hardware that score 85-90

Given to games & hardware that score 90-94

Given to games & hardware that score 95-100

Editor’s Choice Award for products that make an impression

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From the Editor

NewHorizons by Walt Pretorius

I

t’s July, which means that it’s Gamecca’s birthday. With this issue, we mark seven years of publishing Gamecca Magazine, and providing it for free to our readers. Before I go any further, I would like to thanks the Gamecca Crew, both past and present, for all the hard work that they have put into the magazine. And I would like to thank our readers for their support, their comments and everything else they have offered us over the years. With this 85th issue, I sat down and thought all about what it means to be a gamer, and what gaming actually is. By definition, we assume that someone who is a gamer plays video games, but there is a strong growth in other areas – areas that existed before video games, quite frankly. If we are to define gamers to people that play all kinds of games, then surely a magazine about gaming should feature the other, geeky gaming pursuits more strongly. As a result, we have expanded our Lifestyle section in this issue, and will continue to do so for the foreseeable future. Gamecca will still be a video gaming magazine at its heart, and they will always be the central focus of this publication, but there is so much more enjoyment to be squeezed out of other activities that it seems wrong to not include them. Our new content is not there to replace anything… rather, it is intended to broaden horizons and introduce a greater experience to our readers. We’re trying to keep things geekfocussed, of course. You won’t find

treatises on Poker or essays on improving your golf swing. But we will be looking at things that geeks enjoy doing – things that have even influenced the video games we love so much. Table-top role-playing games, war games, collectible card games and board games will be featured regularly in our Lifestyle section, in the form of feature articles and in-depth reviews. We even have a few books that you may want to read on review (because you can’t spend your entire life behind a gaming screen). In future, we will likely expand to include other interests like movies and such… we’re taking an organic approach to the Lifestyle section, and seeing where it takes us. We hope that you enjoy that journey as much as I believe you will and who knows, perhaps we can open some new doors to awesome experiences for you. And it’s been great fun working on it – naturally beefing up a section takes a lot of work, but we have thoroughly enjoyed the process, and have even found a few new experiences for ourselves. It’s like a great big journey of discovery, because the world of being a gamer (and a geek) is so much broader than just video games. And so this 85th issue of Gamecca Magazine takes a slightly new direction, bringing you more information about all the awesome aspects of being “not normal” in tastes and pursuits. I hope you enjoy it as much as we did planning and putting it together. Right, enough from me… on to Gamecca’s 7th birthday issue. g gamecca85

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THIS MONTH’S COVER

Telling important tales in Deus Ex: Mankind Divided

Publisher Walt Pretorius

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Feature: The Gap Deus Ex - all about the narrative

42

Previews: Games 13 games on the horizon

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Feature: E3 2016 Round-up 40 picks from the LA show floor...

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Reviews: Games 8 titles dissected

118

Regular: Indieview A chat with Digital Days

124

Regular: Legacy Building your own dungeon...

165

Rocket League

walt@novamentis.co.za

Publisher Katia Taliadoros katia@novamentis.co.za

Writers: Alex Scanlon Clive Burmeister Lein Baart Katia Taliadoros Nthato Morakabi Rob Edwards Sibonisile Motha Suvesh Arumugam Walt Pretorius Letters: letters@gameccamag.com

Competition Entries: competitions@gameccamag.com

Newsletter Subscriptions: www.gameccamag.com

Marketing Contact:

Copyright © Nova Mentis (Pty) Ltd 2009 - 2015

walt@novamentis.co.za katia@novamentis.co.za

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 Nova Mentis (Pty) Ltd

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Gamecca Vol. 8 Issue 85 July 2016

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Feature: Round 2 The next console wars bout

16

reviews: Hardware 7 tech toys to get!

30

Regular: Internet Getting it all wrong

130

Feature: Answering the Call Reworking a classic RPG

138

COOL STUFF: Gadgets Essential things to have

140

COOL STUFF: Board Games Two tabletop winners

144

COOL STUFF: RPGs Traditional Role-playing goodness

152

COOL STUFF: Books Get reading

156

COOL STUFF: Comics Illustrated tales

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FeatureS 10

Round 2

HARDWARE Reviews 16 18 20 22 24 26 28

Thermaltake Commander Gaming Gear Combo Razer Overwatch Deathadder Mouse Cooler Master Masterkeys Lite L Bundle Thermaltake Shock Gaming Headset Razer Goliathus Speed Mouse Pad Logitech G610 Orion Brown Gaming Keyboard Plantronics Gamecom 818 Wireless Gaming Headset

RegularS 30

8

Internet

gamecca8 65 2


HEAR EVERYTHING. DEFEAT EVERYONE.

GAMING HEADSET FOR PS4™

GAMING HEADSET FOR XBOX ONE

Lightweight Over-Ear Design Crystal Clear Chat and Audio COMPATIBILITY

AVAILABLE AT

PS4™ | Xbox One* | PC** | Mac®® | Mobile Xbox One: One: Works Works with with Xbox Xbox One One Controllers Controllers with a 3.5mm headset jack. jack. Other Other controllers controllers **Xbox require the the Xbox Xbox One One Headset Headset Audio Audio Controller Controller (sold separately). require

makro.co.za

AND OTHER LEADING RETAILERS

PC: PCs PCs with with pink pink and and green green jacks jacks require require aa PC PC Splitter Splitter Cable Cable (Sold (Sold separately). separately). **PC: **

For Additional Information Please Visit: www.turtlebeach.com © 2016Additional Voyetra Turtle Beach. All rights reserved. Please All other trademarks the property of their respective owners. For Information Visit:arewww.turtlebeach.com

Distributed by Apex Interactive Tel: (011) 796 5040 Email: sales@apexinteractive.co.za All rights and trademarks and logos are copyright of their respective owners. www.apexinteractive.co.za © 2016 Voyetra Turtle Beach. All rights reserved. All other trademarks are the property of their respective owners.


re

tu a Fe

Roun

TECHNOLOGY

The next bout in the conso 10

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Round 2

nd2

ole wars is about to start… gamecca85

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TECHNOLOGY

O

ne can, at times, feel a little taken advantage of as a console gamer. The main issue with console gaming is that, every few years, new hardware comes out that necessitates a massive new purchase. If you want to stay up to date and enjoy the latest games, it’s something that you need to do, even if you ride the overlap periods – the increasingly shorter times that games are made for both old and new consoles. Added to this is the massive competition between the three major console makers. Sony and Microsoft duke it out with their PlayStation and Xbox brands, while Nintendo skirts the fray, trying to avoid an all-out conflict by focussing on new ways to experience games, rather than take on the two warring giants. The current generation of consoles has seen

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some bitter struggles, complete with almost unprofessional one-upmanship and sometimes less-than-subtle sniping. But, as the dust began to settle after the initial bouts, PlayStation 4 has been coming up on top. This is not a fan-boy statement, trying to place one console above another based on personal taste: the facts speak for themselves. Globally, PlayStation 4 has seen better market response than Xbox One. The reasons for this could be many. Microsoft’s initial steps with the Xbox One were full of fumbles that did not sit well with fans, and Sony took full advantage of those mistakes, playing them up to their own advantage. The PlayStation 4 – on paper – is a more powerful machine. Sony’s online services are extremely friendly, but are not forced on a player (at least not as overtly as Microsoft’s are). The PlayStation 4 is a

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Round 2

smaller, sleeker device, with a more intuitive, userfriendly approach to interfaces and operations. These are all factors that have come up time and again as the battle rages on. Things may, however, take a slightly new direction, thanks to announcements made (and not made) at this year’s E3 conference. Both Sony and Microsoft announced new versions of their current consoles, while Nintendo’s news of its new NX console was conspicuously absent. The collective groans from gamers the world over were almost thunderous at the news. To have new hardware specifications arise so soon after the launch of this generation is unprecedented, but it is the result of numerous factors. For Sony, who are putting a lot behind PlayStation VR, is is bring a machine to market that can properly support the VR experience. For Microsoft,

arguably, it is learning from mistakes and correcting things that people have been unhappy about. And for Nintendo, it’s about staying in the game. Whatever the reasons, these new hardware configurations could see the balance of power shifting. Let’s look at them more closely, one at a time… Sony has announced the PlayStation 4.5 (or possibly the PlayStation 4K, or even the PlayStation 4 Neo) as an upgrade to the current PlayStation 4. The main thing to consider here is that Sony is taking a very careful approach with this new hardware – they have to, the PS4 is barely 3 years old. Sony would very much like us to see the 4.5 (we’ll go with that name for now) as an option for gamers, rather than a replacement for the current hardware.

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TECHNOLOGY

To this end, they have issued a directive that all games must be able to run on both hardware configurations. The main reason for Sony releasing this upgraded PlayStation is, as mentioned before, VR. This console will have the ability to properly run PlayStation VR, although it does mean a necessary purchase for those that want to get into it. Another important feature – keeping up with tech trends – is the 4.5’s ability to deliver ingame graphics at 4K resolution. This is a pretty big thing, and brings the PlayStation brand back into the power stakes. But this resolution has, apparently, not been mandated. If developers choose to stick to 1080 resolution, they may… Sony is more concerned with frame-rate than resolution, and if the game needs to run at a

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lower resolution so that games can draw power to keep running smoothly in other areas, so be it. The 4.5 will see a slight CPU increase (31%) and a massive bump in graphics performance (128%). Other aspects of the console will remain largely unchanged. And that’s where Microsoft swoops in with their updated Xbox One S. The biggest news is that the console will be smaller than the current Xbox One – 40% smaller, in fact. Additionally, that old familiar power-brisk will be a thing of the past – the S will feature an internal power supply, and will offer storage of 2TB of data. And for those concerned with space, it will (at last) be able to stand vertically. The S will also feature 4K resolution, as well as HDR lighting options, and a reworked

gamecca85


Round 2

controller. Microsoft have obviously been working hard to get a more powerful machine on the market, to properly challenge the PS4.5. As far as the NX goes, Nintendo are playing their cards very close to their chests. With the high degree of criticism (and near failure) of the Wii U, it’s pretty understandable that they do. So what we know about the NX is really a bunch of rumours and speculation. However, trends that seem to be strong are that the NX will deliver a new gaming experience, and that it may well be a portable-console hybrid. All of these remain to be seen. What we can be certain about is that Nintendo won’t try to beat Sony or Microsoft in terms of specifications. Since the GameCube, they have consistently produced the lowest spec consoles on the market. For Nintendo, it isn’t

about power, it is about experience. With this in mind, consensus is that Nintendo are going to be producing something pretty extraordinary in the for of the NX. Time will doubtlessly tell. Both Sony and Microsoft have stated that their new versions will release this year, with Microsoft aiming the Xbox One S for August and Sony likely trying for a release around October, to coincide with the VR release. The NX will probably see the light of day towards the end of the year, but that’s speculation, once again. Whether these announcements excite or anger you, the plain truth is that new hardware is incoming, and those that want to take advantage of it are going to have to dig into their pockets once again. Another certainty coming out of this news is that the console war is far from over – in fact, round 2 is about to start. g

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Thermaltake

H C EW E T VI E R

TECHNOLOGY

I

Commander

Gam

All about the looks…

f looks are important to you when it comes to peripherals (and, for most people, they are) then Thermaltake’s Commander Gaming Gear Combo will probably excite you. Let’s be brutally honest, shall we? You can generally spot a combo set a mile off because they look like combo sets. They don’t necessarily look bad, but they’re nowhere near as flashy as their single product cousins, largely because they don’t tend to be top-of-the-line products. Combo sets are generally entry points or money savers, and they look like that, for the most part. But the Commander is a bit different, because it looks more like a set of standalones. The keyboard is the shining star in the looks department, with aggressive lines and eye catching metal brackets that form part of a structure supporting frame for extra toughness. This, combined with the blue backlighting of the keys and the extra lighting accents

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built into the sides of the keyboard, make it look rather impressive. It’s tough, too, with added strength from that frame combining will spill-proof keys and an overall rugged design. The backlighting also is adjustable from the keyboard in terms of brightness and pulse lighting, but there isn’t much you can do about changing the colour. Other adjustments allow the user to swap the function of the WADS and arrow keys on the fly, and adjust the repeat rate. The keys are also well contoured and spaced. The keys look and feel mechanical, but are described as “mechanical-like”, so it’s likely that this keyboard uses a membrane hybrid. The performance of the keys is pretty decent, too. As far as the mouse goes, it is a great looking six button device with on-the-fly dpi adjustment. The dpi levels are preset, though, with 800, 1200, 1600 and 2400 options.

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Thermaltake Commander Gaming Gear Combo

ming Gear Combo

by Rob Edwards

AT A GLANCE: SUMMARY

TECH SPECS • • • • • • •

This combo looks great, and performs pretty well (all things considered). But the mouse could have been a little more sensitive. Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :

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6 button mouse 2400 dpi mouse Backlit keys Rubber coating Reinforced keyboard frame

SCORE

T he rma l t a k e T V R Co mput e rs w w w . t v r. c o . z a

AWARDS

That means that the mouse tops out at 2400 dpi, which isn’t really all that sensitive, when all is said and done. It’s something of a let-down, particularly when considering that other combos offer mouse devices that are more sensitive. The entire set is decent enough, thanks largely to the fact that the keyboard is really decent. If you can deal with a mouse that is less sensitive, then it makes perfect sense as a starting point. Very competitive gamers, though, are going to feel a little let down by the mouse performance, and the off centre placement of the mouse cable sometimes feels a little odd in terms of movement resistance. Other combos also offer a little more in terms of customisation, too, which is becoming a pretty big thing. But if you’re after something that will get you going, and will do the job pretty well, Thermaltake’s Commander is a decent bet. g

Platinum Gold Silver Bronze Ed’s Choice

75 17


Razer

H C EW E T VI E R

All about the branding…

T

TECHNOLOGY

here are some games that engender pure, rabid loyalty from fans, and those fans like other to know that they are playing them. Overwatch is such a game – it is proving very popular for developers Blizzard, and those that have been bitten by the highly addictive Overwatch bug are securely set in its stable. So it is small wonder that a peripheral manufacturer like Razer takes advantage of the situation. Rabid fandom means a desire to express that keenness, and what better way than branded products? The Overwatch branding that Razer have included on a number of products – including this Deathadder Chroma mouse – is not exactly a new idea. We have seen them – and others – do it for numerous games that develop strong followings. Razer did a full StarCraft range a while back, and SteelSeries produced products with CS:GO logos on them. And the reason why they sell is the same reason for people wearing Springbok shirts. It’s a statement of support or passion. But a Springbok shirt is, in the end, a shirt… and in the same way, the Overwatch branded Deathadder is, ultimately, a Deathadder like one with no branding. In fact, the only difference between this Deathadder and any other is purely aesthetic; the side panels are orange, instead of Razer’s formal

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black, the cable braiding has an orange accent, and the Razer logo on the back of the mouse has been replaced with an Overwatch logo. That, friends and neighbours, is the sum total of the difference between the branded and an unbranded Deathadder. But before you jump onto any kind of soapbox with tales of exploitation dancing before your eyes, let’s consider that for a moment. The Deathadder Chroma is a great mouse, when all is said and done. It has five programmable buttons, as well as a great ergonomic design (sadly not ambidextrous) and a powerful 10 000 dpi sensor making it all happen. Those are not bad specs, Overwatch logo or no. If Razer stuck that logo on a bad product and then tried to sell it as premium, that would be a different story, but this – quite realistically – is just a different “skin” for an already great product. The only way that this could be a rip-off is if a Deathadder owner went out and bought this as an upgraded version… and that probably wouldn’t be Razer’s doing anyway. So, in short, if you really (like, really) like Overwatch and you want a great mouse to help and show that off, this Deathadder – which, incidentally, works great with Overwatch, thanks to its sensitivity, and overall design and configuration – is a good bet. It won’t make you better at the game. g gamecca85

De


Razer Overwatch Deathadder Mouse

eathadder

Mouse

SUMMARY The Overwatch Deathadder is the same as any other Deathadder, save for the branding… but that’s not a bad thing. TECH SPECS • • • • • • •

10 000 dpi sensor Five buttons 7m cable Chroma enabled Overwatch branded

M A NUFA CTUR E R Ra zer

DISTRIB UTO R Ap ex I n ter a cti v e

AWARDS

w w w. a p ex i n t . c o. z a

Platinum Gold Silver Bronze Ed’s Choice

SCORE

84 gamecca85

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by Walt Pretorius

AT A GLANCE:


Cooler Master

H C EW E T VI E R

Masterkeys The mouse is a bonus, really…

TECHNOLOGY

C

ooler Master regularly offer peripheral bundles for PC gamers, and it’s a pretty decent way to get the stuff you need, from the same stable, to get control over your gaming. But bundles are rarely the top-of-the-line equipment, at least not when they aren’t part of some special deal. If everything comes in the same box, you can be sure that you’re not getting the best of the best. Then again, that’s not what bundles are about. Bundles are, more often than not, starting points, and this particular one is no different. But what makes it special is that it is a starting point for Cooler Master’s new Maker line of products… and that’s not a bad place to get a start in. While not getting top-of-the-line hardware is generally the biggest down-side of manufacturer determined bundles, there is an upside that is often overlooked: the fact that the devices in the bundle don’t just come

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from the same manufacturer (which, in some cases, proves advantageous) but sometimes they are even designed to work together. That isn’t really the case here, though, except for the fact that Cooler Master’s broad approach means that their peripherals work well with pretty much everything else out there. They don’t use brand specific systems or the like. So, in the end, the Cooler Master Masterkeys Lite L bundle is more about the convenience of the affair than anything else, and they make a great purchase for those starting out, or who want great quality at a better price. The star of this particular show is the keyboard. The mouse will get the job done, though; it features six programmable buttons and RGB illumination, as well as an Avago sensor with four sensitivity presets. The sensor tops out at 3500 dpi, which is far from being as high as other manufacturers offer, but it is good enough to get

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Cooler Master Masterkeys Lite L Bundle

L

Bundle

by Rob Edwards

AT A GLANCE: SUMMARY

TECH SPECS • • • • • • •

A very nice keyboard, and an ok mouse… still a great bundle for those who want a Cooler Master desktop.

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

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3500 dpi mouse Six button mouse Memchanical keyboard Zoned backlighting 24 key antighosting

Co o l e r Ma s t e r Co o l e r Ma s t e r w w w . c o o l e rma s t e r. c o m

AWARDS

some decent gaming in. The keyboard uses Cooler Master’s memchanical technology, which brings the best of both the mechanical and membrane worlds together. It offers a better tactile response with less noise, for example. The keys are also backlit, with a zoned system for customisation, and several preset lighting effects (fairly similar to what Razer is doing with Chroma). The keycaps are well shaped, and can be swapped out with customisable, Cherry MX compatible caps. The keyboard features a 24 key anti-ghosting rollover, and has built-in on-the-fly adjustments for repeat rates and lighting effects. The keyboard is a great performer, with nice, Spartan looks and a good degree of performance. While the mouse may not be as great, it’s still decent, and is probably best viewed as a bonus to the great keyboard purchase. g

Platinum Gold Silver Bronze Ed’s Choice

SCORE

80 21


Thermaltake

H C EW E T VI E R

Shock

A little bit of old school

T

TECHNOLOGY

hermaltake have been around for ages, and effortlessly made the transition into the peripheral market quite some time ago. But the brand is not as prominent here in South Africa as some other names are… arguably this is something that could be seen worldwide, too. So in an effort to claim as much market share as they can, the company produces numerous peripherals as part of their Tt Esports line. The Shock Gaming Headset is such a product, and it delivers excellent audio. But it uses a few ideas that are a little oldfashioned, keeping it from possibly reaching better penetration into the market. When it comes to headsets employing 3.5mm jacks, they have become extremely versatile thanks to two factors. One is the integration of the headset and mic lines into a single jack, a standard that is used by numerous devices. The second is that the current console generation no longer forces proprietary headsets onto users; 3.5mm jacks are all standard now. An integrated jack on a headset, then, means that it can be used for effecting audio sending and receiving with any device that uses the standard. So such a headset would be great for PC, console and smart device implementation. Sadly for the Shock, it doesn’t use an integrated jack, opting rather for the older standard

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Gaming Headset

of two separate jacks, one for sound coming in and another for sound going out. While that’s fine for PC use, it eliminated effective use of the headset with other devices. Sure, you can still hear audio, but you won’t be able to hear and chat at the same time. It’s a small thing, but it may be a deal-breaker for some. The sad thing is that the audio quality of the Shock is really rather decent, thanks to well-tuned 40mm neodymium drivers, complete with a bas boost system. Additionally, it features an in-line control, which is something we just don’t see enough of these days. So then the Shock, with its folding design, generously padded head band and over-ear-cups, is focussed strongly on the PC user. The issue here is that many PC-only headsets these days employ a USB system, and opt for virtual surround sound. If you’re after stereo, and you want a headset that works best with PC, it is a decent option, thanks to good audio quality. It’s comfortable, too, and has a noise cancelling boom mic that folds out of the way. The in-line controls round off the package, complete with a mic mute function. The generous 3m cable even has an integrated Velcro cable management strap. The problem is that it feels really anachronistic when compared to other headsets, despite its numerous good points. g gamecca85


NAME OF THE Thermaltake Shock PRODUCT Gaming Headset

SUMMARY Large but comfortable, the Shock delivers great audio, despite employing some old-fashioned design ideas. TECH SPECS • • • • • • •

40mm neodymium drivers Bass boost In-line mic Stereo 3.5mm jacks 3m cable M A NUFA CT UR E R Th er m a l ta ke

DISTRIB UTOR TV R C o m p u ter s

AWARDS

w w w. tv r. co. z a

Platinum Gold Silver Bronze Ed’s Choice

SCORE

80 gamecca85

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by Alex Scanlon

AT A GLANCE:


Razer

Goliathus Speed Bigger, faster, better…

Mouse Pad

by Walt Pretorius

SUMMARY With a massive surface area that minimises drag, anti-fraying edges and a rubber base, the Goliathus is a good mouse pad.

AWARDS

TECHNOLOGY

24 24

AT A GLANCE:

R

azer have produced a few items for Overwatch fans to use to declare their absolute devotion to the game – if they play on PC, of course. One such product (not a device, really) is the Overwatch Goliathus Speed mouse pad. Emblazoned with a striking Overwatch logo, this mouse pad uses a slick taut weave for a smoother surface, enabling faster mouse movements. It also has a non-slip rubber base and anti-fraying edges, making this highly portable mouse pad stable and durable. Best of all is that the Goliathus is massive. It easy sits under both the mouse and keyboard, adding even more stability to the player’s devices. And with a surface that is optimised for all mouse sensitivities and sensors, it allows for effortless, accurate tracking in-game – which is exactly what an Overwatch fan would want. A gimmick? Maybe. Cool? Absolutely! g

Razer Goliathus Speed Mouse Pad

H C EW E T VI E R

Platinum Gold Silver Bronze Ed’s Choice

mgeect 2 c7a 8 5 ggl a ad

SCORE

79

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

Razer A pe x I nt e ra c t i v e www.apexint.co.za

TECH SPECS

• • • •

920mm length Slick taut weave surface Anti-fraying edges Anti-slip rubber base



Logitech

H C EW E T VI E R

G610

Only what you absolutely need…

TECHNOLOGY

N

ot every gaming oriented device can be a topof-the-line product; there is a vast number of people who are keen gamers, who want great performance, but who cannot afford to pay heaps of cash on a peripheral that has every conceivable bell and whistle. It is to this precise market that devices like Logitech’s G610 Orion keyboards speak. The G610 eschews the fancy bits. It has no macro keys or wireless connectivity, no docks for extra devices or pass-through plugs. It doesn’t even have customisable backlighting. While those things may turn some potential purchasers away, you need to consider that the G610 Orion isn’t about special features, but rather about performance. And even though it isn’t crammed with extra buttons and fancy lighting, it certainly gets the job done when it comes to what is really important in a gaming keyboard:

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performance. The G610 Orion makes use of Cherry MX switches to employ a great tactile feel from the mechanical keys. The model we reviewed uses brown switches (the full name is the G610 Orion Brown) but there is also a red version available, depending on your tastes. The brown sits as a good midpoint between the more gaming oriented red and the typing focussed blue (hence no blue version of the G610). The backlighting is set to white, but users can set individual backlighting levels on the keys, allowing for brighter or dimmer settings per key. This means that important keys can be highlighted, which is pretty handy when you’re not dealing with per-key colour settings. The G610 Orion also features media controls, with a handy “roller” control for volume. In addition to those, there is a game mode key to disable the Windows key… and that’s about it.

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Logitech G610 Orion Brown Gaming Keyboard

Brown

Gaming Keyboard

by Walt Pretorius

AT A GLANCE: SUMMARY

TECH SPECS

Its lack of features may dissuade some, but it is a well built and very capable performer when all is said and done.

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

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• • • • • • •

White backlighting Per-key brightness Cherry MX brown switches Gaming mode Media controls

SCORE

L o gi t e c h L o gi t e c h w w w . l o gi t e c h. c o m

AWARDS

The G610 Orion is a solidly built keyboard that is of what can only be called a “standard” size – it isn’t compact, but it isn’t one of those mammoth gaming keyboards either. While it is a very solid, dependable and responsive performer, this aspect of the keyboard may create a few problems for it when it comes to the overall market. While we noted that there is a need for keyboards that don’t have inflated prices from tons of extra features, the truth of it is that when someone buys a gaming keyboard, they do want a little more than what the G610 offers – because it is a gaming keyboard. Putting the word gaming anywhere near a peripheral means that it needs to be more than run-of-the-mill, because gaming, right? The G610 doesn’t really achieve that in any great measure, and while a little time spent experiencing its excellent performance will win almost anyone over, getting out of the gate in the first place is its real challenge. g

Platinum Gold Silver Bronze Ed’s Choice

79 27


Gamecom The master, untied…

TECHNOLOGY

Plantronics

H C EW E T VI E R

28

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Plantronics Gamecom 818 Wireless Gaming Headset

Wireless Gaming Headset

P

by Alex Scanlon

AT A GLANCE: SUMMARY

TECH SPECS

It’s compatible with PC and PS4, offers excellent battery life and comfort, and delivers great sound… the 818 is a very decent headset. Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :

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40mm drivers Stereo USB transmitter PC / PS4 compatible 10 hour battery like 12m range

SCORE

P l a nt ro ni c s A pe x I nt e ra c t i v e w w w . a pe xi nt . c o . z a

AWARDS

lantronics have been giving a lot of attention to their RIG range of modular, gamingfocussed headsets, but that doesn’t mean that they have forgotten about the range that gave them a prominent name in gaming circles the world over. The Gamecom line of headsets is alive and well, and is still providing gamers with great quality audio, albeit in a less customisable form. For those that prefer their audio to be of the wireless variety, Plantronics have the Gamecom 818. This headset is compatible with PC and PS4, thanks to a handy audio transmitter that interfaces with a USB port (perhaps one day Microsoft will wake up and make the same kind of connectivity available for the Xbox One). The wireless range of the headset is around 12 meters, which is pretty impressive, and audio is delivered by way of 40mm drivers. The Gamecom 818 will provide around ten hours of wireless audio on a single charge, which takes four hours to complete. Charging is done by way of a USB cable, and the headset can be used while charging too, which is handy. The provided cable is a little short, though, so using the headset while charging is only really viable for PC users – and then only if they have USB access close to where they’re sitting. A longer cable will sort this out, naturally. The Gamecom 818 is fairly light in weight, thanks to a build that can only really be described as slender. The ear-cups (which are just barely over-ear, thanks to their smaller size) are well padded, as is the headband, and they don’t exert a lot of pressure. The left ear-cup houses volume controls, as well as play, pause and next media controls. In addition, and fold-away, positionable mic is also part of the right ear-cup. It almost goes without saying that the audio quality is excellent – we expect nothing less from a company with the experience that Plantronics has. The Gamecom 818 is a stereo headset, rather than being a surround sound device, and if stereo is your thing, it really delivers excellent, convenient and comfortable performance. If one must find fault with this device (and, as a reviewer, you kind of have to) it comes down to the length of the supplied recharge cable. It really should have been longer when Plantronics make the fact that you can use the headset while charging a selling point. Other than that, though, it’s difficult to fault the Gamecom 818; it’s easy to set up and works with two great gaming devices. It’s not as versatile as it could have been (say with the inclusion of a wired 3.5mm jack option) but that’s often the case with wireless headsets. g

Platinum Gold Silver Bronze Ed’s Choice

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TECHNOLOGY

Mass manipulation at work…

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by Suvesh Arumugam

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ou’ve probably spent the better part of the last month reading about BREXIT and all the reactions, theories and memes around Britain’s upcoming exit from the European Union. Now this is a topic that is as contentious as who should sit on the Iron Throne of Westeros (Daenarys, obviously!) and people are asking all sorts of questions like “How will this affect my visa?”, “What will this mean for other countries?” and whatever else a global panic is synonymous. The most interesting question seems to be “How did this happen?” and that’s the one that I hope to find some clarity on today (if that’s even possible). Now this is no easy task. By all accounts, even people who voted to leave the EU are not sure how this could have happened. A recent poll suggested that one million people now want to change their vote and have a second referendum. Of the 17.4 million people that voted, that’s around 10% of the vote and would certainly change the outcome given that the vote was about 52% to 48% to leave. Interviews with people who voted to leave revealed that many people thought their vote wouldn’t count, and used it as a protest, but are now unhappy with the outcome. Others believe that the movement to leave was based on fundamental untruths. Some facts now in dispute are the amounts paid to the EU for membership fees and the amount of money that would be reclaimed to be invested in the NHS (National Health System). “Brexiters”, chiefly spearheaded by UK MP Nigel Farage (leader of the UK Independence Party or UKIP) claimed that Britain was spending £350 million per week, or roughly £13 billion per year, to be members of the EU. However, this figure turned out to be misleading and was actually just over half that amount due to rebates that the government was getting back from the EU. The campaign further promised to reinvest that amount back into the NHS, which, hours after the votes were tallied was also largely found to be unrealistic as campaign leaders began to distance

themselves from the claim. The real issue around Brexit has been race and immigration. This seem to be the greatest rallying point (especially on social media and internet forums) and also the large thrust of the anger that voters felt compelled them to act. Under the EU’s current laws, Britain cannot deny entry to any member citizen. “Regaining control of her borders” has been a constant war cry, though it’s actually a little odd since the majority of foreign workers in the UK are from nonmember states like China and India. Some might now question whether the post-World War theorists like Edward Bernays may have been on to something when they theorised that the common man could not be trusted with the running of countries. While manipulation of public opinion was considered a necessary part of democracy, Bernays and his contemporaries believed that an invisible government was necessary to achieve their vision of a Utopian and smoothly functioning society, especially in the light of the actions of Hitler and the endorsement of German society for the atrocities committed. Bernays may have believe that the irrationality of the common man was largely due to Freudian sexual desires, but modern day psychology and behavioural economics tell us that it may be more complex (and less libidinous) as we may have thought. Our knowledge of cognitive biases that influence decision making has shown that the majority of people make largely irrational decisions when options are presented or framed in specific ways. Driven by the need for independence, community or simple survival, it’s now clear that as long as humans are making decisions, they are likely to be emotional, irrational and flawed. To understand what could have happened in the mind of a Brexit voter, let’s look at some cognitive biases (thanks to a great article by Jim Taylor PhD!) that are at play in everyday advertising, and maybe we can make a few deductive leaps as to how this could have affected the decision of a seemingly rational person to do something irrational.

How did this happen?

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The Bandwagon Effect is when we act the way other people do. Not due to any rational thought process of weighing up of logical pros and cons. This is evident in trends, fashion, slang and many other day to day actions. The Confirmation Bias is when we actively seek out information which supports a certain view. We don’t like to be on the wrong side of the facts (just ask Reddit) so we’ll go and find any information that makes us right. The flip side of this bias in the Semmelweis Reflex, to actively deny or ignore information that contradicts our view. The Causation Bias is the tendency to assume a cause-effect relationship where it doesn’t actually exist. Like believing that crime is caused by certain groups of society when this may not be related at all. This is also similar to the Fundamental Attribution Error, where people attribute other people’s behaviour to emotions, but their own behaviour to logic or circumstances. So for example “I was a bit off today cos I’m having a bad day, but he was just being a asshole”. The Overconfidence Effect and False Consensus Effect are linked. One is the confidence in one’s own knowledge (often unfounded), whilst the other is the belief that others agree with your views and opinions more than they actually do. Combined, these are powerful biases to decision making.

TECHNOLOGY

These biases working independently or in concert with each other are enough to make a normally logical person makes decisions that they might otherwise question. How often do we listen to a story and say “I would have done [X] or [Y]” but then find ourselves behaving differently when the situation arises. How often do we have an argument with someone and then spend hours looking for that one piece of information that supports our argument (and ignoring everything else)? How often do we rely on social media to provide links between events like politics, the environment and science and trust them to be valid (and how often do they turn out to be otherwise)? I’ll leave you with a great example of how irrational people are. When asked whether they would prefer to earn $65,000 a year or $70,000 a year, most people would respond that they would rather earn $70,000. However, in an experiment conducted by Dan Ariely, the majority of respondents said they would rather earn $65,000 a year if they were the highest paid employee than earn $70,000 a year if they were the lowest paid employee. When the question was framed in a way that invoked their bias, even though it actually would have no impact in real terms on their actual earnings, people chose to earn less money in the belief that this would make them happier. Leave the EU? Why not! g

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Features The Gap E3 2016 Round-up

PReviews Watch_Dogs 2 Syberia 3 Crazy Machines 3 No Man’s Sky Battlefield 1 Champions of Anteria Mafia 3 Headlander Shadow Warrior 2 Dragon Quest Builders Call of Duty: Infinite Warfare Flatout 4: Total Insanity Sniper Elite 4

Reviews 96 102 108 110 112 114 116 117

Mirror’s Edge: Catalyst The Technomancer Trials of the Blood Dragon Rocket League 7 Days to Die Sherlock Holmes: The Devil’s Daughter Goat Simulator Gone Home

RegularS 118 124

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Indie View Legacy

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Deus Ex is all about 36

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Gap

engaging narratives gamecca85

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ack in the year 2000 (after everyone had got over the ridiculous notion

that the world would basically stop working thanks to the Y2K bug) video gaming was growing from strength to strength. But ideas of freedom within a game world were still really in their infancy. It was the year that games like The Sims, Diablo II, Hitman: Codename 47, Giant: Citizen Kabuto and the lamentable Daikatana were released. Many of these put player freedom and the influence of the player’s action on the world at the forefront. But it wasn’t until halfway through the year that firstperson shooters got a shot in the arm unlike few before it. Deus Ex was a game that was designed to be a “genre-buster”, combining elements of role-playing, puzzle-solving, simulation and adventure into the traditional FPS genre. And, to a large degree, it worked. Deus Ex, despite some complaints about graphics quality, save file sizes and dead moments within the game dynamics, managed to score a hit with critics and gamers around the world. A large part of the game’s success can be attributed to its setting and narrative. Firmly ensconced in the cyber-punk sub-genre of science-fiction, Deus Ex told a story of corrupt corporations, greed, exploitation and (an ever-important element in cyber-punk) human augmentation. The game’s dark approach to

GAMING

story-telling and interesting new ideas struck a chord with fans,

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and a sequel was released three years later in the form of Deus Ex: Invisible War. By this time, however, developer Ion Storm was already in trouble. It may have been the development house behind Deus Ex, but it also created Daikatana, after all. Publisher Eidos closed down all but the Austin, Texas office, which was kept open to finish work on Deus Ex: Invisible War and Thief: Deadly Shadows. After that, Ion Storm ceased to be. Things weren’t going well for Eidos, either. In late 2004, the company’s cash reserves had dwindled, and take-over bids by Elevation Partners and SCi were on the cards. SCI eventually won out, but things didn’t go much better. It wasn’t until April 2009, when behemoth Square Enix took over Eidos (SCi had changed their name to Eidos in late 2008) that the company’s fortunes took a turn for the better. Among the other properties, like Tomb Raider and Hitman, that Square Enix gained access to, was Deus Ex. The franchise hadn’t seen movement in six years, but there were still many ardent fans playing and modding the original game. It was hardly surprising, then, that Square Enix released Deus Ex: Human Revolution in 2011. Human Revolution served as a prequel to the original game, set 25 years before the original Deus ex and 45 years before Invisible Wars. By carefully crafting Human Revolution to embody the spirit of the original, Square Enix managed to meet critical acclaim for this

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title. It’s depth of story, as well as the importance of interaction between the player and in-game characters – not to mention an excellent character progression system – all worked to creating a compelling and highly entertaining game that scored aggregates in the 90s. In April 2015, the next instalment in the Deus Ex franchise was announced. Deus Ex: Mankind Divided is a sequel to Human Revolution, and as such serves as the second prequel to the original game. Set two years after Human Revolution, Mankind Divided has already fallen prey to controversy. The plot takes off where Human Revolution ended. The signal sent out by Hugh Darrow that caused humans with bionic augmentation to pretty much go nuts, attacking and killing everyone around them. It has been labelled the “Aug Incident”, and has created a divide between those that have augmentations, and those that do not. The player will reprise the role of Adam Jensen, a former security agent now working with Interpol to track down a group of augmented terrorists. But in the shadows, he also works to uncover the secretive Illuminati behind the Aug Incident. Dues Ex: Mankind Divided will, like the previous titles, will be very focussed on its narrative, and the centre point of this is the segregation of augmented humans, and “normal” humans.

GAMING

But this has also lead to some complaints levelled at the game

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by critics. Developers Eidos Montreal decided to coining the phrase “mechanical apartheid” in some of their marketing material, which raised the ire of some people, who claimed that the reference to South Africa’s much maligned history and now-defunct political system based on racial segregation was insensitive. Eidos responded, stating that the game was very much about recurring trends in human nature and that segregation, while a scourge, is a very real part of human history and present. In fact, the negative aspects of discrimination and racism are investigated by the narrative – just because a game deals with the darker aspects of society doesn’t mean it celebrates or promotes them, after all. What we can expect from Deus Ex: mankind divided shouldn’t be too surprising for those that played previous instalments. It keeps to its core ideas, presenting a game that is strong on plot, and makes use of first and thirdperson perspectives to depict the action. It will allow players to make choices, and most situations can be dealt with in multiple ways. Combat, stealth, hacking and social interactions will all be the order of the day, and an exciting skill upgrade tree, with real impact, is sure to be central to character progression. When Deus Ex: Mankind Divided launches next month, it’s almost a given that we will have the opportunity to experience a deep, thought-provoking and engrossing game. g gamecca85

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Watch_ Dogs 2 GAMING

No seriously, hack into everything.

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by Sibonisile Motha

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masses by subconsciously programming them through propaganda and ideology. You will take on the role of Marcus Holloway, a young and amazing hacker possessing as much skill as he does personality. Unlike Aiden in Watch_Dogs who only interacted with a few characters who were a part of the rebellion movement, DEDSEC, Marcus is actually a part of DEDSEC itself. This comes in handy when dealing with very ambitious tasks to take down the ctOS 2.0 (that very dangerous operating system I told you about earlier). You won’t be alone on your quest as there are many other DEDSEC members that you will be freely in contact with and have use of their various skills, each very uniquely helpful.

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or those who may not have been paying attention to the titanic unveiling of games at this year’s E3 Conference, one of the many titles anticipated for release later on this year is Watch_Dogs 2, the next title after the hugely successful first instalment that was released in 2014. Ubisoft is at it again and this time they’re taking the idea of using hacking for revolution to a completely new level. Set in the Bay Area of San Francisco, which very fittingly was the birthplace of the tech revolution. In this almost picturesque city, technology’s progression has brought about a new threat to the freedom of citizens – a highly invasive operating system that seeks to control the

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Taking back control and freeing the masses isn’t going to be as easy as one would like, so it is wonderful to know that as you go along, you will be able to discover just how much of a brilliant hacker Marcus is. Ubisoft put it plainly- Hack into everything. Everything Ubisoft? Would being able to hack into a car and remotely control it from a distance, or hacking an entire group of strangers’ phones in order to distract them, or hacking into a security system to lock or unlock doors answer your question? And these are just a few of the abilities and skills that will be at your disposal that Ubisoft has revealed. As you progress in the game, you will be able to unlock various hacking methods that you can put together to

form amazing and ambitious hacks. Ubsioft mentioned that you are free to approach missions anyway you want to. Apart from your cellphone as a hacking tool, you can also use a quadcoptor (an adorable little flying object that can be your eyes and hacking hands), and for those moments that tempt you into using a bit of force, you can use 3D-printed weapons that can be non-lethal, like electro-shock. By using the tools at your disposal, you can become the hacker that you were born to be. The environment and Marcus’ personality play well together in creating a game that looks to be brighter, faster and more for an overall fun experience. g

AT A GLANCE Action Adventure

Those who enjoyed the first game will most definitely become fans of this one. More hacking. More freedom. More fun. Developer: Publisher: Distributer:

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Ubisoft Montreal Ubisoft Megarom

Nov 2016

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The grand adventure continues

PC X0 PS4 Wii U X360 PS3 PSV 3DS

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AT A GLANCE Adventure

Kate Walker and the Youkol people accompany snow the ostriches’ migration to the sacred steppes, but danger and adventure await them.

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by Nthato Morakabi

Syberia 3

yberia 3 is the latest adventure of American lawyer Kate Walker, who has travelled to a mysterious continent where the remote Russian d of Syberia is located – a place where history and fantasy meet. Having tracked down famous inventor Hans Voralberg, lived among the surviving remnants of prehistoric mammoths, endured the underground village of the Youkol people and circumvented her foes, Kate Walker’s story unfolds in this third instalment. Syberia 3 continues from the island where Kate Walker was last seen waving at Hans Voralberg, as he left to pursue his dreams. Alone on an island, Kate decides to abandon the island on a make shift raft and would have surely died had a Youkol caravan not providentially rescued her from the waters. Featuring new creatures in the form of snow ostriches, Kate Walker’s story takes her on the Youkol ancestral tradition of accompanying their snow ostriches on their seasonal migration… with plenty of enemies still biting at her heels. In development for the last seven years, Syberia 3 has seen a massive reworking of its inner mechanisms. Initially a mouse driven, purely graphical adventure game with puzzle elements, Syberia 3 will be in full 3D and incorporate game mechanics supported by both PC and next gen consoles. All the issues delaying the title may have been a blessing as developments have now allowed Microids to release Syberia 3 into the modern age of gaming. Players should look forward to scenic exploration of cities and landscapes, complete with mysteries and puzzles reminiscent of the previous titles. Syberia 3 will feature composer Inon Zur, of Fallout 3, 4, and Dragon Age, for the game’s soundtrack. g

Syberia 3

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Crazy Machines 3

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Crazy Machines 3 Tinker, tailor…

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2016

developer is not yet ready to give up on the series. For those not familiar with Crazy Machines or its inspiration, The Incredible Machine, the basic concept driving the physics-based is puzzler is the creation of frequently ludicrous Rube Goldberg machines. Generally each level features an incomplete contraption, an objective such as guiding a ball into a basket and an assortment of equipment such as rockets, lasers and conveyor belts to complete the device. Crazy Machines 3 is hoping to build on the formula by offering what they

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term a “hyper-realistic simulation of physical formulas and effects”. It should be noted that this can lead to a lot of trial-and-error gameplay, but solidly designed puzzles should be able to avoid this problem. The game will also feature what appears to be quite a powerful editor, allowing players to not only design their own machines but also edit things such as the material of constituent parts, potentially opening up a huge realm of possibilities. Both parts and user-created puzzles can be shared via the Steam Workshop, which in theory at least should give the game a very decent longevity. g

AT A GLANCE Puzzle

While user-created content should give players additional hours of gaming, Crazy Machines 3 will need to come with a set of engaging puzzles to succeed.

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by Lein Baart

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utside of the mobile market, puzzle games have become something of a rare commodity, especially those that choose to eschew the gameplay traditions laid down by Myth. Niche genres will always attract indie developers however, and those that remember the likes of The Incredible Machine know these games can be ridiculously absorbing if done right. Unfortunately for FAKT Software this didn’t quite prove to be the case for Crazy Machines 2, released way back in 2008, with the game suffering from a number of bugs and simplistic puzzle designs, though it appears the German


No Man’s Sky

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No Man’s Sky

Your endless journey to the centre of the universe

Developer: Publisher: Distributer:

Hello Games Hello Games Online

PLATFORMS

GAMING

Aug 2016

running into other players are almost 1% because you would all start at different points in the universe. Your journeys will see you discover new solar systems, life forms, dangers and unexpected environments. The main elements you’ll be engaging in are combat, survival, exploration and trading. As you discover, you collect the information, upload it to The Atlas and get paid for it. You are not limited to where you can travel. All you need is your ship, your suit and the ability to adapt and survive. However, the preparation

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and success of your trips will be greatly dependent on how well you plan. You can use the material scavenged and money earned to upgrade your ship and/or your suit. They are both equally important so how you choose to prioritize them is entirely up to you. From the seeing the stars while travelling in space to seeing creatures that remind you of how minuscule you really are, the worlds in the game are beautiful and bright. This is a breathtakingly vast and captivating game that will challenge you as well as delight you. g

AT A GLANCE Adventure, Survival

This will appeal to the curious thrill-seekers. An incredibly vast world will certainly have a lot of boxes checked.

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areth Bourn of Hello Games set out to make a game that would blow our minds and infinitely so. You know Hello Games must be doing something right when they catch the attention of Elon Musk. In No Man’s Sky you’re a space explorer whose mission is to explore and learn as much as you can about the universe and all that lies within it and maybe even discover the centre of the universe. The number of planets to discover are practically infinite. So much so that Hello Games have mentioned that the odds of


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Battlefield 1 GAMING

Winds of Change?

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by Lein Baart

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tell the stories of the unknown heroes of the Great War, with several protagonists and a more open approach to missions and objectives. To complement this gamers can expect to play in locations ranging from the Alps to the Arabian deserts, though how much of the campaign will come in the form of DLC is an open question at the moment. World War 1 was dominated by long stretches of inactivity in muddy and miserable trenches, though DICE have been quick to reassure that Battlefield 1 will value fun over authenticity. As such the game will feature modified period appropriate weaponry, and players can expect a relatively fast-paced shooter. As usual Battlefield will place a particular emphasis on

GAMING

016 has proven to be somewhat of a watershed year for shooters, with the general gaming public having slammed Call of Duty: Infinite Warfare for both its repetitiveness as well as its insistence on an increasingly futuristic setting. While it’s too early to tell whether this will truly force FPS’s in a new direction, Battlefield’s early victories over its rival, at least in the comments section on YouTube, might just herald a shift back to more traditional territory. So to get the obvious out of the way, Battlefield 1 will be set during the World War 1, with the name being a reference to what DICE are calling the “dawn of all-out war”. According to the studio the aim is to

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vehicles, and everything from tanks and biplanes to zeppelins and even horses will be available. Appropriate to the setting the game will also have an expanded focus on melee combat, with players being able to choose from an assortment of arms such clubs, swords and even shovels, each of which will handle differently. Multiplayer will of course be a prime focus for the developers, and here fans of past games in the franchise should not be disappointed, as the developers have been insistent that they are recreating classic Battlefield gameplay. Supporting up to 64 players, Battlefield 1 will include several innovations, the first being the change to classes. Not only will the game see the return of a dedicated medic class, but it will also

feature two new classes in the form of the pilot and tanker, though it’s not clear at this how they’ll actually play. Additionally a persistent squad system will allow players to join and leave games as a unit during a session, which should in theory allow for far better teamwork. When Infinity Ward launched CoD 4: Modern Warfare, it all but forced its competitors (including Battlefield) to play catch-up, propelling FPS’s into the modern shooter era. It appears now that things have come full circle, and DICE’s decision to venture back into past conflicts may compel other shooters to follow suit, especially considering that thus far everything appears to be on track to deliver just what fans are expecting. g

AT A GLANCE First-Person Shooter

We may be going back to World War 1, but Battlefield 1 looks to be filled with just as much spectacle as its predecessors Developer: Publisher: Distributer:

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EA Dice Electronic Arts Prima Interactive

Oct 2016

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Champions of Anteria

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he Settlers is a classic title from way back when, having gone through eight renditions and still going strong. Although first announced as The Settlers: Kingdoms of Anteria, feedback from the closed Beta of the title drove Ubisoft Blue Byte down a different direction; Champions of Anteria would not be part of The Settlers series. The biggest changes come in the form of gameplay – no longer will players be tasked with conquering enemy territories, developing their selected paths and collecting Victory points towards winning the game. Champions of Anteria will offer players five champions to select from, each aligned with an elemental magical ability of fire, water, nature, lightning or metal. Players are then set to face off against enemies using three of the five champions, with the Blue Byte team stating that “interactions between affinities constitute a very important part of the gameplay.” A home base system will let players manage their champions, craft armour, weapons, potions, and unlock new abilities from their stronghold. With a completely new narrative and adventure built for Champions of Ateria, players will see the story unfold around them as they progress through the lethally-beautiful world of Anteria. Stretching across tropical jungles, frozen snowfields and desiccated deserts, the world is directly affected by every action players take. Every champion needs an antagonist, and Champions of Anteria features a roster of monsters to defeat and deadly bosses to fend off. The Active-Pause Mode will allow players to pause the game, change tactics as they see fit and jump back into the action. The Blue Byte team has also assured players that the classic The Settlers series is still alive and kicking. g

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Q3 2016 Developer: Publisher: Distributer:

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by Nthato Morakabi

Reborn! The Champions of Anteria

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AT A GLANCE RTS Action RPG

Take to the vast, beautiful world of Anteria with a team of elemental Champions, against fiends that roam the lands with malevolent intentions.

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Mafia 3 GAMING

An unusual suspect

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by Lein Baart

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Set in New Bordeaux, a fictional rendition of New Orleans, Mafia 3 will have players take up the role of Lincoln Clay, an African-American Vietnam war veteran who is the sole survivor of the ruthless execution of his old gang by the Italian mafia. Seeking revenge, Lincoln will form his own gang by recruiting three underbosses, one of them being the last game’s protagonist Vito Scaletta, to seize control of the city and destroy the local don. Mafia has always distinguished itself through its gritty portrayal of criminal life, and in this regard the latest iteration appears to be no exception, as the trailers at least go to great lengths to paint Lincoln as an anti-hero consumed by revenge. Gameplay has been a mixed bag for the series in

GAMING

afia has always been somewhat of an oddball when it comes to open-world games. From the beginning the series has attempted to blend story and sandbox gameplay in effort to create a believable world for players, though this has been far more hit-and-miss than you would otherwise suspect. Taking this into consideration, along with the immense delays between the releases of each entry, you can be forgiven for believing that 2K Games had given up on the franchise altogether, though is far from the actual case. Instead the publisher quietly shifted development to a new studio a few years ago, and Mafia 3 is back to relay more tales of the savage world of gangs.

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the past, with Mafia 2 suffering due to an overly constricted open-world that made the game feel lifeless at times. There appears to be a conscious effort on the part of developers Hangar 13 to bring the series into the modern age, and it seems that past idiosyncrasies such as having to obey the speed limit have been dropped. Instead Mafia 3 will offer a somewhat generic approach to third-person shooting, allowing players to complete objectives either through all-out aggression or stealth, along with a mix of context-sensitive takedowns. As has become par for the course with this genre the goal is to capture various districts of the city, though in the game’s defence there appears to be a large variety of methods and missions

available to accomplish this. One new innovation is the awarding of districts to one of your underbosses, with each giving specific perks for a given area, though they are not above betrayal should they feel ignored as the game progresses. One area that Mafia 3 is looking to shine though is in its aesthetics. Gameplay trailers, an admittedly dubious source, have displayed a beautifully designed city, backed by some impressive facial animation. This will be complemented by a fully licenced soundtrack from the era, which combined seem produce a very authentic feel. It’s clear that this release has some very high production values, and hopefully it can overcome the hurdles that have caused past efforts to stumble. g

AT A GLANCE Third-person shooter

While the action appears somewhat generic, Mafia 3 has the potential to build upon the strengths of its predecessors while avoiding their pitfalls Developer: Publisher: Distributer:

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Hangar 13 2K Games Prima Interactive

Oct 2016

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Double Fine Productions Adult Swim Games TBC

PLATFORMS

Don’t lose your head

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AT A GLANCE Puzzle, adventure, side-scrolling

With many ways to interact with the world around you and a well-done mashup of ideas, Headlander is a fun take on a puzzle game.

gamecca85

by Sibonisile Motha

Headlander

eadlander is one of those games that when you see it for the first time, you pause for a moment, make sure you haven’t consumed anything that may have altered your vision of reality and then say, “This is so cool.” The world of Headlander will see you in a 70s sci-fi world. This world is full robotic bodies that just so happen to be controlled by an unhinged computer. In a world like that surely you’d be expecting some sort of resistance movement from the human race right? Well, the human race is no more in this world and you’re what’s left of it (or rather you’re what’s left of you). You play as a disembodied head with really powerful hair and matching sideburns. Before you start asking questions that I would really rather not answer, let me reassure you the Double Fine Productions has made this work pretty well. You get through the game invading robotic bodies that you can find, or rip a robot’s head off for, your choice. This opens up a new way to play the game each time your head lands on body. With robots being different, your abilities change. You can go from being a robot with a great gun or a robotic dog (that should be interesting). This is more a puzzle game than a combat game. As you go along, there are many secrets to discover, like this mad computer’s real intentions and even what may have happened to all the other fleshy bodies that we called the human race. Beautiful colours showcase a great attempt at creating a world remains true to the possible union of sci-fi and the 70s. g

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Shadow Warrior 2

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Shadow Warrior 2

Who wants some more Wang?!

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Flying Wild Hog Devolver Digital TBC

PLATFORMS

GAMING

TBC 2016

now he’s brought some friends along. Flying Wild Hog take on Shadow Warrior once again since their 2013 remake of the first-person shooter title, originally developed by 3D Realms (Duke Nukem). Procedurally generated environments will be bringing a fresh approach to the familiar terrain of Shadow Warrior 2, as the human and demon realms interlace, shifting between the two territories with new twists and turns. The brutality that players will dish out to enemies has been upped a notched with the advanced gore system. Precise blade strikes will

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GENRE

sever limbs and heads while heavy artillery blows holes through the gargantuan monsters. All of this possible with over 70 weapons ranging from hand claws, short swords, crescent blades and katanas, to a number of ornate firearms; all of which can be upgraded, or augmented with elemental effects. The main feature that Shadow Warriors 2 brings to the series comes in the form of a four player co-op in an online campaign, also playable alone offline. Devolver Digital once again brings quality content to the fore. g

AT A GLANCE First-person Shooter

Lo Wang returns to take down demonic forces wreaking havoc on Earth. Behind it all is a cult leader, a scientist and the drug: Shade.

gamecca85

by Nthato Morakabi

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o Wang lives in a world broken by his treacherous former boss Master Zilla, and the ancient gods of the shadow realm. It has been five long years since Zilla managed to escape Wang’s clutches, and Wang has since sought to eradicate the darkness that has corrupted the world. Living as a hired sword for the local Yakuza clans, Wang takes on a simple mission that goes awry. He is thrust into conflict with a controversial cult leader, a young scientist, and a new drug known as Shade, with devastating effects. He must once again eliminate the evil that threatens the world – only


Dragon Quest Builders

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Dragon Quest Builders d

on’t you just hate it when game developers turn the tragedy of being tricked by a villain into doing something that backfires for years into a video game that many would actually enjoy playing? At least we all agree that turning bad moments into a great video game is always a good idea. Square Enix present to us Dragon Quest Builders. Those who are fans of this franchise will come to enjoy the alternate parallel storyline of this game. So Dragonlord made an offer accepted by the hero to split the land of Alefgard and they rule their shares equally. Only problem with that is it wasn’t entirely true and now the place has monsters lurking around. Years pass and a new hero emerges to help rebuild Alefgard (or at least their share) to the beauty it once was. Your goal is to use your gift of building things to restore the world of Alefgard. That can be achieved by using many combinations of material. A broken twig can become your weapon. Some beautiful white petals can become a healing potion for you use when push comes to shove (or for when you’ve had your butt handed to you by a pathetic monster). Use what you can to create what you need. Build homes, fortify your walls and even build a castle. Defend the people and your work. In the midst of being the best mason Alefgard has ever seen, you will from time to time have to fight of the monsters that were the small print in the agreement with Dragonlord. PlayStation gamers can enjoy this one as Sony has hogged this one to themselves. g

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Square Enix Square Enix TBC

PLATFORMS

by Sibonisile Motha

Build. Break. Bash. Fight. Repeat.

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GENRE

AT A GLANCE Action RPG

This title will do a great job in making a sandbox game feel much bigger and open so there’s more to enjoy.

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Call of Duty: Infinite Warfare GAMING

Will there ever be an end?

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Call of Duty: Infinite Warfare

by Nthato Morakabi

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militant radicals, who seek to control the resources and wealth located in outposts throughout the Solar System. This would put a stranglehold on the countries of Earth and only military action can put an end to SetDef’s plans. Following the successful cinematic experience of Advanced Warfare, Infinite Warfare’s narrative-driven campaign will feature “blockbuster cinematic moments”. Transpiring both on Earth and across the solar system, the story will flow across vast never before seen environments, including the dark vacuum of space among the stars. Players will experience the story through the eyes of Captain Reyes, a Tier 1 Special Ops pilot. The pilot part is especially important to Infinite Warfare, as players will take command of the Retribution, a UNSA warship of gargantuan

GAMING

he Call of Duty franchise has seen thirteen successful years and thirteen instalments that propelled the renowned FPS from PC to home console to household name across the world. And the team at Infinity Ward are not done with us yet. As we crest along the era of next gen gaming, seeing improved performance in machines both of the desktop and console kind, we can only expect greater things from the flourishing developer. Infinite Warfare draws players into the major conflict between the joint nations of Earth known as the United Nations Space Alliance, and a militant faction known as Settlement Defense Front (SetDef), a coalition produced from humanity’s colonisation and industrialisation of our solar system. SetDef is encompassed by brutal and

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size. The Retribution will act as a base of operations between missions where players can explore the reaches of space, revealing more as the story progresses. Of course as any COD player can expect of the franchise, there will be three main game modes to experience. Campaign mode takes you through the story, assuming wartime leadership in large-scale war battles attributed to be “classic, boots-on-the-ground combat”. And it would have been a loss if Infinity Ward had not taken advantage of the transitions between Earth and the rest of the solar system without dogfights in space. The Multiplayer game mode is pretty self-explanatory and is usually the next step past the campaign (if campaign is played at all). All that has been revealed on multiplayer is

that players can expect “a new experience that combines Call of Duty’s popular movement system with groundbreaking gameplay innovations”. Last, but not least, CODs classic Zombie game mode has been revamped with its own universe and unique story. The mechanics and gameplay will be unique to, and different from the campaign mode, and of course, you can play cooperatively. If you are looking to get the Deluxe Mode, you’ll be pleased to know it will bring with it Call of Duty 4: Modern Warfare remastered. A classic I’ve spent hours on myself, now with new and enhanced graphics, texture resolutions, sound and VFX particles across the campaign and online multiplayer. Might just be worth the investment. g

AT A GLANCE FPS

The thirteenth edition of the famous FPS takes the franchise into outer space. Engage enemies in large-scale battlefields, dogfights in space, multiplayer, zombies. and more. Developer: Publisher: Distributer:

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Infinity Ward Activision Megarom

Nov 2016

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Kylotonn, Tiny Rebel Games Strategy First TBC

PLATFORMS

The race to redemption

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE Combative racing, action

It’s been a bumpy ride for Strategy First with them looking to make up for lost time and create an overall fun experience for players.

gamecca85

by Sibonisile Motha

Flatout 4: Total Insanity

trategy first has had their fair share of a bumpy ride with their FlatOut Series. Their previous title FlatOut 3 saw them receive their lowest ratings in the entire series. All that looks to be a thing of the past with FlatOut 4: Total Insanity. It seems that the negativity was used as fuel to want to create a game that will do better and exceed expectations. Strategy First teamed up with Tiny Rebel Games on their road to redemption for car racing video game fans. The most obvious improvement are the visuals. The graphics here are a definite step-up from the previous title. Colours and the lighting in the various environments look great and work well in sometimes contrasting the grit of the game and the vehicles themselves. Whether or not the graphics will remain intact as the game is played, will be seen. The biggest challenge that Strategy First would have to overcome that would determine the success of FlatOut 4 are the controls. Previously many players had complained about the delayed response from the controls and the overall bad experience that created. I have a strong feeling that their collaboration with Kylotonn was their way to ensure that this would be something they have worked on to make certain that it doesn’t happen for players. It has not yet been revealed if there will be new cars added to their garage and any other special features that may be a part of the game. What we do know is that this is still an action combative racing game at its core and fun is the end goal. g

Flatout 4: Total Insanity

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Sniper Elite 4 GAMING

Spit and polish

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Third-person shooter

For fans of the series there should be plenty to look forward to with Rebellion’s latest effort. Developer: Publisher: Distributer:

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Rebellion Developments Rebellion Developments TBC

Q3 2016

Feb 2017

Platforms

AT A GLANCE

by Lein Baart

niper Elite is a series that has always excelled at the one thing it needed to get right, but fell short practically everywhere else. Since the introduction of the kill cam in V2 the franchise has carved a name for itself for the visceral kicks it serves up in spades, but has generally lacked polished otherwise. This is a trend that developers Rebellion Developments are looking to reverse though, as despite Sniper Elite 4’s release still being some time away, there is already clear evidence that it could be the series’ best entry yet. Once again stepping into the shoes of the ever generic Karl Fairburne, the fourth game will shift its focus to Italy in 1943 as Fairburne attempts to aid the resistance in its fight against the fascists. Building on the strengths of its predecessor, Sniper Elite 4 will again offer open-ended levels which according to Rebellion will be at least three times larger than those of the third game. While sniping appears to be much the same mechanically, the studio has opted to expand the kill cam to include deaths caused by exploding shrapnel and melee kills, offering even more gory delights for players. The developers have not been obvious to past flaws though. The artificial intelligence has been overhauled, and should be both more alert and reactive. Fairburne will also be able to scale walls and ledges, hopefully improving the stealth gameplay that was a chore in past titles, which will be complemented by the inclusion of the ability to booby trap dead bodies. This all points to a game that appears likely to be superior to past efforts in almost all ways. g

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E3 is an exciting, bustling affair with tons to see and get excited about. While this year’s show may have seemed a little downtoned, there awere still great titles on display, 74

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GAMECCA E3 2016 ROUND-UP

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nd-Up

and over the next pages we highlight 40 games that we think you should be keeping your eye on. And so, in semialphabetical order, here is Gamecca’s E3 2016 Round-up... gamecca85

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Absolver PC/PS4/XO 2017

In a quest to become an Absolver, players will do combat in this RPGfighter combination game. It’s a pretty exciting new approach, and one that should prove popular, with lots of collectible loot and other stuff to make it rather unique in two increasingly overdone genres. This is one to pay attention to.

Bound PS4 TBC

There’s not a lot of information about Bound, a PlayStation 4 exclusive. We’re not even sure when it will be released. But the trailer looks really interesting, to be honest, as the game employs a highly stylised look and artistic approach to what looks like an extended action platformer idea. Hopefully we’ll know more soon.

Days Gone PS4 TBC

GAMING

Open-world zombiebashing games are starting to become a little too common, but the truth is that we just want to keep playing them! Days Gone features dynamic AI, lots of crafting, fully explorable locations and lots more. Oh, and lots of undead bad guys to hit with improvised weapons. Always fun.

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Battlefield 1 PC/PS4/XO Oct 2016

It was a war that changed the course of history, and the nature of warfare – World War 1 introduced the world to conflict on a scale that it had never seen before. And now EA’s Battlefield franchise will head back in time to explore this horrific conflict. But it won’t necessarily be historically accurate (you won’t have to worry about trenchfoot and slow weapons) and every battle will play out differently, thanks to numerous dynamic systems worked into the mix. It’s an unvisited time for video gaming, and Battlefield 1 looks like an exciting, fresh direction for this well-loved franchise.

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Dead Rising 4 TBC TBC

It’s back to ground zero in Dead Rising 4, as players return to the town where it all started: Willamette. Details are extremely thin on the ground, and we don’t even know release dates or platform versions yet. But it’s pretty certain that there will be zombies, as well as more than a few inventive ways to dispatch the undead.

Death Stranding PS4 TBC

E3’s games were full of mystery this year, and Death Stranding is no different. We know it’s Hideo Kojima’s first game after leaving Konami, and that Norman Reedus (Daryl from The Walking dead) will star in it. And we know that it’s a PS4 exclusive. It bears keeping an eye on…

Destiny: Rise of Iron PS4/XO Sep 2016

GAMING

People are still playing Destiny, and for them Rise of Iron will bring new areas, new quests, new equipment and new raids, among other things. This add-on will be a great shot in the arm for the online multiplayer shooter and might just get all the players back from The Division’s servers…

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Dishonored 2 PC/PS4/XO Nov 2016

It’s high time that we see a Dishonored sequel, and towards the end of this year players will once again be able to enjoy the decision driven action of this popular franchise. But wait, there’s more: Dishonored 2 will allow players to take the role of two characters this time around, each with unique special abilities, equipment and styles. And, as expected, the player’s actions will have impact on the world. Dishonored 2 is set 15 years after the first game, and looks pretty exciting for stealth and exploration fans.

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Detroit: Become Human PS4 TBC

In a game that sounds like it was hugely inspired by Bladerunner, Detroit: Become Human will allow players to take on the role of several android characters. This sci-fi adventure is developed by Quantic Dream (Heavy Rain, Beyond: Two Souls) and should therefore be a cinematic masterpiece in which the narrative is paramount.

Farpoint PS4 TBC

Being stuck on an uncharted planet can’t be much fun, but for players of Farpoint, it’s probably going to be a blast. Although we have no firm release date, this sci-fi shooter will be one of the first games available for PlayStation VR, and promises immersive environments and tons of action.

FIFA 17

PC/PS3/PS4/X360/XO Sep 2017

GAMING

A year without a new FIFA game would just seem odd. This year, fans of the football franchise can look forward to new power, provided by the Frostbite Engine. But EA could really do anything with this franchise, and still make heaps of cash. We hope that the new visuals are as good as promised, though...

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For Honor PC/PS4/XO Feb 2017

Ever wanted to be a knight, a Viking or a samurai? Well, in For Honor, you can be all three… Ubisoft’s new melee combat game should be hitting shelves early next year. This is the second time we’ve seen For Honor at E3, and it looks just as exciting as it did last year. Ubisoft are great at bringing new IPs to the market, so we’re hoping that this game manages to be truly thrilling. It will feature a single player campaign, as well as what they’re describing and a “groundbreaking” multiplayer mode. This one should be something to behold.

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Grow Up PC/PS4/XO Aug 2016

The sequel to Grow, that quirky physics based platform game all about being nice to plants, will be out next month. Grow Up will see the player reprise the role of BUD, left on his lonesome after his spaceship, MOM, is destroyed. It should be great, odd-ball fun.

GT Sport PS4 Nov 2016

The makers of GT Sport (yes, that Gran Turismo Sport) are promising innovations like we haven’t seen since the original game was released. After a bit of a lacklustre performance lately, we’re hoping that this nuts-and-bolts driving simulator will deliver the goods. A good driving game is always fun…

Halo Wars 2 PC/XO 2016

GAMING

The sequel to the greatest real-time strategy game on console, Halo Wars 2 promises to bring the player more base building and strategy action based in the massive Halo Universe. And with Creative Assembly in the development seat, it should be a strategy game of the highest calibre, crammed with action!

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Forza Horizon 3 XO Sep 2016

It’s all about customisation in Forza Horizon 3, with the player being about to change and tweak more than ever before. This includes the ability to create your own Horizon Festival for your friends, and watch them race to their heart’s content. The Forza Horizon model works extremely well, with a massive explorable world and a ton of different cars to use in diverse challenges once again being the order of the day in this third instalment. It will be the largest open world yet in the series, with more than 350 cars on offer. That sounds like awesome driving joy!

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Here They Lie PS4 TBC

Sony are pushing out a lot of content for PlayStation VR, but this one is only for the brave. Here They Lie is – and we knew there would be one – a VR horror game with a surreal twist. This time around, the things that go bump with literally be behind you…

Horizon: Zero Dawn PS4 TBC

Horizon: Zero Dawn is a massive and ambitious open-world adventure in which humans scratch out an existence in a world ruled by robots. It’s vast, beautiful and full of challenges for the player, and sure to be a hit with sci-fi and adventure fans alike… this is a world unlike anything you have ever seen.

Prey

PC/PS4/XO 2017

GAMING

An experiment gone wrong sees the player thrust into a massive sci-fi adventure from the makers of Dishonored. Prey has been reimagined and reworked for a more modern time, and promises to be an exhilarating experience, full of action and psychological twists. We’re so glad they remade this…

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GAMECCA E3 2016 ROUND-UP

Gears of War 4 XO 2017

Set 25 years after the defeat of the Locust and Lambent, the world is a very different place, and humanity has had to discover new ways to survive and live. Living behind massive walls isn’t for everyone, though… Gears of War 4 may not be about Marcus Fenix, but it keeps it in the family; the hero is JD Fenix, Marcus’ son. The game promises to be crammed with the same action that made the initial Gears games great, now with the power of the Xbox One behind it. Tons of third-person action awaits in this exciting title, which will be on shelf soon!

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Ghost Recon: Wildlands PC/PS4/XO TBA

Ghost Recon Wildlands, brings its first open world title to the franchise, set in Bolivia and carrying no story narrative. Featuring an expansive world across nine different terrains ranging from jungles, mountains and deserts to the inner markets of the city. Players step into the shoes of elite United States soldier unit, Ghosts, in an ever changing world shifting from day to night, filled with interactive characters all of which impact the game. With tactical freedom at the fore Ghost Recon Wildlands looks to be a title worth an investment.

Quake Champions PC TBC

Fresh off the heels of the DOOM reboot, id has announced Quake Champions, a revisiting of a game that many of us hold dear. It will feature arena based action, just like we want it, and should be great fun. And surprisingly, it will be a PC exclusive…

RIGS PS4 TBC

Sports, guns, robots and VR collide in RIGS, as PSVR exclusive that can only be described as absolutely crazy. VR is all the rage for Sony, and this sports-shooter (if you can imagine such a thing) should be tons of fun. And quite dizzying, too…

Scalebound XO Q4 2016

GAMING

This may sound odd, but we’re getting a little tired of seeing Scalebound at E3… but then again, a game this ambitious takes a long time to create. Still, we want our awesome dragon game, and we want it now. We’ll have to wait for the end of the year, but we’re still excited.

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GAMECCA E3 2016 2015 ROUND-UP

Godzilla Ghost Recon: Wildlands PS4/ PS3 PC/PS4/XO Q3 2015 2017

Appearing The Santa Blanca to be more Cartel is fan causing service all kinds thanof anything trouble else, and t’s Godzilla up to a will specialised allow fans grouptoofstep operatives in the role to take of the them legendary down… welcome monsterto while the Wildlands. battling enemies and Ghost bosses Recon:from Wildlands the may established have slipped canon. it’s release Releasing date to next for year, both but PS3 we’re and still pretty PS4, Bandai convinced Namco that have this action-shooter, confirmed that with theits PS4 singleedition player will campaign also and include co-op modes, onlineismultiplayer. going to be crammed with the kind of action that has made this franchise in particular, and Guit the Tomar ClancyHero franchise Live PC/PS4/XO/WiiU/PS3/X360 overall, so great. October 2015 Lots of exploration, customisation and action await in this The battle fornext the Ghost best Recon game… weonce think rhythm game will it sounds promising again startvery brewing this indeed. year, after being in a bit of a hiatus. The latest instalment of the plastic instrument craze will feature a better fret board for players to see the notes, but the biggest change is that gamers will be made to feel as if they are actually part of a band.

Halo 5: Guardians XO October 2015

Master Chief has gone missing and it is up to a new Spartan Hero to find him, to help fend off a new alien menace. That’s the story behind Halo 5: Guardians, and it goes to show that Microsoft won’t let go of this valuable franchise... and it will be an Xbox One exclusive, which may just make it a console-seller too. gamecca85

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Sea of Thieves XO TBC

What’s better than a pirate game? A pirate game with co-op and MMO elements, as well as a bunch of fantasy thrown in for good measure, that’s what. Sea of Thieves will let you take to the high seas and explore a massive perilous world with friends, and do battle against other players. That’s just awesome.

Skylanders: Imaginators PS3/PS4/X360/XO/WiiU Oct 2016

It was inevitable. Another Skylanders release, yes, but this time around players will be able to create their own Skylanders in amazing amounts of detail. Parents wallet’s should start feeling the strain again towards the end of this year as youngsters go nuts for the latest innovation in the wildly popular Skylanders freanchise.

Sonic Boom: Fire & Ice 3DS Sep 2016

GAMING

Dr Eggman and a brand new villain, D-Fekt, threaten the wonderous world that Sonic and his friends inhabit, and it will be up to the player to guide the plucky blue hedgehog to victory against the evil-doers. There wasn’t much new announced for the 3DS at E3, so Sonic Boom: Fire & Ice is quite welcome.

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God of War (PS4) PS4 TBC

If you thought that there wouldn’t be a new God of War game, like, ever, then you don’t know anything about the video game business. That God of War will be making a PS4 debut is no surprise, but what’s interesting is that the action will move away from Greek mythology, this time focussing on the Norse gods of the Vikings. And they’re a nasty bunch, believe me. There aren’t too many details about the new God of War game floating about yet, but that’s OK… fans are still super excited to see this action-packed franchise arrive on the newest Sony hardware. And so are we.

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South Park: The Fractured but Whole PC/PS4/XO Dec 2016

Eric Cartman, Kyle, Kenny and the gang are heading back for another irreverent and off-colour gaming adventure. If South Park appeals to you and you enjoyed Stick of Truth, the Fractured but Whole should be right up your alley. Crude humour and political-incorrectness will rule the day, to be certain!

Spider-Man PS4 TBC

Insomniac games and Marvel have been working closely together to produce a game about Spider-Man that is not an origin story; here a more experienced Spider-Man will have a massive playground to web-sling through, with an updated version of the Ratchet & Clank engine (believe it or not) driving the awesome visuals.

Star Trek: BriDge Crew PC/PS4 TBC

GAMING

Here’s some VR heaven for Trekkies: in Star Trek: Bridge Crew you will get to be a crew member of the USS Aegis… in VR. Contain yourself, please! This game promises to be as close as it gets to actually being on the bridge of a Federation star ship, and every decision counts!

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Mafia III PC/PS4/XO Oct 2016

It’s time for a new mob war. Mafia III is set in a reimagined version of New Oreans in 1968, and sees the player take on the role of Lincoln Clay, an AfricanAmerican man coming home from the Vietnam War. With no family, he soon finds a connection with the city African-American mob, but a betrayal by their Italian rivals sparks of a bitter gang war. It sounds great – the Mafia franchise has always managed to deliver, and this more modern, quite different setting will make for entertaining and action packed gaming, no doubt. We’re looking forward to getting back to a life of crime.

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State of Decay 2 XO 2017

And more zombies… State of Decay 2 will put players in a multiplayer survival horror situation, allowing them to work together to get through the zombie apocalypse. Player choices will have an impact in the world, whether they go it solo or work to build a lasting community of survivors. Hopefully there are no bat wielding maniacs…

Steep

PC/PS4/XO Q4 2016 Extreme winter sports games seem to battle to find traction, but Ubisoft’s new attempt, Steep, may just find a foothold on this slippery slope. There will be a number of disciplines available, with a big focus on online multiplayer governing the whole experience. Maybe now the action of extreme winter sports will be properly captured…

The Last Guardian PS4 October 2016

GAMING

The Last Guardian is another game that is making far too many E3 appearances. The fantasy adventure has been in development for ages, but we now have a somewhat firm release date for this PS4 exclusive. Let’s hope we finally get to see it this year… it’s high time that we do.

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Titanfall 2 PC/PS4/XO Oct 2016

Titanfall was a pretty big release title for the Xbox One, but we here in South Africa never officially got it. That didn’t go down too well, but it looks likely that we will get Titanfall 2, which expands on the man and machine premise of the first title. It will, of course, offer compelling multiplayer action, but will also feature a single player campaign that sees the player rise through the ranks, from lowly foot soldier to premier pilot. It all looks pretty exciting, and it’s going to be one of the must-have games for the end of this year.

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Tyranny PC 2016

Fantasy RPGs always see good triumph over evil… but Tyranny asks the question: “what if the bad guys win?” Developed by veterans Obsidian, this isometric RPG adventure should offer a fresh perspective for fans of the genre, with a massive fantasy world to explore as well. Sounds like lots of fun.

Until Dawn: Rush of Blood PS4 TBC

Until Dawn was a great homage to some of the slasher-horror movies that we all love, and now you’ll be able to enjoy it in virtual reality. Horror is going to be a big thing for VR, and Sony is taking full advantage of that fact. Be sure you wear your brown pants when you play this one…

Vampyr PC/PS4/XO 2017

GAMING

How does a doctor keep his oath to humanity when he is turned into a vampire? That’s part of the complex story of Vampyr, a game set in 1918 London from developers DontNod. This game promises to be a deep and thought provoking adventure… and besides, who doesn’t like playing the monster from time to time?

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GAMECCA E3 2016 ROUND-UP

Watch_Dogs 2 PC/PS4/XO Nov 2016

The fight against ctOS 2.0 continues in Watch_Dogs 2, a free-roaming game set in the San Francisco Bay Area. Fuild combat and parkour movement combine with hacking everything as this deep and thought-provoking game takes us to a world in which Big Brother is a very real concern. Building on what was created in the original game, Watch_Dogs 2 will put the player in the role of Marcus Holloway, a brilliant young hacker who, through ctOS 2.0’s predictive algorithms, has been accused of a crime he didn’t commit. It should be good fun, with lots of action and a massive environment to explore.

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Mirror’s Edge: Ca GAMING

Running for liberty

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Mirror’s Edge: Catalyst

by Walt Pretorius

atalyst

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Developers DICE (and doubtlessly publishers EA) have put a lot of faith (and a lead character called Faith) in this reworking of the game, but while they have managed to address some of the previous versions short-falls, there is still work to be done to grow this into the kind of IP that gamers will be gagging for. The main problem with Mirror’s Edge: Catalyst is the same as it was for the original title. Strangely, it’s also the game’s strongest point: its originality. See, it’s a first-person perspective game, but instead of being the shooter one would expect, the player’s character (that would be Faith) never gets a gun in her hands. Instead, Mirror’s Edge: Catalyst is all about movement and crazy parkour stunts that send your gut lurching every now and then as Faith traverses dangerous jumps and obstacles on the rooftops of the City of Glass. But we’ll

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he City of Glass is a vast, pristine and sterile place – at least at first glance. Viewed from a distance, it is a city in which the people happily lead law-abiding lives, protected by powerful organisations that keep them safe and healthy. But get closer in, and you will find that the guardians of the City of Glass exert a totalitarian control over the lives that live there, and that those who appear to be free know no true liberty. And beneath the pristine veneer is a quiet rebellion, a group of warriors who fight against the oppressive powers that rule the City of Glass. They don’t lurk in the shadows, though – they run across the rooftops. That, in a nutshell, is the overarching idea behind Mirror’s Edge: Catalyst, the sometimes prequel and sometimes reboot for 2008’s ill-fated Mirror’s Edge.

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get to that a bit later. Let’s first look t the major differences between the original and Mirror’s Edge: Catalyst. First off, and most importantly, the game has moved from a tightly scripted, linear experience, opting to make the City of Glass an open world for players to explore. That’s a good thing in principle, and creating time-trial routes to challenge your friends online now makes much more sense than it did in the older game. Then there’s the lack of guns – Faith could pick up a gun in the original game, but Mirror’s Edge: Catalyst doesn’t allow for that. If there is fighting to be done, it’s all fists and feet. Apart from those two elements, as well as an overhaul in graphics, things are pretty similar in Mirror’s Edge: Catalyst. The player is invariably expected to get from

one place to another in the shortest possible time in any given mission. And that’s a bit of a problem for the game, because even though you’re wall running, sliding under some obstacles and leaping over others, or a myriad of other moves that Faith can perform, it starts feeling pretty repetitive before long. Whether it’s a side mission or a story quest, it pretty much boils down to the same thing, over and over again. There is, of course, a fair amount of fighting to do… Faith faces off against security officers more often than not, and uses the environment and her movement to execute attacks. The combat controls are pretty simple, in fact, and attacks are modified by movement. Wall running before an attack will have an entirely different effect to running, sliding or jumping before an attack, and all of those will offer different results as well. It

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player can perform are contextual, based on input and surroundings. That keeps things flowing, once again, and can make for great fun. Clocking a great time in a long, challenging run feels like a victory more often than not. At least, it does for the first while. But that repetition bugbear raises its head time and again in Mirror’s Edge: Catalyst, and protracted playing sessions get a little much. Add to this the fact that the environment is actually really rather bland (everything looks the same, for the most part) and things get a little much. Environmental guidance is provided by way of red highlights on items along the player’s path, but even these don’t do much to lift the game’s visuals above what could only be described as bland. Speaking of which, Mirror’s Edge: Catalyst manages

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adds a fluidity to combat that is pretty awesome when you get it right. The catch is that Faith is pretty much on the puny side. Her only real armour is her movement – in fact, the game assigns a movement-based armour to the player. Stop moving, and you become an easy (and weak) target. That keeps fighting very organic and exciting, and often you’ll take a shot at a bad guy literally in passing. But for a game that relies so heavily on movement, Mirror’s Edge: Catalyst will oddly sometimes force the player to slow down during combat. It doesn’t happen too often, but it is still pretty annoying when it does. Traversal is another thing that can be great fun when you get it right. Pretty much everything is taken care of with two buttons; most of the movements that the

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to deliver not only a lacklustre, predictable plot, but also a cast of characters who seem totally devoid of depth. Even Faith is barely likeable. Through playing, exploring, fighting, completing missions and discovering collectibles, the player will be able to unlock added skills and the like for her, but these just make playing the game a little more exciting – Faith remains a white-oneblonde wallflower for pretty much the whole game. There is fun to be had here – getting a few runs in during a short play session can be very rewarding. And there is a hell of a lot of potential, too – DICE and EA really could go to some very interesting places with the Mirror’s Edge IP. But they need to relook at a few things, like the setting, narrative and handling of characters, for it to truly shine. The traversal engine and combat systems are really decent, but they seem a little

wasted on the game as it currently stands. As far as the current game goes, Mirror’s Edge: Catalyst swings between exciting and utterly bland. Perhaps the development team didn’t put enough time into the lacking areas, or were too concerned about preserving a sterile aesthetic that doesn’t really work all that well in the first place. Whatever the case may be, the repetition of the game is a problem, even though it is rooted in the titles very original approach to firstperson game dynamics. A little variation would go a long way in future, and would help inject depth into the narrative, the characters, and the overall experience. It’s simply not enough to be original anymore – there needs to be more than a few cool new concepts in a game to keep the masses engaged. Hopefully the next Mirror’s Edge outing will offer what’s missing here. g

AT A GLANCE Adventure

REVIEWED ON

Mirror’s Edge: Catalyst has some great ideas, but a pervasive blandness runs through the whole experience, making it far less than it could have been. Developer: Publisher: Distributer:

DICE Electronic Arts Prima Interactive

PARENTAL ADVISORY

16+ gamecca85

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

x360 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

75 101


E M W A IE G EV R

The Technoman GAMING

Too many Martian rabbits…

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The Technomancer

by Walt Pretorius

ncer

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elite warriors have learned how to control the power of electricity to turn them into better warriors, making them – according to the game’s lore – dominant powers on the battlefield. They are near-mystical warriors who uphold peace, justice and all that other stuff, making them members of a sci-fi trope that has been around for ages. You know the one I mean. Anyway, the Technomancers are somewhat removed from governmental duties, but lend their services where needed, and are useful tools to the corporations that run Mars. This all works out to be a really decent backstory, and the setting is a beautifully realised version of the Red Planet that is interesting and compelling. The Technomancer takes place in a world full of details and disparities, and wandering the street of Ophir (the place you start) is very different to exploring the

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f you didn’t play Mars: War Logs – and many people didn’t – you can still draw every possible ounce of enjoyment out of its sequel, The Technomancer. Developer Spiders may have used similar ideas and the same setting (the desolate, sun-baked expanses of Mars) but the tale they tell is complete, and doesn’t rely on anything that came before. In the world presented by The Technomancer, the player finds themselves in the role of Zachariah Mancer, a newly minted Technomancer who find himself in an ever deepening mire of intrigue. With Mars having been cut off from Earth for some time, society has evolved differently, but the desire to re-establish contact with the planet that first gave rise to humanity is strong with this group. So what is a Technomancer, exactly? Well, these

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The Technomancer

nooks and crannies of the fabled trader city Noctis. The locations all have distinct feels and flavours and, as far as world building goes, Spiders did things right with The Technomancer. It is important to note, at this point, that the ideas and goals behind The Technomancer are very similar to those that one would see out of a AAA open-world RPG adventure. And while The Technomancer is an open-world RPG adventure, it isn’t a AAA title, and consequently wasn’t developed on a AAA budget. What this means is that the developers had their hands tied – either through budget or possibly even inexperience – in a number of areas. The result is a game that is crammed with good intentions, but that loses sight of some elements at times, and under develops ideas at others. Take, for example, the lead character. Zachariah

Mancer could, potentially, have been an awesome character, but he is never really explored in meaningful ways. From the start, at which the player has a limited number of character creation options, Zachariah feels a little flatter than he should. Sure, you can argue that the player needs to define the character through the game’s morality and choice system, but even this feels underbaked, as though there are no real lasting consequences to actions. Doing something to piss off a faction leader should have consequences, but aside from a stern talking to, there really doesn’t seem to be any more impact. The next time you meet that leader you get the same breezy greeting you did as the last. This really is something that could have been solved had more money been thrown at The Technomancer. I know it sounds odd, but a bigger budget gives developers

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bad in its current state). Mission variety could have been increased (because at the time of writing, everything feels very similar in terms of “go there, beat up those guys, come back”). And then there’s the combat system. Here The Technomancer both shines and doesn’t, all at the same time. Using weapons modified by the crafting system and skills purchased using a rather nice three different development trees, the player takes on enemies in a brawler fashion that feels a lot like the Arkham games. Even better, the player can choose between three different combat stances – the defensive mace and shield, the fast gun and dagger or the somewherein-between staff) all of which are supported by Technomancer abilities like electrifying weapons, engaging an armour-buffing field or shooting out bots of

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more to work with, and this is a case where that really could have made a difference. Similarly, the presentation of the characters, in terms of voice acting and facial animation, could also have benefited from bigger budgets. Better voice talent would not have gone amiss, and capturing actor’s faces may have resulted in something better than the stoic, dead-pan faces we find here. It feels as though the dead rocks and buildings of the setting are more lively than the characters at times, which is sad, because there is a lot of space for exploration here. More exploration could have happened in many areas of The Technomancer. We’ve touched on the morality system already, but there are other areas that could really have been fleshed out. The crafting system, for example, could have been deepened (although it isn’t

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The Technomancer

electricity at enemies. The idea is fantastic and, for the first few hours at least, it works out pretty well. After a while, though, you come to realise that the perks given by new skills and abilities, as well as those granted by crafting equipment upgrades, don’t seem to touch sides. You’re just as likely to get thumped at higher levels as when you first start out. Even the lauded Technomancy skills feel like they have very little impact on enemies. Yet with all that said, there is something oddly compelling about the experience. Personally, I found the game drawing me back in, and while later sessions may not have been as long as the earlier sessions were (to combat the repetition that has crept into the missions) there was a constant need to do one more mission, to get one step closer to finding out whether Zachariah would fulfil his destiny. I don’t know if it was the setting or the

narrative, but I found myself constantly pulled back to The Technomancer. The Technomancer is a valiant effort at a massive undertaking – one that might make the most seasoned AAA developers take pause. Spiders’ efforts are extremely brave, but it does feel like they were just chasing too many rabbits here. The result is a lot of systems and working parts, but none which are truly fully realised. Add to that a few bugs, and The Technomancer may not sit well with many. If you’re the forgiving sort, though, and you’re willing to take your time with The Technomancer – as well as forgive a few of its oddities – you will be able to draw some enjoyment out of the game. And hopefully it is a sign that Spiders could take a run at a AAA title, provided they have the funding to back their efforts up.g

AT A GLANCE Adventure

REVIEWED ON

The Technomancer really is a valiant effort on the part of Spiders, but it suffers from having AAA ambitions on a much lower budget. Developer: Publisher: Distributer:

Spiders Focus Home Interactive Apex Interactive

PARENTAL ADVISORY

16+ gamecca85

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

x0 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

72 107


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Trials of the Blood Dragon GAMING

Bike ‘n’ hike…

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GENRE

It’s got some good bits, but

and a short play time drag this one

PC X0 PS4 Wii U X360 PS3 PSV 3DS

16+

RedLynx Ubisoft Online

Violence Language Sex Drug Use Prejudice

AWARDS Platinum Gold Silver Bronze Ed’s Choice

Score

55

AT A GLANCE

PARENTAL ADVISORY

REVIEWED ON

PLATFORMS

down.

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by Rob Edwards

inconsistent quality

Developer: Publisher: Distributer:

gamecca85

Platform

XO

in numerous flavours. When you’re playing the more traditional Trials parts of the game, it’s immense amounts of fun, and provides the player with some of the best courses we’ve seen in any Trials game. The action is intense and over-thetop, and stunts are further enhanced by the addition of a grappling hook, and the ability to shoot (from time to time) enemies while riding. Trying to accurately hit bad guys while you’re balancing the bike for a landing that won’t see you lying face down in the dirt is tricky, fun and often frustrating. Trials of the Blood Dragon is unforgiving, and even the slightest mistake will see the player sent back to one of the games well placed checkpoints. Interspersed with that are section when the player has to go out on foot. These platforming levels are completely underwhelming, reverting to outmoded ideas for platforming that fall flat rather than shine. It’s quite jarring going from the bike sections to the platforming bits, really, and the game would have been better off without them. Not that you’ll have to put up with them for long; Trials of the Blood Dragon can be finished in a round four hours. That’s pretty standard for downloadable stopgaps these days, but the developers really could have given us more of the bike bits and less of the nasty shooting sections. And they could have worked on their presentation a bit more, too, particularly in terms of the voice acting. In the end, it’s a fair distraction, but the shift of focus away from the more traditional Trials game dynamics doesn’t do it too many favours. It’s a pity… a little more care in the platform sections (or leaving them out entirely) would have seen better results. g

Trials of the Blood Dragon

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he Trials games have always been something that players either love or hate. They’re extremely popular, but they’re still not everyone’s cup of tea. The idea behind the Trials series is navigating a motorcycle along a stunt course. It’s not realistic at all, and works out to be more of a physics toy than a bike simulation. Additionally, the game might seem like a 3D title, but the single direction the player can move in really amounts to not much more than 2.5D at best. Still, people enjoy the crazy jumps, weird physics and speed of these games. So when, at E3, Ubisoft did a surprise announcement – and immediate release – for Trials of the Blood Dragon, people got all excited. Here was a game that not only brought more Trials goodness for fans, but also meshed it with the Far Cry 3: Blood Dragon spin-off. The end result is a game that melds the quirky motorcycle physics of Trials with the cheesy ‘80s inspired action of Blood Dragon, complete with cybernetically enhanced heroes taking on all kinds of bad guys. It sounds great, right? Well, it is, and it isn’t. Trials of the Blood Dragon shines when it concentrates on the motorcycle bits, but when it resorts to action platforming, it falls flat. The player controls twins who, when they lost their father, became cybernetically enhanced soldiers. They travel the globe at the behest of the military; the game starts in Viet-Nam, where they have to free POWs, and then moves to busting drug rings in a nod to shows like Miami Vice and chasing artefacts as a tip of the hat to the Indiana Jones movies, and so on. It is full of tonguein-cheek references to that bygone decade that might well be lost on younger players, and provides cheese


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Rocket League Still keeping up the pace

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makes for a great addition to this near-revolutionary game. If you have been living under some kind of rock for the last year and don’t know what Rocket League is, pay attention. It is, on the surface, an unassuming title that sees teams of cars take each other on in a game of soccer (or, as Rocket League has it, Soccar). It’s simple in its premise, and easy to control. But if you add overstated physics to the mix, things get wild – and that’s exactly what developers Psyonix did. Rocket League is crazy in almost every aspect. Trying to get the massive ball into a really small goal area aside, the tricks and stunts that players can pull off in the game are insane. Here it is possible to perform a bicycle kick with a car. And drive on walls. And flip over in mid-air, without the need for a ramp. And even

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ne would have thought that the massively popular Rocket League would have been given a physical release long ago but, partly due to the success of digital downloading, it has taken almost a year for us to see this crazy game appear on disk. Since its digital release in July 2015, Rocket League has seen around 4 million sales worldwide, and one would wonder of bringing a physical edition to shelves is maybe a little after the fact. But the best way to approach this release is as a special edition, which is exactly what it is. It includes numerous extra content packs, including Supersonic Fury, Revenge of the Battle Cars and Chaos Run, as well as the Hoops and Snow Day game modes. If you haven’t played Rocket League yet, this is precisely the best place to start. Even if you have, the extra content

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Whether actually playing the game or customising the collectible cars, there is a surprising amount of fun to be had with a game that has such a simple idea fuelling it. Psyonix was obviously doing well with the digital version of Rocket League, but a new deal with publishers 505 Games sees this physical copy arrive. The question of whether it arriving a year down the line is just a little too late is valid, but the pure quality of the game, as well as its perennial nature, makes the timing a little moot. Sure, there are millions of people already playing the game, but this blows the doors open for those who, despite having an online connection, didn’t want to undertake downloading the whole thing. Also, the added content (including the awesomely fun basketball-style Hoops game made) means that getting the best out of the game is easy. g

AT A GLANCE Sports

REVIEWED ON

This insane car-soccer game finally gets a physical release, and it’s brimming with extra content and chaotic action.

Developer: Publisher: Distributer:

Psyonix 505 games Apex Interactive

PARENTAL ADVISORY

3+ gamecca85

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

PS4 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

86 111

by Rob Edwards

drive on the ceiling of one of the game’s bright and vibrant arenas. Rocket League is, quite simply, almostorganised chaos. But if you get onto a team with some great players, it also has lots of strategic depth. Despite the chaos, strategic play is possible here, and Rocket League has become a massively competitive game, without compromising the fun that runs through its veins. Rocket League looks and feels good to this day. Being able to say that about a year old title in the fast moving world of video games is something, actually; the industry changes and evolved extremely quickly, but Rocket League has managed to stay head to head, thanks to initially great design and a compelling game dynamic that is extremely simple to learn, but difficult to master. And it’s addictive, too, which helps a lot.


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7 Days to Die GAMING

Taking survival one day at a time…

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GENRE

It’s full of bugs and problems, but 7

right kind of player) will become a compelling survival

PC X0 PS4 Wii U X360 PS3 PSV 3DS

18+

The Fun Pimps Telltale Games Online

Violence Language Sex Drug Use Prejudice

AWARDS Platinum Gold Silver Bronze Ed’s Choice

Score

65

AT A GLANCE

PARENTAL ADVISORY

REVIEWED ON

PLATFORMS

experience.

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by Alex Scanlon

Days to Die (to the

Developer: Publisher: Distributer:

gamecca85

Survival

PS4

When you bring in the multiplayer element, it gets even better, as you work with a group to achieve common survival goals. The game also has numerous tweaks and setting options, including daylight time, real time day length, and zombie numbers. Any of these can also be changed at the next reload, which is pretty handy. On paper, it all sounds excellent but, sadly, 7 Days to Die has numerous problems. The graphics, for example, are less than stellar, and several aberrations can be found within the game’s visuals. The sound, too, seems a little off at times, although it’s a better bet than the looks. Frame rates take alarming dips every now and then (for no apparent reason), and the controls feel sluggish more often than not. Even worse, 7 Days to Die is rife with bugs. They’re generally little things, like getting stuck on geometry, but every now and then, when a valuable item disappears (a thankfully rare occurrence) it’s enough to make you go postal. And yet, 7 Days to Die is extremely compelling. Sitting through nights wondering if your defences will hold, or spending a day scouring for eggs and other food sources to prevent yourself from starving, or carefully exploring a deserted building in the hopes of finding a good weapon or some schematics (or even clean drinking water) has an odd, masochistic appeal to it, and there are players out there (myself included) that will return to the game time and again… even though they know it will likely frustrate them with its problems. 7 Days to Die is an extremely ambitious game, and perhaps The Fun Pimps bit off a little more than they could chew here. Perhaps a few patches can sort things out… I hope so, because this title really has potential. g

7 Days to Die

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ost of us have, at one time or another, allowed our imaginations to toy with the idea of what exactly we would do to survive an apocalypse. Sure, it’s mostly joking, and based on the assumption that we would be one of the few to escape the event that destroyed humanity, but it is still an interesting mental ramble. 7 Days to Die is a game that allows you to take those ideas a step or two further, at least with the logic applied to a game world. Developed by The Fun Pimps, 7 Days to Die is an odd mix of genres, bringing together elements of defensive games, survival horror and extreme crafting. Think Minecraft meets Dying Light, and you have a pretty clear idea of what is on offer here. The game starts with the player having very little to show… a bottle of water, a single bandage, a torch (the fiery kind) and some underwear. From there on in, it’s a fight for survival. The game quickly has you crafting basic tools and clothing, rudimentary shelters and weapons. The player then needs to get to the task of surviving, and numerous elements come into play. Hunger, hydration and temperature all play a part, as do hazardous environments and, of course, shambling zombies out for flesh. During the day, they move slowly and are fairly easily picked off… but at night they turn into fast predators. Players can, naturally, explore the world to gather resources, discover useful items and learn new crafting techniques. In addition, the game will force the player to think about things like proximity to water sources, presence of predatory animals, viability of fertile land for growing crops, and much more. It is, overall, a great idea.


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Sherlock Holmes: The Devil’s Daughter A new mystery

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“portraits” of the characters you meet, and putting everything together on the deduction board. That’s a strength of the series: it makes you think. The stories and cases told by Devil’s Daughter are well put together and sometimes complex, making for some entertaining armchair investigation. This is not an action packed title. In fact, the little action that there is, is generally dealt with by means of QTEs, rather than player directed actions. But that’s the nature of the game and the series, and anyone expecting run-and-gun mechanics from a Sherlock Holmes game really should research their literature a bit better. It’s thoughtful, pedantic and, for the right kind of player, thoroughly entertaining. There are also numerous minigames spread throughout the game to keep things fresh and entertaining. While it seems, then, that Sherlock Holmes: The Devil’s Daughter is akin to the perfect point-and-click adventure

GAMING

rogwares have, for some time now, produced games set in the world of Sherlock Holmes. And just like so many of the other media, like TV shows and movies, have their own take on the super sleuth, so do Frogwares. But this time around they are varying things within their own version of Holmes a bit, introducing a detective slightly different from what we have seen before, and adding a slight occult overtone to the game. In Sherlock Holmes: The Devil’s Daughter, the sleuth has an adoptive daughter – something that was never explored by even his creator, Sir Arthur Conan Doyle. Yet there she is and, quite frankly, her inclusion in the game’s tale does work. As with previous Sherlock Holmes games from Frogwares, the player will need to solve multiple convoluted cases – five, in this case. Working a case comes down to exploring in a point-and-click style while discovering clues, piecing together

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and it can happen a lot here. Graphically, the game looks alright, if not exceptional. The problem is that, even with mediocre graphics, the game suffers from frame rate issues and screen tears, even during (almost unbelievably) cut scenes. And then there are the loading screens. There are a lot of them, and even setting the option to seeing Himes travelling to a new location, rather than the generic loading screen, does little to alleviate the high degree of irritation siting staring at frequent loading screens can engender in even the most patient of gamers. In the end, Sherlock Holmes: The Devil’s Daughter will deliver a great story to those who play it, which will arguably be what they are after. But its sedate nature and numerous inconsistencies may frustrate some… ultimately, this is a game that requires patience, not only in solving the puzzles, but also in getting through its mechanics. g

AT A GLANCE Adventure

REVIEWED ON

Although the story is great, Devil’s Daughter is full of inconsistencies that may drive some players off of the deep end.

Developer: Publisher: Distributer:

Frogwares Big Ben Interactive Apex Interactive

PARENTAL ADVISORY

16+ gamecca85

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

x0 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

71 115

by Walt Pretorius

for mystery lovers, there are a few elements that bring the experience down a peg or two. Most of them stem from inconsistency; surprisingly, Devil’s Daughter is almost free of bugs, with problems arising from poor design rather than poor coding. The inconsistency starts with the voice acting. It ranges from really good right down to really bad, with Holmes – the main character, mind you – never achieving anything more than an inconsistently average line delivery. That’s pretty disappointing, and his overplayed aloofness never allows you to connect with him… or even like him much. And then there’s the environment. Devil’s Daughter offers surprisingly large, almost-open areas to explore, filled with wellpresented sights and sounds. But when combined with floaty controls and odd collision boxes, the game can get frustrating. Getting stuck behind geometry is a pain, no matter who you are,


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There is really nothing good that can be said about the colossal waste of time that is Goat

REVIEWED ON

XO

Simulator. PLATFORMS

Developer: Publisher: Distributer:

Coffee Stain Coffee Stain Online

PARENTAL ADVISORY

12+ gamecca85

Violence Language Sex Drug Use Prejudice

AWARDS Platinum Gold Silver Bronze Ed’s Choice

Score

Physics simulator

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE

GAMING Bound of flame

New heights of pointlessness…

30

by Rob Edwards

Goat Simulator

hile a lot of people use video games to kill time, there are limits on just how much a waste of time a game should be… at least in my book. Goat Simulator crosses that line and runs gleefully as far as it can into the realms of utter pointlessness, like a kid on a sugar-rush in a toy store. In this game – although calling it a game is something of a stretch, really – the player takes on the role of a goat. And, as that goat, they cause havoc, running into people and knocking them over, trashing the environment and generally getting up to crazy antics that do little more than amuse for a short time. You’re not going to be playing this game for any protracted periods of time, that’s for sure. Goat Simulator is best (once again, a loosely used term) when it is experienced in short doses, and even then it’s still pretty stupid. It really should be called “Inane Physics Simulator”, but even that title would be inaccurate – the physics model in Goat Simulator is nowhere near realistic, and the end product is mayhem that loses its appeal rather quickly. Sure, mayhem is fun, but mayhem needs some kind of point. Goat Simulator is totally devoid of purpose. It is not a way to waste time, it is a waste of time. If you’re the type that gets their kicks out of inane physics experiments within games, like seeing how far you can send object A flying when you blow up object B by sending object C careening into it, go ahead; you may well enjoy the silliness. But if you want even a modicum of depth or meaning in your games, avoid this one like the plague. g

Goat Simulator

E M W A IE G EV R


Gone Home

e m w a ie G v e R

Gone Home

Not the most warm welcome…

and a brilliant atmosphere, Gone Home is a fantastically creepy horror

PS4

game. PLATFORMS

Developer: Publisher: Distributer:

guys telling the story are able to predict what we do in games so well. This console version is very welcome, thanks to the fact that the control setup works so well with Gone Home. It’s a compelling, engrossing tale when all is said and done, and horror fans will really enjoy exploring the deserted family home – likely leaving every light in the virtual house on as they go. Gone Home is one of those games that manages to get so much right that one has to wonder why there isn’t more noise being made about it. It’s a funny industry... g

Developer Publisher Distributer

PARENTAL ADVISORY

16+ gamecca85

Violence Language Sex Drug Use Prejudice

AWARDS Platinum Gold Silver Bronze Ed’s Choice

Score

With great story telling

REVIEWED ON

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE

GAMING

Horror

of tension within the title, which now is finally available for consoles. Gone Home is a scary game, without a doubt, and the tension builds to a massive fever pitch – when the frights do eventually arrive, they are truly impactful. Developers Fullbright show an extremely keen understanding of human nature, and have even included little jokes and easter eggs to demonstrate this. There’s something creepy about the fact that they can predict player habits so well, and it adds a little to the games scare factor in knowing that the

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t may be almost three years old, but Gone Home is still a masterful bit of video game story-telling. It tells the tale of Kate, a young woman who returns home after a European tour. She goes to her family’s new home (which she has never seen before) and finds it deserted – her mother, father and sister are missing. The player then has to guide her in finding out what happened. The entire story takes place in the darkened, unfamiliar house, and by employing some really clever techniques, the developers have managed to create massive amounts


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his Swedish team of game developers has set their standards high and have dedicated their time to reaching them. Inspired by classic FPS titles, Digital Days Entertainment aims to keep things

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Studies...

By Nthato Morakabi

theDAYS straight and simple, while still surpassing expectations. They took the time to chat with us about their approach, their inspirations, and finding the time to make games while still studying… gamecca85

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GM: Core Elements Origins looks like an amazing title. When did Digital Days Entertainment start, who founded it and who have been the key people behind it? Also, why did you choose the name Digital Days Entertainment? DDE: Seven of us started up Digital Days Entertainment back in 2014, when we had ideas on a game we wanted to make. The name Digital Days Entertainment came after we said we live in the Digital Days. It was a joke for a few days and then we decided on that name.

GM: What was the first game you thought of that turned from idea into implementation? DDE: This is our first game that turned from an idea into implementation.

GM: Do you have a phrase as a game development company that you live by? Have you lived up to it? DDE: We do not have a phrase we live by but one that we like is, “Your dreams and ideas are never too small to make a game of”. We don’t know if we have lived up to it yet but we think the gamers will like what we have created.

GM: How big is gaming in your life? How long have you been playing games for? GAMING

DDE: Gaming is a big part of our lives. All of us here at Digital Days Entertainment

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have been playing games our whole lives.

GM: Was there a particular game that lead you towards game development? What was that game and what about it stood out for you? DDE: Battlefield 1942 was what inspired us to make a shooting game. We played it, thought it was amazing, and wanted to do something like it. After a long time of learning to make games we finally are able to do it! Then we took inspiration from the CRYSIS games, the future aspect of our game is from those games.

GM: Did the team study game development or did you all study something else and then worked your way towards becoming developers? DDE: We are all currently studying and game dev is what we do in our spare time. We have learned most of game development from the internet and magazines. School got us together so sometimes it can be amazing!

GM: In light of your still new experience in the game development world, do have any insight as developers for other aspiring developers. Would you encourage them to study game development or make their way another way? DDE: We are not really experienced in the game development world but we will tell you to not overdo it gamecca85

and try to be professional like Valve or Ubisoft. Don’t try to make it look like those games, make the gameplay as good as them.

GM: Some very wise words, and with the fact that you are still studying and working part time as Digital Days, what challenges have you faced so far and how are you coping with them? DDE: It’s a struggle to make a game and have school at the same time because you just have your spare time to make the game. But when we get together and sit down for 24 hours straight, we accomplish many great things for the game. We all just try to develop our games as much as possible on our spare time and on the weekends we can make a game for half the day and then meet friends etc. for the rest of it.

GM: What does being a game developer mean to you as both a gamer and as a developer? DDE: It means that we can’t play as much games as we used to. But when we play a game we get really inspired and take stuff from the games and combine them with what we think would make it even better. As a gamer we know what people like and what we as a gamer would want in a game so that makes some decisions much easier.

GM: Are you part of a game development community? What is that community?


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With these abilities he can manipulate the core elements of the earth for his advantage. You will be able to get more health, deal more damage when you do a melee attack, and many more abilities. This system is called “the Element System”

something original after Core Elements and maybe after that, a sequel to Core Elements.

GM: How has this community guided/helped you in your development?

GM: What makes Core Elements different or sets it apart from other games being developed?

DDE: We have many favourite games but it will be Battlefield, CS:GO, Rainbow Six Siege and many more shooters. As you can see we really love shooter-games and we love making them. We like playing CS:GO because it is very tactical and from that we have wanted to make a tactical multiplayer in our own game.

DDE: The community has helped us know what they want in a game and made us feel better about some decisions. They can really guide us to make our game even better than we already think it is. The community has also made stuff for us that we use in our game and they have even helped us to find talent that would offer us stuff for the game.

GM: That’s really great to see the community so involved in other people’s games. So now what inspires the team at Digital Days Entertainment? Things like books, music, movies? DDE: We get inspired by playing games. When we play games we want to make our game even better and try to not make the mistakes we see in the games we do play.

GM: I’ve been looking up Core Elements Origins and it looks amazing. Can you tell us little more about your game? What is it about? DDE: Core Elements Origins is about a soldier who gets special abilities,

DDE: We have seen issues in CRYSIS and Battlefield 1942 and we try to not make them in ours. An example is that CRYSIS focused too heavily on graphics, losing focus on gameplay which made the game boring.

GM: Battlefield 1942 and CRYSIS inspired the game, but how has this influenced/helped your game? DDE: We think our “Element System” will set our game apart from others as we have not seen anyone do it. When we combine that with shooting, it gets really fun.

GM: Sounds like a great game for sure, so what platform are you releasing to and what is the release date? DDE: We are releasing it on PC late 2017 or early 2018.

GM: Are there other games you want to develop after Core Elements Origins is released? DDE: We do not have any plans but we will make gamecca85

Indie View

DDE: We aren’t really a part of a community but we are active on forums like Cryengine and some other game dev forums over the web, promoting our game and helping others make their games just as great as we make ours.

GM: This is just for fun for our readers; do you have a favourite game/s and why are they your favourite?

GM: And what are you all currently playing and can I guess it’s a first person shooter? DDE: Haha yes, currently we are mainly playing Rainbow Six Siege and CS:GO.

GM: And if you could choose any game to develop, old or new, what game would it be and why? DDE: We are interested in VR and a space game wouldn’t hurt. But we don’t know. We want to make a VR game because we think it’s the future of gaming and we think it is really fun to play with the technology.

GM: Well it’s been great chatting to you guys, looking forward to seeing Core Elements Origins released. g 123


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Legacy: D Kee GAMING

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Legacy: Dungeon Keeper

Dungeon eper

ay’s work...

By Lein Baart

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on expanding the world in which

mainly touched

Dungeon Keeper took place. By all

on those games

accounts it was reasonably smooth

that have indelibly

sailing from this point onwards, and

altered the face

by June 1997 Electronic Arts had

of gaming, blazing

shipped the game to a very eager

trails that are

public.

often still followed today. However there are a select few titles that are noticeable for their utter uniqueness, and while their impact may be small in the bigger picture they are nonetheless worth remembering. In the early days of gaming Bullfrog seemed to produce these seeming at will, and of these Dungeon Keeper remains one of the most loved and cherished.

Why do we care?

Dungeon Keeper was a triumph

both in mechanical and creative terms. Though it is technically recognised as real-time strategy, the gameplay was unlike anything that came before it, with players required to entice minions into their lair by

Why was it created?

offering food, gold and pastimes,

The ‘90s was an era in which

polished and balanced, and backed

individual developers could make a

by graphics and audio that were

name for themselves, and Bullfrog

considered excellent for the time.

co-founder Peter Molyneux, probably

all the while fending off heroes of the land and rival keepers. It was

What truly made Dungeon

best known today for Fable, had

Keeper stand out though was

certainly done so, being integral to

its sheer daring and innovation.

the creation and development of

From recruiting creatures such as

seminal games such as Populous,

masochistic leather-clad women to

Syndicate and Theme Park. Initially

the hilarious monologues before each

dreamed up Molyneux after watching

mission describing the disgusting

a James Bond film in which he felt

wholesomeness of the land you were

sorry for the villain having his based

about to conquer, the game delivered

destroyed, development on Dungeon

an unrestrained joy in taking up the

Keeper began in 1994 and remained

role of the villain. While there have

a relatively low-key project for the

been a few attempts to recapture the

first two years, with developer Simon

essence of Dungeon Keeper over the

Carter writing around 800 000 lines

years, including EA’s horrible free-

of code by himself. It was only in

to-play Clash of Clans clone, none

early 1996 that the studio gave the

have truly come close to providing

game its full attention, as having

the spirit and freedom the first game

tried to rush a version in time for

offered, and to this day it stands as

the previous year’s Christmas the

one of the most original titles in PC

team chose to concentrate instead

history. g

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his column has


FeatureS 130

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Cool stuff 138 140 144 144 148 152 154 156 158 160 162

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Bang & Olufsen BeoPlay A1 Shadows Over Normandie Ticket to Ride Call of Cthulhu 7th Edition Vampire: The masquerade 20th Anniversary Edition Quantum Break: Zero State Red Right Hand Civil War II #1 Han Solo #1 Penguin- Pain and Prejudice TP Vol 1 Squarriors - Spring TP Vol 1

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hen you talk about role-playing games, particularly to players who have been around for a while, Call of Cthulhu invariably comes up. This horror role-playing game, set in the universe created by H P Lovecraft, has been a firm favourite among role-players for around three decades. And now, just when fans though that all was, indeed, lost, a new edition has 130

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g the Call world’s favourite horror RPG

been released. Aside from reviewing that new seventh edition of Call of Cthulhu in this issue, we also got an opportunity to speak to Chaosium’s Call of Cthulhu line editor Mike Mason. He took time out of his schedule to chat to us about changes in the new book, how mechanics can work with storytelling, and why Shub-Niggurath is his favourite Cthulhu Mythos monster… gamecca

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GM: It’s been a while since we have seen a new edition of Call of Cthulhu, but now we have the seventh edition. What’s new?

MM: Effectively it’s the same game. Previous editions of Call of Cthulhu have been evolutions of the rules, but never more than tweaks and adjustments. When new rules came in previously, they were bolted into the rule book. Over 30 years plus, the rule book has grown in size, and information has been spread around. The rules became a little disjointed, and the logic flow through the rule book went askew. With the new edition we’ve rewritten the rule book from the ground up, so the flow of information is consistent and makes sense. It’s easier to find your way around, and things are where you’d expect them to be. On the rules side, there’s been some streamlining to the game, and providing more advice and options, and mechanics for the Keeper to use effectively. Key

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things would be around combat. Previous editions of the game used a sort of “I go, you go” kind of roll. We have changed that to an opposed roll. In previous editions of the game you could have a situation in combat where everyone was missing each other and not a lot was happening in terms of combat. Moving that to an opposed roll means that it’s far more likely that something will happen in every round of combat, because someone is going to win that opposed roll. It makes the combat a little more dynamic and quicker, and means that something is more likely to happen, which tries to mirror real life to some degree – there’s always something happening in combat, you don’t just stand there missing each other for ten minutes. Another thing that has changed is the grapple skill. If you look back over many years, no-one could really on how grapple worked. It wasn’t a very clear rule and there was a lot of interpretation given to it. So we did away with the grapple rule and replaced it with something called combat manoeuvres, which essentially does the same thing. But it also opens it out to span all kinds of things that can happen in combat that aren’t causing damage: you want to disarm an opponent, you want to gain an

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upper hand, or physically hold or grab or tackle an opponent. These things are all covered in combat manoeuvres. It operates exactly like making a hit roll. It’s very easy and intuitive and opens up the possibilities for players and the Keeper in the game. We have also brought in pushing a roll, where you can effectively have a second attempt at a skill roll. If you fail a skill roll, you can take the roll again, but you have to justify what extra effort your character is making for the second attempt. It normally means that there is more risk involved. The stakes are that much higher, and if you fail the pushed roll, the Keeper has the option to make the consequences that much worse; because you have risked more, the consequences of failure are more serious. It helps build some tension and allows the game to move forward. It brings more drama to the skill rolls.

GM: You’ve spoken quite a bit about dice rolls. How important are these to Call of Cthulhu, which is a game that also opens up massive potential for great role playing and story creation? MM: Call of Cthulhu is very much about telling a shared narrative and building a story. What we’ve tried to


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do is incorporate the dice rolling to actually assist with that. The dice complement the story telling. You can bounce off of the dice rolls and create a better story. Pushing is a great example of that, because it pushes the story along as well as moving things along mechanically. It’s mirrored by the sanity system, which remains pretty much as it’s always been. However, there wasn’t a lot of guidance or mechanics in older editions for what happened when a character failed a sanity roll and went temporarily insane. Because there wasn’t much defined in terms of guidance, it was open to all possible interpretation, so it ran the range of really cool role playing situations to really poor ones that could almost break a game. In seventh, after you fail a sanity roll, there are more mechanics to help build the narrative. Because these mechanics help to define what happens next, it’s easier for the Keeper to incorporate that into the story. They help create a clear and consistent direction for the story. We’ve also added a new component to character generation. There’s always been a background section on the character sheet, but we pulled it apart a little bit and worked it into key

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sections. We ask player to think about things like who are the people most important to their character, what are their treasured possessions, are there any places of significance to them, what do they look like, what are their personality traits. You can define these in short sentences on the back of the character sheet. They help you get a feel for your character and bring them to life somewhat. But equally, in terms of the mechanics of the game, those back story elements can get corrupted and twisted by the Keeper, according to circumstances. It helps to bring another layer of story to the game. So yes, story is very important in Call of Cthulhu. To help the story, we have tweaked some mechanics and introduced some new ones that build on that ideology and actually help the story telling. They are entwined in the story telling on a greater level.

GM: Do you think that Call of Cthulhu has a wide appeal, or is it a game aimed at a specific kind of role-playing focussed player?

MM: I think Call of Cthulhu has a very wide appeal. It’s one of the few games where people that have never role played before have it as one of their first experiences.

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While there are many role playing games, there are very few that act as a gateway to role playing, and Call of Cthulhu is one of them. There are a number of reasons why that may be, but certainly story-telling and being immersed in a mystery or horrific scene are quite appealing. The story grabs you and pulls you in, and you want to find out the truth behind everything. Equally, it is a game that is unbalanced. When you roll up a character, you’re creating a normal person. You’re not creating a barbarian from the wilderness or a spellwielding wizard. You’re rolling up a detective or a librarian or a shop cleaner or a doctor; they’re regular people doing regular jobs that you can easily identify with. If you’re playing a doctor you immediately get s a sense of “well, this is the kind of doctor I want to be”. You don’t have to make a leap of imagination, like “what does a barbarian do.” You’re a librarian. You know what you do. Now you can get on with playing the game. The barrier to entry is very low. And because the system is a percentile system, it’s very intuitive. You can look at your character sheet and very quickly see how well you can do things, based on the percentage score. All that builds back into


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the story. You can have a believable, ordinary character, and then all of a sudden you’re put into this unexpected, possibly dangerous and gripping situation. It appeals because it’s a mirror of the real world. You don’t have to second-guess the word you’re operating in. That helps the appeal.

GM: Even when it’s set in a different era? MM: Even then, yeah.

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GM: Do you find that the 1920s era is still the most popular setting for Call of Cthulhu?

MM: I think it hold a lot of charm for people. It’s near enough to the modern day that it’s not alien – they had telephones and cars – but there is also that slightly different charm to it. The world is slightly slower, there’s a vintage, golden age feel to it. It also an era that brings up some powerful images for us: prohibition, gangsters, the end of World War 1… all of these loom large in our cultural identity and history. It’s nice to play in that era. However the modern era is still very popular, and we’ve written the rule book to accommodate both settings. There’s a lot more information on the 1920s, but equally there’s a lot of information on the modern era. There’s not as much background information

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on the modern era, because we know that world well. It’s the world we live in.

GM: You’re obviously a huge fan of Call of Cthulhu. Every fan has a favourite Outer God or Great Old one, or whatever… so who is yours?

MM: (Laughs) I think it has to be ShubNiggurath. The Black Goat of the Woods with a Thousand Young, this otherworldly, strange fertility deity that is able to spawn monsters continuously. And the cultists of ShubNiggurath tend to be really quite crazy. Logic and sense don’t tend to apply to them, and I like the wilful craziness of them. The Cult of Cthulhu tends to be organised and calculating, cold and cunning – which is great – but I like villains that will do the least expected thing and the hell with everything else. They are fun to play as villains.

GM: It can be quite a crazy game… MM: That’s one of the things I love about it. Your team can be totally in control and the next second there’s panic. It can turn on its head in an instant, and that can create some great role playing moments.

GM: Now that seventh edition is out, what can we expect

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from Call of Cthulhu in the future?

MM: We have Pulp Cthulhu coming out soon. It’s a supplement to the rule book for those who want a more action oriented game, with characters who are larger than life. It gives longevity to characters, which should shake things up a bit. We also have Doors to Darkness, a collection of scenarios for new players and Keepers, with lots of advice and guidance. And even if you’re not a new Keeper, they’re great scenarios. We have a lot of books in the works. Chaosium developed a reputation for slow output over the years, but we’ve turned that on its head. There’s a Gaslight campaign, set in Victorian England. We’ve never done one before, so it’s exciting. We have a campaign based in Tibet and India. And we are revisiting some of the older, classic stuff. Things like the Lovecraft Country series of books, which have always proved to be very popular.

It certainly seems that there are great things coming for fans of Call of Cthulhu, and with all the new and exciting products that will soon be arriving, it seems that this game will remain ever popular… at least until the stars are right. g


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Bang & Olufsen

BeoPlay A1

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Style and substance

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aying that Bang & Olufsen produce devices that deliver great audio is starting to become redundant; this company really knows how to make headsets and speakers that truly deliver the goods. So what it really comes down to now – seeing as we know that the audio quality is great – is innovative design. And in that department, the BeoPlay A1 is a winner. This Bluetooth speaker is tough and easily portable (although surprisingly heavy). In addition, all of its controls are touch sensitive, meaning even less opportunity for damage to moving parts. A great battery life and stylish looks round out this overall excellent device..g

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ShadowsoverNORMA

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Taking on the sevants of Cthulhu, WWII style...

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#of Players:

2-3 Players

Play Time:

30 minutes

Manufacturer: Distributor: Online:

Devil Pig Games SolarPop www.devil-pig-games.com gamecca85

Summary

AT A GLANCE

Tactical Strategy

The rules are complex and there are tons of tokens, markers and other moving parts in Shadows Over Normandie. It’s a great game for those wanting a Cthulhu themed staretgy challenge.

Ages

13+ 85 Score

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by Alex Scanlon

Genre:

little organisation and zip-lock bags beforehand make things a lot easier). Another little problem is that sometimes the rules seem a little unclear on some elements of the game. There’s a lot of information online, if you need clarification of the sometimes complex systems that Shadows employs, as well as collections of extra scenarios. There are even rules for crafting your own scenarios, and Shadows has a pretty healthy community of people sharing their creations online. The game comes with six variable, double-sided game boards that can be set up in a huge number of configurations, and tons of markers and tokens. It also has a dice and card element, for that touch of luck and chaos. The markers and tokens can, at times, be a little difficult to spot, particularly if there is a lot going on, but if you’re paying attention (which you should be) you shouldn’t run into any problems. Shadows Over Normandie is not a light-hearted game to be played with a glass of wine in hand and enjoying a bit of a chat in the background. It can be a demanding head-to-head strategy title, despite the levity that enters into the artwork, and allows two or three players to really try and outwit each other in varied situations. The Cthulhu element adds levels of magic and madness to the game, which make for very interesting encounters. Shadows Over Normandie is a great game if you’re looking for something a more complicated to play. g

COOL STUFF: BoardGames

ANDie

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t times you just need to sink your teeth into something complex, to use your brain on a deep level to best your opponents. That’s where a game like Shadows Over Normandie comes into play. It’s a squad-based strategy title that allows for a surprising level of tactics, for a board game. But that also means that it is a lot more complex than your average board game, too. Based on Heroes of Normandie, and using that game’s same Heroes rule system, Shadows Over Normandie adds a supernatural element to its World War II tactical game dynamic. While on a mission, a group of US soldiers discovers that their enemies are working with the denizens of… wait for it… Cthulhu. Yes, that celebrated horror mythology makes in into board gaming, too, and creates a version of the Heroes system that is intricate, challenging and (ultimately) lots of fun for strategy fans. Aside from the twenty page rule manual (which is quite a lot, if you think about it, making Shadows a game that is not really “pick up and play”) the box includes a booklet that describes twenty scenarios, detailing the missions that the US soldiers take against the denizens of Chtulhu. There is a wonderful feeling of continuity in this, and it elevates the game beyond ‘just a session of Shadows” to a full campaign, complete with consequences. These missions help make set-up a lot easier, but Shadows still takes time to prepare. The game literally has a lot of parts, and sorting through them can be a bit bothersome (although a


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Ride the rails in a cross-continent race...

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AT A GLANCE

Network Strategy

#of Players:

2-5 Players

Play Time:

30-60 minutes

Manufacturer: Distributor: Online:

Days of Wonder SolarPop www.daysofwonder.com gamecca85

Ages

With simple rules, Ticket to Ride is easy to learn, yet possessed of myriad deep strategies… it’s a game every board gamer should play.

8+ 90 Score

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by Walt Pretorius

Genre:

Summary

RIDE

that elegance mentioned before) is that each player may only do one of those things in their turn. This leads to a balance that needs to be struck and takes the game beyond just planning routes between cities. The other beauty of Ticket to Ride is that the overall strategy requires quick thinking at times, and being able to make new decisions of the fly. If another player takes a route that you needed to have in order to complete a particular ticket, you may need to rethink your path very quickly. This ties in to the idea that you can only perform one action per turn, and makes for some exciting times around the board. Ticket to Ride works well with minimum and maximum players as well, with the least being two players and the most being five. Once again, the rules are simple for this eventuality – while many games bring convoluted systems in for fewer players, Ticket to Ride has one simple variation for two or three player games. With great quality in terms of product design and manufacturing, as well as a simple rule set that virtually anyone can get to grips with in minutes, Ticket to Ride is accessible to anyone. But hidden beneath the veneer of simplicity is a wonderfully deep game that allows for numerous different approaches (all of which can work out) and a dollop of luck thrown in. It’s a great place to start out, and a fantastic game for seasoned board gamers.g

COOL STUFF: BoardGames

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ne of the main factors that can dissuade potential players when it comes to new board game experiences are convoluted rules. Flipping through the rule manual during a gaming session is disruptive, and can break the pace of the game. This is one of the areas in which the now-classic Ticket to Ride shines. Sure, it may not be the newest board game on the block, but it is still one of the easiest to pick up in terms of rules, and it is still one of the best entry points into the board gaming hobby. Ticket to Ride’s rules are extremely simple, and it is this simplicity that will have people playing minutes after they first open the box. But the rules are also extremely cleverly constructed, lending Ticket to Ride a strategic elegance that may not be apparent at first glance, but is most certainly present. The premise of the game is that a group of five friends have taken a wager that celebrates Phineas Fogg’s trip around the world in 80 days. Their trip is less ambitious; it’s a train race across the USA. To win, players need to not only dominate rail routes depicted on the game board, but they also need to fulfil Tickets – cards that show two destinations that need to be linked by an uninterrupted railway line. In their turn, players may draw cards (which are used to purchase lines), may purchase a single line, or may draw Tickets. The catch (and one of the things that leads to


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hen it comes to horror-themed role-playing games, few have the legacy that Call of Cthulhu can lay claim to. It’s a true classic in the table-top RPG arena, and one that is well loved by millions of fans the world over. 144

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COOL STUFF: RPG

by Walt Pretorius

Call of Cthulhu Genre: System:

Horror Percentile Skill-based

Publisher:

Chaosium

Distributor:

Chaosium

Online:

Summary

AT A GLANCE

Madness beckons…

www.chaosium.com

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85

Score

The 7th Edition of Call OF Cthulhu neatens everything up and introduces some great new ideas.

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B

ased primarily on the writing of H P Lovecraft and the mythology he created, Call of Cthulhu transports players to a world in which powerful, near mindless entities hold the fate of humanity in their… um… tentacles. It’s a world in which hopelessness prevails, the futility of existence is amplified, and madness holds sway over the fragile minds of the people who discover the truth. Call of Cthulhu is best when played with its original setting, which is basically a modified version of our world in the 1920s. This seventh edition rulebook also incorporates rules and such for a modern setting, but the charm of the 1920s setting captures the spirit of the game the best. In terms of rules, Call of Cthulhu is a relatively

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simple RPG, when compared to some others. Pretty much everything comes down to percentile skill checks, which are extremely easily resolved thanks to a new resisted check system. Other rules, including combat, chases and insanity, have all seen a few tweaks, but (quite honestly) nothing in previous versions of the game was that broken that it needed major repairs. The seventh edition of Call of Cthulhu is, largely, a book in which rules have been reorganised, and the flow of information has been improved. Several bits have been gleaned from the massive amount of source material and supplemental publications as well, bringing a number of extra concepts together to form a massive, and very complete, new rule set for this beloved game.

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COOL STUFF: RPG

And what a game it is. Here is a role-playing game that values role playing. Rather than presenting the player with a bunch of stats to represent their character, Call of Cthulhu pushes the idea of actually playing that role, thanks to including ideas like insanity (which leads to great fun) and the fact that the player’s characters are not super-human heroes, but rather ordinary people faced with unthinkable events. The undeniable mortality of the characters, along with the frailty of their psyches, is the cornerstone of what makes Call of Cthulhu an effective horror game. If effectively presented by the Game Master (or Keeper, in Call of Cthulhu parlance) Call of Cthulhu can be a chilling experience, full of unseen horrors and deep, foreboding dread. But it is also a game that celebrates the pluckiness of the human spirit, even in

the face of unsurmountable odds; Call of Cthulhu is a great role-playing experience, set in a recognisable and accessible world, yet possessed of extremely alien horror. And, before I forget, kudos to the editors for compiling easy-to-use rule reference sections in the seventh edition… this helps maintain the atmosphere, with the Keeper having easy access to rule “cheat sheets”, rather than having to endlessly page through the rule book. This seventh edition of Call of Cthulhu is beautifully presented and compiled, and will help a whole new generation of role-players discover the enticing dread of the Cthulhu Mythos. This is a very welcome neatening and update of the rules for one of the world’s greatest RPGs. g

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LE TY EW S E I lIF EV R

Vampire: The

20th Annive

B

ack in a time before vampires became a bunch of sparkly pansies that fell in love with teenage girls and got all angst, there was Vampire: The Masquerade. First published in 1991 (predating

the first Twilight book by 14 years), Vampire: The Masquerade brought White Wolf’s storyteller role-playing system to the world in a way that was exciting,

LIFESTYLE

unique and very fresh. It was the first book in White Wolf’s World of Darkness cycle of role-playing games. And it was a revolution.. 148

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COOL STUFF: RPG

e Masquerade

ersary Edition

Horror

System:

Skill-based

Publisher:

White Wolf

Distributor:

Drive-thru RPG

Online:

Summary

AT A GLANCE

by Walt Pretorius

Genre:

www.drivethrurpg.com

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85

Even 25 years later, Vampire: The Masquerade is a fine, engrossing and massively enjoyable roleplaying game for those who enjoy their tales dark.

Score

90 149


LE TY EW S E I lIF EV R

LIFESTYLE

H

ere was a game that placed the player in the role of a vampire – turning these mythical monsters from villains into anti-heroes. It was a game that allowed the player to experience the personal horror of becoming a monster while tenuously hanging on to the last shreds of ever-important humanity, all the while dodging vampire hunters, other vampires and a host of creatures ripped from gothic fantasy horror. But most of all, it was a game that allowed players to really sink their teeth into the role-playing aspect of the game. It used a dice system, sure, but dice were only there if the game master (Storyteller, in

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Vampire parlance) wanted them to be. It was a game about playing a role, not rolling dice. And it spawned a massive following the world over. Even the publication of White Wolf’s new take on the setting, called Vampire: The Requiem, could not still the enthusiasm that fans had for this original game. And so, in 2011, a 20th anniversary edition was published. And it stands testament to the overall quality of this game, the depth of role-playing that it allows, and the wonderfully rich background material, that even five years after that, it is still a massively popular RPG. This 2oth Anniversay Edition, though, is not really for newcomers. It has been compiled as more of a

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COOL STUFF: RPG

fan service, taking information from a vast number of supplemental books and putting it all together in one massive tome of vampiric goodness. Extra clans and bloodlines are all present here, as well as a full collection of possible character abilities, skills and talent. But the most basic of information is glossed over, because the fans should already know this stuff. Created in a time when subcultural lines were much firmer then they are today, Vampire: The Masquerade is a gothic horror tale that enables vast stories to be created. The rule system is extremely simple and effective, and the game makes use of only ten-sided dice (although you’ll need a lot of them). The world of Vampire: The masquerade mirror’s our own, and can

easily be adapted for modern ideas and concepts. This is a very fine role-playing game, full of dark menace and foreboding that demands a lot from players, but delivers excellent rewards. It is more along the lines of classical vampires (with more than a few nods to Anne Rice) than modern interpretations, and allows the player to beautifully explore the idea of being a predator of the night, but not the top of the food chain. Both primal and intellectual, the vampires of this RPG are great fun to play. And even with the 20th Anniversary edition already being five years old, it’s elegant rule structure, ease of play and fantastic background information mean that this classic is as enjoyable and engrossing today as it was in 1991. g

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E YL W T ES IE lIF EV R

Quantum Break: Zero State Saving Time…

LIFESTYLE

Title:

Cam Rogers

Publisher:

Tor Books

Genre:

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Quantum Break: Zero State

Author:

Sci-FI


COOL STUFF: Books

Q

uantum Break: Zero State is a tie-in to the recently released Xbox One exclusive video game, Quantum Break. Now before you stop reading right there, it is a tie-in book unlike any other. Here is a tale that is deftly told, with crisp prose and beautiful

construction bringing the often confusing world of Jack Joyce and his time bending abilities to beautiful clarity. Can Rogers shows an immense amount of skill in bringing this tale to the reader, creating one of the best video game tie-in novels ever written. Those that have played Quantum Break need not worry that Zero State is a direct novelisation of the game’s narrative. In part it is, but Rogers also introduces more background information – some impactful, some anecdotal – to the tale, allowing Zero State to not just tell the story that occurs in the video game, but expand upon and enrich it. While Quantum Break: Zero State certainly holds appeal for fans of the game, it could easily stand on its own two feet as a fast paced and gripping sci-fi thriller. There is no need to have played the game to thoroughly enjoy this tale, which has been masterfully penned by Cam Rogers. g by Rod Edwards

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E YL W T ES IE lIF EV R

Red Right Hand Unwilling Servitude…

LIFESTYLE

Title:

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Red Right Hand

Author:

Levi Black

Publisher:

Tor Books

Genre:

Horror


COOL STUFF: Books

R

ed Right Hand demonstrates that the Cthulhu Mythos is alive and well in modern horror fiction. This mythology, created by H P Lovecraft, is not only an inspiration to some of the greatest horror writers of our time, but manages to still capture

our imaginations with all those tentacles, incomprehensible powerful creatures and downright insanity. Levi Black’s red Right Hand is a great take on the mythos, injecting a modern feel to the affair. It features a strong female protagonist, Charlie Moore, who finds herself bonded to the man in Black, dread Nyarlathotep, who forces the hapless woman to carry out his bidding. Black’s pace through this novel is crisp and breathless, turning Red Right Hand into a page turner that will leave you breathless. His pulpy style comes off a little heavy handed from time to time but, quite frankly, it suits the tale and the genre down to the ground. Red Right Hand is a Cthulhu horror for the modern generation, and it delivers its tale like a brick through a plate glass window. Fans of the Mythos will get a kick out of this modernised take, while newcomers will find it a compelling introduction to this rich and by Walt Pretorius

terrifying world. g

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Title:

Civil War II #1

Writer:

Brian Michael Bendis

Artist:

David Marquez

Publisher:

Marvel

Rated:

Teen +

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by Clive Burmeister

Marvel’s next big event is here, the second Civil War story arc, and as it was with the first (which the blockbuster movie was loosely based on), it promises to be a massive event which will surely change the entire Marvel universe even after the series is finished. As with the previous Civil War series, the fundamental plot comes down to a very significant question. A question that’s not answered, rather it is presented within the story, the universe divides as the characters must each answer that question for themselves, pitting friend against friend and sometimes finding themselves with unlikely allies, but the really interesting part is how the reader feels. Who will you side with in Civil War II?

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COOL STUFF: Comics

GET GRAPHIC


LIFESTYLE

E YL W T ES IE lIF EV R

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Title:

Han Solo #1

Writer:

Marjorie Liu

Artist:

Mark Brooks

Publisher: Rated:

Marvel Teen

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by Clive Burmeister

Everyone’s favourite smuggler and scoundrel, Han Solo, finally gets his own limited series in Marvel’s Star Wars universe. And true to character, he finds himself torn between picking up where he left off on his shady past, and his loyalties to his new found friends and their cause, the Rebellion. Writer Marjorie Liu does a good job representing the much loved character in these pages, really capturing the essence of the pilot without just blatantly copying scenes and encounters from the movies, so that this new story is both fun and believable in the context. Mark Brooks brings it all together with some fantastic artwork, really bringing the main characters, the weird aliens, and the speeding ships to life.

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COOL STUFF: Comics

GET GRAPHIC


LIFESTYLE

E YL W T ES IE lIF EV R

160

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Title:

Penguin- Pain and Prejudice TP Vol 1

Writer:

Gregg Hurwitz

Artist:

Szymon Kudranski

Publisher: Rated:

DC Comics Mature

by Clive Burmeister

Everyone who knows about Batman, knows about the Joker. But the Penguin is more of an enigma. And that’s a shame, because here is a character who is both larger (or smaller) than life, but at the same time completely believable. Here is a character who can be the most vicious and cruel villain in Gotham, but is also someone you can empathise with, feel sorry for, even feel heartbroken for. He has depth. He has layers. Penguin – Pain and Prejudice is so expertly written and illustrated that it will pluck you from your life and place you in the stunted and deformed body of Oswald Cobblepot, where you will feel what humiliation really means, where you will know pain and loneliness, and where you will find out how ugly a person can become.

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COOL STUFF: Comics

GET GRAPHIC

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LIFESTYLE

E YL W T ES IE lIF EV R

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Title:

Squarriors - Spring TP Vol 1

Writer:

Ashley Witter

Artist:

Ash Maczko

Publisher: Rated:

Devil’s Due Mature

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by Clive Burmeister

The idea of talking animals, evolved to live as people, fight with weapons, have towns and civilization, it’s cool right? And we’ve seen some great stories in this vein before, things like Mouse Guard and Watership Down, so what does Squarriors bring to the table? Well it has its own unique story of course, new tribes and characters, almost a Fallout sort of feel to the world. But it’s something more too. In the same way that a Quentin Tarantino movie isn’t really just another action movie, Squarriors has the feel of a story on a knife edge. It is fast and bloody, violent and savage, full of plot twists, and full of a growing sense of dread and despair. And it is a work of art.

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COOL STUFF: Comics

GET GRAPHIC


BY rAMJET

Seriously? I

Ramjet’s rantality

have a very nice PC. It is capable of running the latest games quite beautifully. I am not going to go into specifications or other bragging-rights areas… suffice to say it is better than getting the job done. And the reason I have this PC is because I need to, potentially, play games on it. But, in truth, it’s used more for work than anything else. I prefer to do my gaming on console. Now this isn’t a debate about which is better, or ridiculous notions about the self-proclaimed “PC Master Race” or any of that inconsequential rubbish, so don’t even go there. No, rather, this is about something a bit different. So shut up and listen. I am talking now. The reasons that I prefer console gaming are numerous, but it really comes down to the fact that I do a lot of gaming, and that I need a more convenient way to do that. Yes, I have great hardware, but in truth upgrading

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for games is far more of a pain in the ass than I am willing to undertake for my gaming. I upgrade at my leisure, and only when I absolutely have to. Consoles are just a way of being sure that the game I play will work with the system I play it on. Consoles are, in a word, constant – even if they bring out a new one every five or seven years. And even then, it’s cheaper than upgrading a PC. At least, that was the case until E3, when both Sony and Microsoft announced beefed up hardware for the PlayStation 4 and Xbox One. Not special, slim line editions, mind you, but actual upgrades. That is extremely annoying. Sure, they have assured us that new games will work with both the older and the newer systems but, seriously, what the hell are these people thinking. The Xbox One, OK, I get it – it’s losing the race and Microsoft need to do something drastic to try and get

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back some numbers. But Sony? What the actual hell? Oh, wait, VR. It’s all about VR for Sony now, who punted their PlayStation VR system a while back already. But now, surprise surprise, you’re going to have to buy a new console to use a system that will likely cost as much as a new console. Money doesn’t grow on trees, Sony, damnit! Have these people really lost connection with the market to such a degree that they think this is going to all work out well? Surely the company that used all of Microsoft’s errors against them in this console generation would realise that this – this is a bad move. Here’s what Sony should have done with PlayStation VR: work out how to make it work with current hardware, or don’t do it. But this move may well set them on the back foot for the next bit of the console wars. g


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