ISSUE 89 / Vol.8 November 2016
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Compact Water
Cooler Master Masteriquid Maker 92
Gears of War 4 Battlefield 1 Titanfall 2 Mafia 3 Civilization VI and more...
Dominate! Civilization VI
Next Gen
Slick & Tough
MSI Armor GeForce GTX 1060
Titanic Titanfall 2
Sweet Revenge Mafia 3
Gears of War 4
Great War Battlefield 1
Hack It!
Watch_Dogs 2 exploits San Francisco
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Gamecca Magazine: © Copyright Nova Mentis (Pty) Ltd. (2009 – 2016)
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by Walt Pretorius
t’s always a little disconcerting
looking pretty good, too, with names
when October rolls around,
like Resident Evil 7: Biohazard,
because all the shopping malls
Sniper Elite 4, Ghost Recon:
and stores start putting up
Wildlands and Horison: Zero Dawn
Christmas decorations. It’s
slated for Q1 2017 release – not to
almost as though they want to
mention the fact that South Africa
rush us through to the end of
can also expect PlayStation VR early
the year. It’s all about marketing,
next year.
yes, but I cannot help but get the feeling that everything
And let’s not forget the new hardware, including the PlayStation
seems to speed up in the last
4 Pro and the Xbox One S, which
quarter of any given year.
should be on-shelf in time for
And it’s November already! Wasn’t
Easter a couple of months ago? Time has certainly flown this year… but
Christmas. It’s an exciting time to be a gamer, yet again… And it’s exciting times for
the good news is that we are now
Gamecca, too. In this issue we’re
officially in the “hot month”, the
welcoming two new contributors…
month that traditionally sees more
well, actually one new one, with
game releases that any other in the
another that we are welcoming
year, thanks to that same urgency to
back. Noelle Adams is our new
capture the consumer’s gift-giving
writer, and she will be looking at
spirit that urges mall to decorate
what great things are coming up for
for Christmas before Halloween
the silver screen each month. Iwan
has even arrived. It bears noting,
Pienaar makes a welcome return
though, that October seemed to be
as he investigates the trials and
the bigger month for 2016, as the
tribulations of living in a digitally
reviews in this issue will attest.
driven world. Additionally, we’re
Still, November is crammed with
From the Editor
rd
ZoomingBy
looking at implementing a few
all kinds of pre-festive cheer for
new regulars in the new year, and
gamers; the release list is looking
expanding our coverage in some
rather exciting. Call of Duty: Infinite
other areas. As the year winds down,
Warfare, Dishonored 2, Watch_Dogs
we’re gearing up for what will be an
2 and Final Fantasy XV top the
exciting 2017 for the Gamecca Crew
lists, with titles like Gravity Rush 2,
and our beloved readers.
Steep, South Park: The Fractured
And that’s enough from me. So,
but Whole and The Last Guardian
until the next time I “bend your ear”,
following up in early December. And
enjoy the November 2016 issue of
the first three months of 2017 are
Gamecca Magazine.g mgeect 2 c7a 8 9 ggl a ad
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THIS MONTH’S COVER
Hack your way through San Francisco in Watch_Dogs 2
Publishing Editor Walt Pretorius walt@novamentis.co.za
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Feature: Hack The City Taking on San Francisco in Watch_Dogs 2
18
Previews: Games 9 games incoming!
Art Director Katia Taliadoros katia@novamentis.co.za
Writers: Alex Scanlon Clive Burmeister Iwan Pienaar Lein Baart Noelle Adams Nthato Morakabi Rob Edwards Sibonisile Motha Suvesh Arumugam Walt Pretorius Letters: letters@gameccamag.com
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Feature: Bold Step A big move for Call of Duty
40
Feature: Decision time Choices abound in Dishonored 2
48
Reviews: Games 11 games scrutinised
92
Regular: IndieView Hanging out with Zoink!
Competition Entries: competitions@gameccamag.com
Newsletter Subscriptions:
100
Regular: Legacy Death in the machine
www.gameccamag.com
Marketing Contact:
Copyright Š Nova Mentis (Pty) Ltd 2009 - 2015
walt@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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Interview: Future Ready The state of PlayStation in South Africa
reviews: Hardware 8 Hardware toys investigated
128
Regular: Internet 9Sometimes, tech gets it wrong...
132
Regular: Living Digital Can we be too connected?
136
COOL STUFF: Movies There’s a Strange Doctor in the house...
146
COOL STUFF: Board Games 3 table top winners!
152
COOL STUFF: RPGs oFlights on fantasy
158
COOL STUFF: Comics alluring illustrated literature
166
COOL STUFF: Books Flex your brain-muscle...
gamecca89
Gamecca Vol. 8 Issue 89 November 2016
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s e d’ c E oi h C
The looks are good, the guns feel beefy, and piloting a titan can be quite a thrill.
Titanfall 2
12 34 40
18 22 24 26 28 29 30 31 32
Features Hack the City Bold Step Decision Time
PReviews The Last Guardian Killing Floor 2 South Park: The Fractured But Whole Renoir Don Bradman Cricket 17 Resident Evil 7: Biohazard Mighty Morphin’ Power Rangers: Mega Battle The Voice Lantern
Reviews 48 54 60 62 68 70 72 78 80 86 88
Titanfall 2 Battlefield 1 WRC 6 Gears of War 4 Aragami Ride 2 Mafia 3 Rise of the Tomb Raider: 20 Year Celebration Civilization VI Farming Simulator 17 Dragon Quest: Builders
RegularS 92 100
10
IndieView Legacy
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Take on San Francis
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B
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 half-way through the year that first-person shooters got a shot in the arm unlike few before it. The world is becoming increasingly more connected. With concepts like the Internet of Things building momentum every day, a future in which our lives are filled with devices that speak to each other via a massive network is not far off. Already concepts like the Cloud see our devices managing to share information with each other, even when they are very different platforms, and connecting things like TVs, phones and tons of other things to the Internet through WiFi is already very much a part of our lives. Even ideas like vehicles driving themselves, guided by a massive network full of information, are well under way to becoming commonplace. But there are dangers here – given the right abilities and the right tools, someone motivated to do so could easily intrude on our lives in a very real way, hacking into things that range from computer systems to fitness and health devices. It’s an extremely scary thought, really, and one that was at the core of Ubisoft’s May 2014 video game release, Watch_Dogs. In Watch_Dogs, the player took on the role of an expert hacker taking on a shadowy organisation in an attempt to exact vengeance for the death of his niece. Aiden Pearce took to the streets of a virtual Chicago, taking on his quest by exploiting a pervasive operating
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Watch_Dogs 2
system, ctOS, and using it against the very people who created it. Assisted by a team of elite hackers known as DedSec, Pearce was able, in the game, to hack into virtually anything… traffic lights, security systems, even people’s personal phones (which made stealing money quite simple). The first game was met with generally good reviews, and was even responsible for changing the views towards technology of around 60% of players. It was, despite some detractors, a game that proved popular among players, with 10 million copies having been shipped by the 1st of January, 2015, and looked extremely likely to be the start of a new IP. This was hinted already at E3 2014, just two months after the game’s release, when Ubisoft executive Tony Key stated that there were plans to turn Watch_ Dogs into a long-running franchise. That likelihood was confirmed when, in the early part of 2016, Ubisoft included the sequel to Watch_Dogs in financial reports, and confirmed that it would be part of the company’s official line-up for E3 2016. It was, in terms of the video game industry, a relatively short hype-cycle, but playing off of the strengths of the previous release, Ubisoft are putting a lot of confidence behind Watch_Dogs 2. Ubisoft have been, over the last few years, becoming a company more focussed on open-world mechanics. Even franchises like Ghost Recon are moving in that direction, and Watch_Dogs 2 will be no different. In fact, Ubisoft has made several trips to San Francisco, the setting for the new game, to do thorough research on creating a city as close to the real location as possible. But they have changed their approach to the way their open worlds work this time around; instead of restricting players to areas that have been unlocked, the entire city will be available for exploration right from the start. Additionally, player progression is less tied to completing story mission and is more focussed on gathering followers, downplaying the potential
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for free-roaming actions to have an impact (or delay) on story progress. In this way, Ubisoft aims to create a more integrated, more realistic experience for players. In Watch_Dogs 2, players will take on the role of Marcus Holloway, a talented young hacker who has been accused of a crime he did not commit, thanks to ctOS 2.0’s predictive algorithms. Holloway decides to take on his accusers and shut down ctOS 2.0, using what he knows best... hacking. Every connected device in San Francisco will be available to the player to control via hacking. This ranges from personal devices through to cars, cranes, drones and a whole bunch of other stuff. In other words, Ubisoft have blown the idea of hacking wide open here, providing far more opportunities for players to control elements of their environment through hacking. This, in turn, opens up many more avenues and opportunities for expressive game play and experimentation, which are core ideas behind open world games. In order to inject a feeling of authenticity into the game, Ubisoft’s developers regularly worked with consultant hackers to validate scripts, confirm the use of jargon and test game mechanics – all in an effort to deliver the most authentic experience possible. “Our creative team is working hard to deliver an outstanding Watch_ Dogs experience,” said Dominic Guay, senior producer, Ubisoft Montreal. “In Watch_Dogs 2, we’re excited to give players a captivating storyline with engaging characters that offers deeper, more meaningful hacking options, a greater variety of gadgets and weapons, and a brand new seamless multiplayer experience that will appeal to fans of the original Watch_Dogs as well as players new to the brand.” Of course, it doesn’t hurt that Watch_Dogs 2 is set in San Francisco. This city is considered a hub of technological advancement, and the bright, vibrant, culturally diverse nature of San Francisco will provide players with tons to gamecca89
Watch_Dogs 2
see and do when they take to the streets of its virtual counterpart later this month. Whether it is a car chase through downtown which will include the ability to fire weapons while driving, sorely lacking from the original), parkouring across the rooftops of Oakland or hacking into offices in Silicon Valley, Watch_Dogs 2 looks extremely promising and enticing. Game dynamics will include three skill trees, to match the player’s style, as well as numerous options for hacking and combat. Movement will also be supplemented by the game’s new parkour system, which will allow players to acrobatically traverse the city. The online element will return, too, and will this time around include cooperative play as well. Players will be able to roam freely with others, as well as complete missions. Online invasions, the 1-vs-1 mode from the first title, will also be back, and a new Bounty Hunter mode will put an online price on the heads of players who cause too much chaos in the game world.. or players can opt to put a bounty on their own heads, if they’re up to the challenge. Hunters will be able to team up, or work on their own, to catch the perpetrator, in exchange for character experience rewards. Of course, the hunted player will get rewards for eluding or killing the hunters. While the main focus of the game will remain in the single player narrative, the multiplayer modes will introduce more to do in the massive virtual playground that Watch_Dogs 2 presents. What remains to be seen is how Ubisoft’s new approach to open world games in terms of player freedom and plot-line tie-in works well. Given the company’s track records, as well as looking at initial reports and first impressions, there is little reason to doubt that Watch_ Dogs 2 will deliver in this arena, creating a game that is rich, vibrant, lively and, above all, exciting. Watch_Dogs 2 will be available for PS4 and Xbox One on the 15th of November, 2016, and for PC on the 29th of November, 2016. g gamecca89
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The Last Guard GAMING
The Last Guardian and the Fantastic
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The Last Guardian
by Nthato Morakabi
dian
c Beast
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graphics to a suitable degree. The crumbling world was designed with advanced lighting and particle effects; detailed environments ranging from cloud engulfed towers, flame lit inner sanctums and dilapidated structures await exploration. Lifelike character animation captured to display the growing bond between boy and creature in what should be stunning detail. Ueda states that while graphically the game may have improved, the original core gameplay will remain the same. The story takes place on a strange and mystical land where a young boy discovers a hurting large, grey, griffin like creature – half-bird half-mammal - named Trico. Together they undertake a journey through the immense, precarious ruins. Unknown dangers await at every turn,
GAMING
009. Fumito Udea announced The Last Guardian at the largest gaming expo in the world, E3. With promises of a PS3 exclusive release by 2011, fans of ICO and Shadow of Colossus were looking forward to this similar title. Seven years later, The Last Guardian had transitioned through Ueda and other members of ICO leaving Sony, and the title moving from PS3 to the PS4, despite hardware issues. Ueda and the team returned as creative directors to finally bring The Last Guardian to fruition this December 2016. Rather than the expected lowering of standards that time and perhaps a rushed release might incur, The Last Guardian has been augmented into a majestic, magnificent, magical beauty that utilises the PS4’s
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from falling dilapidated bridges, to guards, and other Guardian creatures much like Trico. The beauty of The Last Guardian will lie in the relationship between Trico and the boy. Initially hostile to the child, players will have to gain the trust of the creature and effectively train it as a pet. The game is an action adventure and a puzzle game, where both the boy and Trico must work together to traverse the landscape, solve the puzzles, and keep the boy safe. Players will have to lure Trico using the environment, jump so that Trico jumps, or teach Trico to sit still in order to complete puzzles. Trico, acting as both companion and protector to the boy, will act like the animal he is, and suffer mood swings, but all the while forming a profound bond of friendship and trust with
the boy. The online community, from forums, to YouTube comments and other various social media spaces have shown just how much hype the Last Guardian garnered over the years. While others had lost hope that they would see The Last Guardian come to fruition, many had remained optimistic. Now with a release less than two months from the writing of this article, we can only hope that the game will live up to the hype – and exceed player’s expectations. The collector’s edition comes with a Premium Steelbook game case, Blu-ray game disc, 72-page art book, digital soundtrack, Sticker sheet, collector’s box and a premium statue of the boy standing on a sleeping Trico. g
AT A GLANCE Action Adventure
Guide the boy and his Guardian beast across fantastical yet treacherous ruins, building a long lasting bond between the two. Developer: Publisher: Distributer:
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SIE Japan Studio SCEE Ster Kinekor
Dec 2016
Platforms
GENRE
ETA
PC X0 PS4 Wii U X360 PS3 PSV 3DS
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GAMING
Nov 2016 Developer: Publisher: Distributer:
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Tripwire Interactive Tripwire Interactive Online
PLATFORMS
Zomb… uhh ZEDie Apocalypse?
PC X0 PS4 Wii U X360 PS3 PSV 3DS
GENRE
AT A GLANCE FPS
The ZED outbreak caused by Horzine Biotech has spread further across Europe, but a select few stand up to exterminate the monsters.
gamecca89
by Nthato Morakabi
Killing Floor 2
t has been a month since the ZED outbreak. The cloned mutations continue to spread across Europe, paralyzing the European Union and scattering civilization into hiding. Communications, governments and military forces have all been systematically and wholly taken down. Luckily, a group of mercenaries and civilians, assisted by privately funded operation bases, have stepped up to the plate to eradicate the ZEDs. Killing Floor 2 rides on the coattails of its predecessor with yet another 6-player co-op survival horror first person shooter and that’s a mouth full without mentioning the new 12-player versus Survival mode. The premise is simple; you are dropped off on a ZED-laden hot zone and it’s up to you and the team to kill the zombie-like bastards. Or be the ZED and annihilate the humans. Choices. Choices. Visceral gore keeps the blood pumping as headshots send flesh flying. Players will experience buckets of blood, dangling entrails, and severed limbs while working to keep their own limbs intact against the hordes. The hordes themselves have been upgraded from the previous instalment, with smarter A.I. built to work together against players in horrifying ways. Featuring fan favourites from the original and a set of new enemies, Tripwire Interactive says they pushed the challenge and fear factor to new levels. An array of weapons will be available for use, varying from modern assault rifles to historical guns and zany “Mad Scientist” weapons. The Perk system has been revamped and expanded to make the progress path extensive and far more rewarding. Why end there, when players can now also control the types of melee attacks their character performs. In short, Killing Floor 2 levels up as a bad-ass game! g
Killing Floor 2
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E M W A VIE G E R P
South Park: The Fractured But W The crude paper-cut crew of buttholes is back
S
straight into the Fractured But Whole. Here you are assuming once again the role of The New Kid in the paper-esque world of South Park. This time, the world itself is has a lot more to offer than its predecessor. Not only is it bigger, but there is a lot more to do, explore and discover. This means more people to interact with and who knows what unspeakable things Trey and Matt have put there for us. Night time is also an important element of the improved world. As a hero, you know full well that no really good bad guys do their dirt in the daytime, and so you can take the fight straight to the evils of South Park and ensure that every nook, cranny and backend of South Park is
GAMING
outh Park is one of those things in life that just work. No matter the craziness, absurdity, and in the case of South Park, sheer offense. This has never stopped its success, if anything, it’s what has propelled it to the brand it is today. The previous gaming title from South Park – The Stick of Truth, was hugely successful, and this next one from the dynamic duo (Trey Parker and Matt Stone) looks to be no different. Before I get into this, my disclaimer for this preview: all puns and double entendre in this preview are purely coincidental and by no means are a result of an unknown urge to just let nature take its course. With that out of the way, let’s get
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Whole you play, the more powers you will unlock. You will notice in combat the improved RPG fighting style. The story of the game takes place after the events of the Stick of Truth. Visionary Eric Cartman’s dream of having a film franchise hits the fan and the resulting disagreements cause a separation of the boys into 2 groups – Cartman’s Coon and Friends, and the rivals, Freedom Pals. Now you can see where the fraction of the “but whole(s)” lies. This incites civil war. Good thing you won’t be fighting alone as you can have up to 15 members on your side to aid you. 2017 is not too far away, so until then, you’ll just have to keep it in. g
AT A GLANCE Adventure
As with any South Park-related thing, you may find yourself feeling guilty for enjoying this game and its constant humour. Developer: Publisher: Distributer:
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Ubisoft Ubisoft Megarom
Q1 2016
Platforms
GENRE
ETA
PC X0 PS4 Wii U X360 PS3 PSV 3DS
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by Sibonisile Motha
clean. Back to you in The Fractured But Whole (refer back to my disclaimer). You are a hero that seems to emerge almost overnight. You will receive the trusted but always shady-as-hell help from Eric Cartman (as he is the very essence of a fractured but whole, if anyone can mentor you in this field, it’s Cartman). With his guidance, you can craft and discover your own hero origin story. As you embark on your journey as a new-found hero, you also get the opportunity to choose your class of hero – everything from brute strength, to speed and even assassin. These will determine the type of superpowers you have and will use. The more
Renoir
E M IEWW A VIE G EEV R PR
Renoir h
ere’s question to consider: if an indiedeveloped game is bought out by a publisher and handed over to a new developer who has announced that they have implemented “considerable changes” to level design, graphics, core features, story and ingame trailers, can said game still be thought of as the same offering that has been Greenlit on Steam? While it’s not a conundrum likely to keep the folks at 1C Company and Black Wing Foundation up at night, it’s still a question that the voters who backed Renoir will want answered. Those that did take an interest while the game was going through Greenlight will be pleased to hear that the developers are at least still sticking to the original theme. Inspired by noir films of the 1940s and 1950s, the game will see players take control of detective James Renoir as he attempts to solve the mystery of his own murder. As befits the theme the game will be entirely in black and white and will feature the usual tropes such as monologue voice-overs, though it must be said that for this genre in particular the line between classic and cheesy writing is very fine. Gameplay also appears to have been at least partly retained, with Renoir playing as 2.5D side scroller in which environmental puzzles will have to be solved through the eponymous detective’s ability to control phantoms, though how exactly this will be implemented remains to be seen. This will be backed by what appears to be some very impressive visual designs, despite the limited palette, and at this point it certainly seems as if Renoir manages to capture that spirit of noir. g
GAMING
Nov 2016 Developer: Publisher: Distributer:
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Black Wing Foundation 1C Company TBC
PLATFORMS
by Lein Baart
Gaming’s Theseus’ Paradox
PC X0 PS4 Wii U X360 PS3 PSV 3DS
GENRE
AT A GLANCE Puzzle
Its trailers are promising a game that will exude atmosphere, though it will have to be careful to avoid rehashed themes and dialogue.
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Don Bradman Cricket 17
E M W A VIE G E R P
Don Bradman Cricket 17 Lining up the big shot
Developer: Publisher: Distributer:
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Big Ant Studios Tru Blu Entertainment Megarom
PLATFORMS
GAMING
Dec 2016
2013. The game was far from perfect however, and it appears that Australian-based developer Big Ant Studios are intent on correcting their past mistakes with Don Bradman Cricket 17, with CEO Ross Symons stating, “Each of the features that have been added or improved in this new game addresses our most frequently-requested updates.� To begin with the core mechanics, spin bowling has seen an overhaul and will now more closely resemble the controls used for pace, while fielders will have individual stats
PC X0 PS4 Wii U X360 PS3 PSV 3DS
GENRE
and skills that should create a more realistic experience. Career mode has likewise seen work, with players able to take a custom character from humble beginnings playing for a local side right through to international arenas, with squads changing dynamically throughout as other players experience injuries, trouble with form or retire. Finally the creation tools have been expanded to allow players to design their own stadiums, replete with the ability to share across platforms, and for those particularly enterprising fans the PC version will be able to import from Photoshop. g
AT A GLANCE Sports
At this point it appears that Don Bradman Cricket 17 should offer fans everything they want
gamecca89
by Lein Baart
I
n an industry that tends to favour high octane experiences, cricket has never been a particularly natural fit for video games. A sport which demands a fair amount of patience in even its quickest format, the result has generally been a sparse string of competent if uninspired titles that only really ever held appeal for fans. Don Bradman Cricket 14 proved the exception to the rule however, providing a revitalised approach to gameplay the appeared to be the work of genuine devotees of the sport, and was particularly brilliant in comparison to the disaster that was Ashes Cricket
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GAMING
Jan 2017 Developer: Publisher: Distributer:
Capcom Capcom Ster Kinekor
PLATFORMS
Resident Evil’s very own homecoming PC X0 PS4 Wii U X360 PS3 PSV 3DS
GENRE
AT A GLANCE Survival Horror
Shrouded in mystery, one can only hope this won’t be a fan disappointment in the franchise.
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by Sibonisile Motha
Resident Evil 7: Biohazard
esident Evil 7: Biohazard. Although you make think that this title says a lot about what to expect from this instalment from the survival horror franchise, it really doesn’t. Capcom have done a great job in keeping people eager to play this whilst testing the waters for their own development of the game. Many may have played the demos that have been released thus far (for Playstation users), and with each one, Capcom maintains that it is just a little idea for players to see where the game direction is headed for Biohazard. I believe this to have been a very smart move to avoid the pitfall of expectation and maybe disappointment. The good news, however, is that disappointment doesn’t look to be on the cards as yet for this title. This is the first Resident Evil main franchise title to be played in a first-person perspective. This makes it possible for them to incorporate the Playstation VR (a downloadable demo is available). You will play as Ethan, a not-so-macho man, searching for his wife. Only Ethan knows how badly he must have messed up because his search lands him up at rather “charming” mansion on a plantation. This mansion belongs to the Baker family, and let’s just say they won’t be winning the award for most hospitable family. You will also have to find your way around solving puzzles and trying to put the story together. Knowing that you may have to fight off some weird “people”, this game makes weapons available to you just to help you while you try not to die. We can only hope that it will deliver on the experience people are hoping for. g
Resident Evil 7: Biohazard
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Mighty Morphin’ Power Rangers: Mega Battle
E M W A VIE G E R P
Mighty Morphin’ Power Rangers: Mega Battle It’s morphin’ time!
Developer: Publisher: Distributer:
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Nintendo Software Technology Nintendo Core Group
PLATFORMS
GAMING
Q1 2017
nostalgic, but the classic 2D sidescrolling beat-em-up gameplay reminiscent of NES’ Double Dragon, Sega’s Golden Axe, Capcom’s Final Fight, Cadillacs and Dinosaurs (I could go all day) and a number of characteristic arcade games. Players can move up, down, back and forward, while fighting against enemies that appear from off screen. The game is said to follow the same beat-‘em-up gameplay formulae of roll, throw, and block, intermingled with varied martial arts attacks. Players will begin as their human counterpart and be able to transform into a Ranger,
PC X0 PS4 Wii U X360 PS3 PSV 3DS
GENRE
knocking enemies back if they are close enough. Players will also have access to weapons they can switch between, and launch ranged attacks. It wouldn’t be complete without summoning the giant Megazord for some good old giant robot vs monster battles. Not confined to a single ranger, players will be able to choose whom to play as they see fit, with the option of levelling up their abilities throughout the game. The same will be applicable in the local co-op multiplayer, with the added abilities of combining powers to execute special attacks Ranger style. Who’s excited? g
AT A GLANCE Beat-em-up
Zita Repulsa is released from her 10 000 year slumber and seeks to conquer Earth. Zordon employs five ‘‘teenagers with attitude’’ to become Power Rangers.
gamecca89
by Nthato Morakabi
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he original Power Rangers return for a trip through nostalgia. Following the same storyline as the first two seasons of Saban’s Might Morphin Power Rangers TV series, Rita Repulsa has been released from her 10,000-year imprisonment and seeks to conquer the nearest planet – Earth. Zordon, the wise sage who imprisoned Rita, sends Alpha-5 to find five “teenagers with attitude” to become the Mighty Morphin Power Rangers. Unbeknownst to them, a second evil lies in wait beyond Rita. Lord Zedd. It is not just the game that is
The Voice
E M IEWW A VIE G EEV R PR
The Voice I
t is undeniable that the popularity of music shows such as The Voice is a force on its own. This wouldn’t be the first singing game that has been released in the past decade, but The Voice has the appeal of familiarity to its advantage. Developed by Voxler (the go to developers for music games), The Voice aims to be everything that fans of the show have come to know and love. From the Blind Auditions, to the live performances and of course the iconic red chairs. One of the things that could aid a game like this’s success is the team chosen to create it. Voxler has been known for having amazing software that can catch as accurately as possible the notes and even the rhythm of the music and the singer. This can be a great thing when you’re a good singer or an even better thing when you’re a bad singer and haven’t realized it yet (more for the spectators I think). Bigben has jumped on board to be the publisher for this game, for those unaware, Bigben also published the latest Sherlock Holmes game. With the combination of the already massive fanbase, if this is done right, it could prove to be a huge success. With the exception of a few confirmed popular songs that are going to be featured in the game, nothing else has been revealed much. It will be interesting to see how they will pull off the experience of watching the show to the experience of being in it as a video game. The worst that could happen is that this ends up being nothing more than karaoke on a gaming platform. g
GAMING
Nov 2016 Developer: Publisher: Distributer:
Voxler Bigben Interactive Apex Interactive
PLATFORMS
by Sibonisile Motha
Have you got The Voice to break hearts or glass?
PC X0 PS4 Wii U X360 PS3 PSV 3DS
GENRE
AT A GLANCE Singing
Taking the risk of turning a hugely popular TV show could either be rewarding or terribly disappointing.
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Storm in a teacup 1C Company Online
PLATFORMS
A unique virtual colouring book gaming experience PC X0 PS4 Wii U X360 PS3 PSV 3DS
GENRE
AT A GLANCE Exploration
With so much potential to delight and wow, this may be an unexpectedly memorable game.
gamecca89
by Sibonisile Motha
Lantern
ll games are meant to be an experience for the players. Something designed to hopefully standout and make a statement that may have a lasting impact on those who engage in it. But for a moment, step away from the guns and the noise and the enemies. Allow yourself the opportunity to experience something different – Lantern. Created by indie game studio Storm in a Teacup, Lantern is a game crafted to be a relaxing and uplifting experience. Set in an Asian-inspired world of many environments, this title is set in the backstory of a sad princess’s sadness and the dramatic effect it had on the entire kingdom. Her tears caused the kingdom to completely lose its colour, joy and love. Rather than take the typical approach by having a human character as the hero, here you are a Lantern that emits a beautiful red light. Genius, considering that a human that is part of the kingdom would be affected due to emotional nature. As a lantern, you will fly and soar throughout the kingdom and as you do, you not only colour it, but restore feelings that were once gone. Your lantern has the ability to bring back colour, and the beauty of joy and everlasting love. While soaring through the land, you will encounter many beautiful environments that are each unique in look and features. The lantern’s presence will bring to life different things in each environment. You will begin to see the true beauty of this kingdom. An important component in the gameplay is the presence of relaxing music in the background. This is very intentional as the developers have described it as a “virtual colouring book”. g
Lantern
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Call of Duty: Infinite Warfare
Step
h love, COD.
gamecca89
By Sibonisile Motha
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e all have our lists of personal favourite games of all time, and more likely than not, everyone has at least one or two shooter games in there. Personally, the first and most memorable shooter game I encountered was Doom. I remember the first time I crossed paths with this game (I was way below the legal age at this time). Doom not only shocked me with how different it was to anything else I have ever played, but it was a taste of a shooter experience I will never forget. Over the years we have seen our fair share of shooter games, each trying to be better than the one before. Call of Duty has not only become a household name, even non-gamers know the name and the weight it carries. This owes largely to the improvement of graphics and
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platform performance over time. And as good as COD has been, it has also fallen victim to the franchise gaming curse. Many major developers have fallen into the trap and allure of releasing as many games as quickly as possible. Whether this is simply bottom-line driven, or simply the result of highly overzealous teams, this over-production and release gives way to a decline in the value of the game title itself. Every now and again you will come across statements like, “Oh, there’s another COD game out?” “Wasn’t there a COD game released just a while ago?” This forces the hand of developers into one of two ways: release more games and hope that they’re more liked this time, or wait and take the time to develop a really astonishing game. Too often the latter isn’t chosen. And with every title the dice are rolled. COD has been working
gamecca89
Call of Duty: Infinite Warfare
very hard to dig itself out of the cursed pit. Infinite Warfare is the latest attempt. Upon the announcement and release of the first trailer, Infinite Warfare received an astonishing amount of dislikes on YouTube (just shy of 3.5 million right now). One would have to wonder where such hate would come from, from a game that looks to be pretty good and easy on the eye. Was it too soon? Regardless, it is step forward in the right direction for the COD franchise I feel. Recently we have seen that space always seems like a great location for a game. How COD will make this game in a way where fans love it and sceptics don’t hate it, will be seen upon release. A noticeable feature of Infinite Warfare is story. This is an important element in a good game. It gives you reason to want to see the game through to the end, and
creates a bond between player and game for the duration of gameplay. COD’s storyline appeal may also stem from the fact that they have made sure to attract even fans of TV series’ by acquiring the likes of Kit Harrington (Game of Thrones’ Jon Snow) as the game’s main antagonist. Character development in conjunction with the narrative aspect of the game hope to drive Infinite Warfare to the success it seeks. In this one, you will assume the role of Lieutenant Nick Reyes – not only a highly trained spacecombat member of SCAR (Special Combat Air Recon) but its commander. You will have to command one of the very last ships that Earth has in order to stop and defeat the plans of the ruthless enemy faction SetDef (Settlement Defence Front). With such a mammoth task ahead of you, your team will be your most valuable weapon in battle.
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Your wing-lady is not only the best pilot but also quite trigger-happy. You will also encounter a humanoid with a sense of humour, a commander with a personal vendetta against SetDef and even Nick’s mentor. On the other end of the spectrum, we have Salen Koch, the main antagonist and commander of the SetDef Insurgent Fleet and his charming crew consisting of a war criminal, a close-proximity danger and a conspirator. No antagonist backstories have been given thus far (this is something that would really make Infinite Warfare shine if done well and properly). But will a good story make you forgive not-so-great gameplay? All the other elements of this game have to impress. Travel for one is going to play a big role in the success of your missions. Captaining one of the last remaining ships on Earth will require mastery
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of using it and also the work of maintaining it. For missions that don’t require the grandeur of the spaceship, you will have a spacejet at your disposal. This will be customizable as you go along. Combat (isn’t that what COD is about?). With not much said about the battle style of Infinite Warfare, weapons are the next thing on the checklist. Infinite Ward (the developers of Infinite Warfare) have mentioned that there are new weapons added to the roster of familiar ones. And of course, multiplayer mode. This is where many games retain their following. There some nice little features that COD has thrown in for multiplayer mode, one of these being the Rigs. Rigs are the specialized apparel for each unique player style of combat and battleapproach. Each Rig comes with 3 traits (abilities that aid your combating style) and 3 Payloads (depending on your
gamecca89
Call of Duty: Infinite Warfare
rig application, this can be a high powered weapon or an ability that opens new strategic gameplay). The multiplayer world as usual is grand in nature and a lot more open and vast than single-player campaign mode. Maps will make the discovery of these locations and their unique environments a little easier. And if COD hadn’t convinced you that they really want to make things up to the lost fans and cynics, they took a leap of faith and have included yet another attempt at a zombie mode. Now before you pass any hasty judgements, let’s paint the picture of this attempt. Firstly, you will not be playing this mode as your main story characters at all. Secondly, you will not be playing in a world set in or around the time of the main story. Instead, you be taken back in time to the 1980s to an amusement park. Even
the graphics are different. Here you will play as one of four aspiring actors who had the unfortunate luck of being deceived to coming to the amusement park under the pretence of an audition. And you guessed it; it isn’t an audition but a trap by an old horror movie director. This bloody guy (see what I did there?) traps these lives inside a zombie horror film that they must fight their way out of before the movie reel ends. This to me seems like an already winning recipe. The bravery in choosing to have a mode that has absolutely nothing to do with the main story will be a breath of fresh air to players. In its entirety, the COD franchise is a deservedly great one. One can only hope that if this is COD’s apologetic love letter to fans, that it is not only a good one but one that will put a smile on their lover’s face. g
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Dishonored 2
Decision Time
e consequence of choice by:
: Lein Baart
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essentially labyrinth sandboxes that presented a multitude of approaches to completing a given mission. Players were actively encouraged to hunt for alternate routes, and even for a game intentionally created to provide freedom of choice there were a staggering amount of options available in some of the larger levels. This sense of agency the levels created was backed up by Dishonored’s gameplay, which was rooted in the idea that gamers should be able interact with the world as they chose, and whether you opted to become a murderous assassin, pacifist shadow or swordwaving maniac, the mechanics never failed to accommodate. The powers at your disposal were versatile and could affect the world around you in surprising ways, such as the ability to pluck projectiles out of the air when freezing time, while the gear you could equip was flexible enough to ensure that you were never forced into a particular playstyle. Coupled with the emergent gameplay the developers created, rather than relying on heavy-handed scripted events, running through the game twice could deliver two entirely different experiences. However Dishonored provided a far more subtle manifestation of its emphasis on choice, namely in its setting
gamecca89
Dishonored 2
I
n an era where stealth has become a ubiquitous afterthought for many games that fall under the ever-vague “actionadventure” heading, 2012’s Dishonored was something of a throwback to past times. A game that seemed to place patience and forethought front and centre, almost demanding a certain level of cunning, it still stands as a stark contrast to the more action orientated titles that are so prevalent these days. While it could be played more brashly, and indeed many did choose this option despite feeling this was the “incorrect” approach, there was a definite sense that the game was one of the few true entries in the stealth genre to be released in modern times. Yet while comparisons to Thief were inevitable, upon reflection it was a game closer in spirit to the original Deus Ex, a resemblance all the more apt due to the fact the both titles had Harvey Smith at the helm. Both were games centred around choice, on a myriad of levels, and it was this quality that made Dishonored one of the standout titles of the last generation. Perhaps the most obvious implementation of the game’s design philosophy lay in its levels, which were
and plot, which proved to be a contentious issue with gamers. Wishing to avoid a simple morality system, Arkane Studios instead chose to create a chaos rating, whereby violent acts would cause the city of Dunwall, already beset by a plague, to descend further into pandemonium. This would create a knockon effect in later levels, not only causing more plague victims and rats to appear but also changing dialogue and scenes, and ultimately determining which of the two possible endings were achieved. It was a valiant effort on the part of the developers to eschew the usual good vs evil approach whilst still retaining a sense of consequence for your actions, though many felt that its implementation actively discouraged using lethal powers and abilities, which seemed a contradictory design decision considering you play a magical assassin. It’s a criticism of the original, amongst a couple of others, which Arkane Studios will answer with the release of Dishonored 2. Set fifteen years after the events of the first game, players will be given the chance to either step back into the shoes of Corvo or take the lead as Empress Emily Kaldwin after her throne is seized by a supernatural being. While the developers
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have been reticent with plot details, it has been revealed that the game will take place in the southern city of Karnaca, known as the Jewel of the South, a location modelled on European states such as Greece and Italy, with the studio having spent nearly a year designing the history, architecture and backstory of the setting. While the territory may have changed, Dishonored 2 will still retain the rather unique artistic style that characterised its predecessor, in which most people were almost caricatures, though this time it will be powered by a custom-built id Tech 5 engine the studio has named Void. The real question though is whether the same freedom offered in Dishonored will still be given to players the second time round, and from everything that’s been seen the answer is a definite yes. Arkane Studios have indicated that while the sequel will be structurally similar to the first each mission area will be 20% larger than before, which returning designer Harvey Smith described as “mini open worlds”, and on average will take at least a couple of hours longer to complete. Combat has also seen serious work, with the inclusion of abilities such as non-lethal combat manoeuvres
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and an expanded array of assassination techniques providing gamers with yet more flexibility in their approach. It was the supernatural powers available that was one of the major draws of the original though, and Dishonored 2 does not look like it will disappoint in this regard. Corvo will have access to all his original abilities, though this time round they can be modified through a skill tree rather than a linear progression, allowing for instance the ability to have rat swarms follow you or possess dead bodies. Emily on the other hand will have an wholly new suite more in line with her character, which will include, for example, the ability to mesmerise foes or link the fates of several NPCs so that if one is killed or knocked out, all will suffer the same effect. As before most of the powers can be used for either violent or benign means, you will even have the option to reject them at the start, and how you navigate and interact with the world will be your decision entirely. Choice is nothing without consequence however, and to this end Dishonored 2 will see a return of the chaos system, though it has been significantly tweaked. At the start of each mission NPCs will be generated in one of
three states, namely sympathetic, neutral or hostile, and the murder of a sympathetic character will generate more chaos than that of a hostile enemy. The effects will also manifest in the environment, though rather than rats and plague victims the main environmental hazard will be an increase in bloodflies, which are giant winged insects that nest in corpses. This will ultimately feedback into which of the endings you will reach, though Smith has made it clear that they will be “much more nuanced than last time”, with multiple permutations depending on your decisions. Dishonored 2 then appears to be more of a refinement than an overhaul, which considering the acclaim its predecessor received should be more than enough for most. Strip out all the bells and whistles and hopefully we will still be left with a game built around the idea of providing players the freedom to express themselves how they see fit, and to arrive at the end in a manner of their choosing. It’s a balancing act so tough that few titles have ever managed to successfully craft this illusion, though given the talent behind Dishonored 2 the smart money will be on the studio achieving this. g
gamecca89
Dishonored 2
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E M W A IE G EV R
Titanfall 2 GAMING
Men, machines, mayhem…
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Titanfall 2
by Walt Pretorius
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we’ll get to that. Something new that Titanfall 2 brings to everyone is a single player campaign… new for the franchise, at least. The player takes on the role of a rifleman named Jack Cooper, little more than a grunt in a militia fighting against an evil mega-corporation. Cooper aspires to become a pilot, near legendary soldiers who not only show superior skills and combat abilities, but who also have a neural link to massive semi-autonomous war machines called titans. His aptitude is noticed by a superior, and at the start of the game, we find Jack getting off-the-book training in how to be a pilot. It all ends rather abruptly, though, when a botched attack leaves Jack stranded, and a titian designated BT-7274 without a pilot. The two form an alliance of necessity, and the player’s adventure truly begins.
GAMING
hen it was first announced that Titanfall – the original game – would not be coming to South Africa, local gamers took umbrage. But, then again, this isn’t exactly the biggest hub of gaming in the world, and companies sometimes do disappoint locals by denying dedicated servers or not releasing titles here. So when it was announced that Titanfall 2 would be released locally, there was some excitement among those who had wanted to play the first game. True, many did, but not through the most legitimate of means. That’s neither here nor there anymore, really, because Titanfall 2 has arrived and it has proven to be totally worth the wait. This game, while not totally fresh in premise, brings a number of new elements to online multiplayer shooter play – most notably speed. But
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Titanfall 2
To call Titanfall 2’s single player campaign fast-paced is an understatement, but it is also not entirely necessarily accurate. While the game promotes a quick approach to combat, the player can really take on the nine chapters of the campaign in any way they see fit. There are certain truths, though, in the Titanfall 2 universe: a moving target is harder to hit, wall-running is faster than regular running, and getting to the places you need to is never as straight forward as it could be. The beautifully designed levels are grand in scale and, although relatively linear in that the game has a narrative to stick to, fairly free in terms of how you get around them. And they’re pretty, crammed with extra details and vistas that are there for pure flavour. Titanfall 2’s single player campaign is a shooter, yes, but it is so much more. The overall game dynamics are
divided into two distinct segments: Jack on foot and Jack piloting BT-7274 (BT for short). On foot, things are a lot faster and more fluid. There are times when a titan cannot go into certain areas (generally size is an issue) and so the player will need to hoof it around some of these massive levels, dealing with enemy grunts and robots as they go. The levels get intense, and you’ll find yourself bouncing between wall runs while shooting at enemies, changing equipment to activate sections to avoid certain death, and avoid environmental hazards – all at the same time, all at high speed. It’s thoroughly invigorating, and the high degree of trickiness means that falling to your death every now and then is likely. Thankfully the campaign is pretty generous with checkpoints, so you’ll never be overly punished. Naturally, while on foot, guns are a good thing to have,
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find, so by the end of the roughly 10 hour campaign, the player will have quite the arsenal in their possession. And it’s great training for the real meat of the game: the multiplayer. The team behind Titanfall 2 prize speed and mobility above all else, and it shows here. The faster you move and the more you keep moving, the better you will likely do – although camping out in a good spot still has its advantages. Those that did manage to play the first game will notice a few changes – most noticeably, the titans have been scaled down a bit in terms of power, meaning that a foot soldier can now stand a chance against one of these 20 foot steel war machines. Additionally, foot soldiers can damage titans in unique ways like removing power cells while “rodeoing” (that’s riding on an enemy titan) and a few other options.
GAMING
and Titanfall 2’s options are awesome. There are many variations on themes, too – like two different shotguns that have differing effects, a host of assault rifles and sniper weapons, and more. There are other bits of tech too – generally explosive kinds – and the player’s ever present stealth-cloak. In short, it’s great, explosive action with a strong platforming traversal element. The other part is when the player is at the controls of BT. It’s a much slower game, because BT is big and heavy and not at all agile, but the empowerment of being to stomp on the same foot soldiers that game you problems before is great. Unlike the titans in multiplayer, BT can hot-swop weapons at any time, and the player can figure out the tactics of which enemy titan requires which load-out as part of the game’s challenge. There are a few weapons for BT to
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Titanfall 2
Additionally, the way that players earn power ups has been changed into a slicker system, and all-round balance has been improved. The net result is that playing a multiplayer game of Titanfall 2 is exciting, quick and tons of fun. There are numerous game modes available too, with some returning favourites bolstered by a number of new modes. Of the old types, Attrition is probably the best, with players taking out enemy forces (either player controlled or AI additions) for score. A new take on this is Bounty Hunt, which rewards the player cash for doing the same thing. Cash needs to be banked between waves, and getting taken out on your way to doing that means not only do you lose your money, but the player who took you down gets half of it. It’s a fun, tense mode that is well worth trying out.
Overall, Titanfall 2 feel fresh in the shooter market, without alienating players or bringing in ideas that are too unusual. Multiplayer certainly is the best way to enjoy the game, and the great balance that has been struck here means that everyone has a chance at progressing and doing some awesome stuff. But the single player campaign is also worth a few play throughs, with a wide degree of difficulty levels and collectables adding to the attraction of experiencing it more than once. Titanfall 2 is a great sci-fi shooter – the looks are good, the guns feel beefy, and piloting a titan can be quite a thrill. If you’re a shooter fan, and haven’t enslaved yourself to one of the copy-and-paste franchises, Titanfall 2 makes for a very good option if you’re looking for something to play. g
AT A GLANCE First-person shooter
Titanfall 2 is great fun, either in single player or multiplayer, and it brings fast paced action and well balanced dynamics to the fore. Developer: Publisher: Distributer:
Respawn Electronic Arts Prima Interactive
PARENTAL ADVISORY
16+ gamecca89
Violence Language Sex Drug Use Prejudice
AWARDS
Platinum Gold Silver Bronze Casual Ed’s Choice
REVIEWED ON
XO PLATFORMS
GENRE
PC X0 PS4 Wii U X360 PS3 PSV 3DS
Score
93 53
E M W A IE G EV R
Battlefield 1 GAMING
Knee deep in mud and blood…
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Battlefield 1
by Walt Pretorius
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reality. Those that allow themselves to become emotionally invested in games will certainly feel it here. This war isn’t pretty or exciting… it is a desperate struggle for survival, brimming with fear and unpredictability. Driving this idea home is something that developers DICE did beautifully in Battlefield 1. In the opening moments of the single player campaign, the player’s character will die, over and over again, underlining the tragedy that this war was in human history. It’s got nothing to do with skill or difficulty levels; those deaths illustrate a point and set a tone that pervades the entire experience, whether playing the single player campaign or taking the battle into multiplayer arenas. Let’s start with the single player campaign first. Over the last few iterations of the Battlefield franchise, DICE have got a lot of flak over the fact that their single player
GAMING
nce again the two big names in multiplayer first-person shooting are squaring off for a showdown, but while Call of Duty continues barrelling along it’s uncertain path of futuristic warfare, the battlefield franchise has moved in an entirely different direction, moving back towards its roots in historic combat. And then it goes even further, leaving its initial forays into World War 2 as something yet to come, plunging headlong into the dreadful horror that was World War One – the war to end all wars (a sadly inaccurate description, really). And so the Battlefield franchise finds itself amid the mud, blood, broken bodies and utter chaos that were World War One. It is a descent into madness, leaving behind the almost glamourous nature of shooters based on modern warfare and moving into a more grim, more anguished
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Battlefield 1
components have been lacklustre. While effort was put into the single player experience, they just haven’t been as compelling as they could (or should) have been. That’s changed, though, and Battlefield 1 offers a single player experience that proves extremely entertaining and satisfying. It also works as a great primer for the game’s strongest component, the multiplayer contests. Instead of going with the expected “one hero to save the world” route that most shooters like to follow, Battlefield 1 rather presents the single player with six vignettes, shorter campaigns that tell the stories of six very different people; a member of the Harlem Hellfighters, an African-American unit fighting in France; a rookie tank driver; a brash American pilot who conned his way into the RAF; an Italian battle specialist searching for his brother; a grumpy Australian legend who volunteers for the most dangerous of jobs; and a
Bedouin warrior fighting beside T E Lawrence (better known as Lawrence of Arabia). Each of these “mini-campaigns” is only a few missions long, and each focusses on the different aspects that needs to be taken into account for the multiplayer game, from controlling vehicles through to capturing points. Additionally, they introduce players to various environments, and also the almost archaic weapons that were employed in World War One. Each one has some extremely thrilling segments, like stalking through No-Man’s Land to try and get back to friendly lines or battling off a host of enemy tanks while trying to keep your own in one piece. Most importantly, though, is that they are engaging and highly entertaining, and very well put together. But they’re not the reason why most people are getting into Battlefield 1… far from it. They’re the icing on the cake,
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a Battlefield game for a long time. Players have become used to their favourite, modern tools of destruction, but here things are very different. Recoil compensation is pretty much non-existent, reloading is lengthy, and may rifles rely on manual bolt actions, rather than semi-or full automatic actions to chamber the next round. Sniping someone from a long distance is all good and well when your powerful silenced semi-automatic rifle keeps your eye up to the sights, but in Battlefield 1 it’s far more likely that you’ll have to drop out of iron-sights to cycle the action after each shot. The end result is extremely authentic, and oddly charming (if you can use a word like that for a game like this). And it also means that combat becomes more measured, even as it becomes more chaotic due to other factors. Spray and pray is virtual impossible here, because high recoils will send your weapon careening off after the first shot. Even if you are
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really, with the multiplayer game still being what players are really after. And this time around, DICE managed to put a truly great experience together. Not that previous Battlefield multiplayer systems weren’t great, mind you. That game has not achieved what it has by being bad, and even lower points like Hardline were still an enjoyable experience. But in Battlefield 1, DICE have managed to balance things so carefully that the game outshines almost every other Battlefield game that has come before. It does take some getting used to, though – changes made to the game, arguably for the betterment thereof, will take even veteran players by surprise. The first, most obvious thing that players will encounter that may raise a few eyebrows at first is the selection of weapons… they’re quite unlike anything that has been featured in
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using a semi-automatic rifle, that problem will still have you avoiding pulling the trigger too quickly in succession. Here, rather, you want to make every shot count. There may be a lot of weapons lying around for players to scavenge, but ammo is rare, too, so the all-important principle of doing as much damage as possible with one bullet is paramount. And then there are the vehicles – they’re less intimidating that those in the more modern games on one hand, but more intimidating on another. While they don’t have the speed and accuracy of their modern counterparts, foot soldiers aren’t able to effectively deal with them without a fair amount of team work. Team work is pretty much essential in this game, because the individual effectiveness of a single combatant is more down=played in this outing. Knowing the capabilities of your specialist classes is key, and good squad composition,
combined with solid team work, will be well rewarded in this game… as it should be. Throw it all together, and add in very real feeling effects, like ground shuddering explosions and the almost-painful zip of a near-miss, and you have an experience that is exciting and intense in equal measure. Some of the smaller maps could use a bit of work, but the large scale battles – particularly the long-term Conquest modes – are extremely fun. Dynamic weather and real-time terrain deformation add massively to the overall experience, and help to make Battlefield 1 the freshest game we have seen from this longstanding franchise in ages. Battlefield 1 might tread a few familiar trails, but it does so with a spring in its step, and there is enough newness here to make it a great experience, particularly in a market where copy and paste games are becoming all too common. g
AT A GLANCE First-person Shooter
It’s gaming first proper foray into the Great War, and Battlefield 1 brings all the terror, chaos and anguish of World War One to hungry fans beautifully. Developer: Publisher: Distributer:
DICE Electronic Arts Prima Interactive
PARENTAL ADVISORY
18+ gamecca89
Violence Language Sex Drug Use Prejudice
AWARDS
Platinum Gold Silver Bronze Casual Ed’s Choice
REVIEWED ON
PS4 PLATFORMS
GENRE
PC X0 PS4 Wii U X360 PS3 PSV 3DS
Score
92 59
E M W A IE G EV R
WRC 6 Kicking up some dust!
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However, as Kylotonn’s second outing with the WRC franchise, there is a lot of good to be had here. It might not measure up to Dirt Rally in a number of ways, but this developer has certainly achieved what previous developer Milestone could not – make a competent, playable title. The issues here are not as much performance based as content based, even if Dirt Rally does have a slight edge in terms of the way the game plays. Truth be told, barrelling along a narrow gravel road in WRC 6 can be extremely exhilarating; the cars have a necessary weight to them, most evident when you’re doing a handbrake turn around a tight corner, and the often tight tracks feel like they’re blazing past, even if you aren’t going flat out. There is a very real sense of danger from the track hazards, too, so it’s pretty exciting stuff, all in all.
GAMING
or a genre that really is fairly niche, there are quite a few rally driving games available. There’s something exciting, almost instinctdriven, about throwing a powerful car down tight, twisting roads lined with hazards and dangers, and this thrill is likely what keeps developers making them, and gamers playing them. The WRC franchise is the only one to hold an official WRC license, which (as fans of any sports games) can make quite a difference if utilised properly. And it does in WRC 6, developer Kylotonn’s second outing with the series. In fact, it’s one of the things that manages to beat out Dirt Rally… but it’s one of the only things that does. WRC 6 makes a valiant run at the contest, but Dirt Rally still manages to cling to the top position as far as rally games go.
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with patching and DLC, but there should really have been more variety right out of the gate. Another area in which WRC 6 does well is it’s career mode. While it might not have the depth that we saw in the latest F1 game, it certainly feels like a more engaging and inclusive career that that mode did in Dirt Rally. Ultimately, this is a very decent game, and most certainly the best WRC game we have seen in ages. Sure, it has a way to go to be a top contender, but when comparing Kylotonn’s two efforts, the progress that has been made by the studio is quite obvious. Given time and perhaps a handful more iterations, WRC will likely be a top notch rally simulation, instead of just a good one. As it stands, it is great fun to play, but perhaps not serious enough for deep enthusiasts. g
AT A GLANCE Racing
REVIEWED ON
While there is still a way to go for the franchise, this latest WRC iteration makes moves in all the right directions.
Developer: Publisher: Distributer:
Kylotonn Bigben Interactive Apex Interactive
PARENTAL ADVISORY
3+ gamecca89
Violence Language Sex Drug Use Prejudice
AWARDS
Platinum Gold Silver Bronze Casual Ed’s Choice
XO PLATFORMS
GENRE
PC X0 PS4 Wii U X360 PS3 PSV 3DS
Score
79 61
by Alex Scanlon
The problems that WRC 6 has, when put next to Dirt Rally, is one of presentation, as well as one of content. Dirt Rally simply looks better. Not that WRC 6 is a slacker in terms of visuals, but the looks and audio of this game could have used a little more attention and a little more polish. That would have made the fact that it features more countries to race in than Dirt Rally really stand out, but as things are, even the wider variety of environments aren’t as impressive as they should have been. Likewise, the roster of cars available is relatively tiny when compared to the offerings of other games. Here we’re left with pretty much a same-ish stable of hatchbacks, with absolutely no looks at some of the awesome cars that were part of the rally circuit a few years ago. It’s an oversight that could be rememdies
E M W A IE G EV R
Gears of War 4 GAMING
A whole new threat
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Gears of War 4
by Alex Scanlon
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of War 4 is not his story, even though he does make a cameo appearance in it. Rather, it is the tale of his son, and is set 25 years after the original COG defeated the terrifying Locust horde. There is evolution within Gears of War 4, both in terms of the game dynamic and the overall setting. JD, Marcus’ son, has joined a rebel group who raid government establishments for supplies. Living off of the grid, they aren’t the current government’s favourite people, and the theft of a fabricator sees them land in some hot water. This introduces the game’s first set of new enemies, DeeBee robots. There are a few different varieties of these automated enemies, and their tactics vary as much as their bullet-sponge abilities do. Lighter units will act out of self-preservation, attempting to outflank and out-distance the player, while heavier units
GAMING
aying that a game is a trilogy doesn’t seem to matter much anymore, particularly if Microsoft has something to do with it. The idea of the trilogy, that great literary concept that had fans of fantasy books scurrying to find the next volume in the series, doesn’t track with video games all that much. Maybe it’s just the nature of the beast; video games can always evolve, while a trilogy of books or movies (actually, no, not movies anymore) tends to tell a completed tale. With that said, it is important to consider that, if you take the first three Gears of War games – the original trilogy – their tale did finish. That’s because it was the tale of Marcus Fenix, that surly, broad shouldered protagonist and anti-hero who was never really happy unless he was popping the heads off of his Locust enemies. Gears
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tend to march straight down the line, and charge up towards the player before exploding after having taken critical amounts of damage. And then there are the brutally annoying Seeker drones, which will roll right next to a player before detonating. They’re a real pest, truth be told, but they can be cleared away with a swift kick, or a well-placed shot while they are still incoming. There are also hovering, shielded guardians to deal with, which require flanking and teamwork, and even aerial attack vehicles that are quite difficult to deal with. The second set of new enemies comes into play not long after the game kicks off, and they come in the form of the Swarm, a new and mysterious alien species. These, too have varied fighting styles, ranging from near mindless drones that charge down the
player, despite their weakness, through to powerful quadrupedal snatchers that leap over cover and attempt to pin the player for up-close and personal damage dealing. They’re tough, too, so blasting one before it gets to you isn’t really an option. What this does is add a large amount of combat variety to the game, forcing the player to think on their feet and switch through weapons as needed, as well as reposition, flank and all the other stuff that helps add variety to a cover based shooter. Shooting things is what Gears of War 4 (like the others that came before) is all about, and to this end the developers have provided an arsenal made up of some old favourites, like the go-to Lancer and the Longshot, and some new options. These vary quite widely, too, ranging from energy based weapons through to short
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impressiveness level as the the visual feast that the original Gears of War was when it was first released for Xbox 360, Gears of War 4 looks good. But what makes the environment truly great are the effects; cover gets destroyed beautifully and logically (making it a decent combat tactic) and the electrical wind storms that plague the world are truly something to behold. They event effect physics and bullet dynamics within the game, which is pretty impressive and can prove quite challenging. The story of the single player campaign, which can be played solo or in co-op, is not exactly original – not even for Gears of War. It feels like a rehash of the narrative from the first game, really… while that isn’t a terrible thing, those that are expecting a fresh new tale may be a little disappointed. But the campaign itself is
GAMING
ranged, shotgun like murder machines (the aptly named Overkill) and a number of others. In terms of control, nothing much has changed. The same clunky “cover and clamber using the same button” mechanic can slow down the game for those that don’t get their timing pitch perfect, as can the reloading mechanic, which still makes use of the sweet-spot driven double click of the left bumper. But the controls are responsive enough, and the AI partners smart enough, to make the combat in the game both exciting and tense. A few set-pieces have been introduced too, for good measure, and things like taking down a heavy bomber while on a motorcycle can be an extremely thrilling experience. The real star of the show, however, is the environment. While it might not be one the same
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varied and highly enjoyable, and even introduces some elements from the multiplayer side of things – like a number of Horde mode-like missions, which are pretty fun when all is said and done. Speaking of multiplayer, Gears of War 4 comes with a host of options, spread across its ten maps. While some are better than others, the two that stand out are Arms Race (tasking players to kill a certain number of enemies with specific weapons, in a specific order) and, of course, the ever-popular Horde mode. There have been a few changes to this mode, including the fact that resources for building and improving defences are now dropped by downed enemies, and need to be collected by players. It makes a lot more sense, really, and it is a lot more fun. Additionally, Gears of War 4 introduces a class system, providing players with the
option to play specialised roles and take advantage of better team work. There are no real major surprises here; Gears of War established a formula that worked way back when it was first released, and as things stand, there really is no need to change it, save for a few tweaks and evolutionary elements. It provides players with pretty much exactly what they’ll expect, and makes for an extremely entertaining. Fans will love the fact that they won’t have to embark on a learning curve, thanks to the familiarity it offers, while newcomers will surely love the game’s ever visceral, overstated, bullet-spongey combat. And even though there are new influences and new thinking evident in the game, Gears of War 4 stays true to its very solid roots, making it feel like a familiar old friend… scary monsters and all. g
AT A GLANCE Action
REVIEWED ON
There are no real surprises here, which is a good thing – save for a few sensible tweaks and changes, it is still a Gears of War game. And no-one’s complaining about that. Developer: Publisher: Distributer:
The Coalition Microsoft Microsoft
PARENTAL ADVISORY
18+ gamecca89
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
92 67
A
68
It could have been a truly magnificent achievement, but bad AI implementations brings Aragami down a
REVIEWED ON
PS4
few notches. PLATFORMS
Developer: Publisher: Distributer:
Lince Works Maximum Games Online
PARENTAL ADVISORY
16+ gamecca89
Violence Language Sex Drug Use Prejudice
AWARDS Platinum Gold Silver Bronze Ed’s Choice
Score
Stealth action
PC X0 PS4 Wii U X360 PS3 PSV 3DS
GENRE
AT A GLANCE
GAMING Bound of flame
Eyes in the back of the head…
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by Walt Pretorius
Aragami
ragami is the kind of game that stealth fans love… not only is a stealthy approach necessary, but stepping out of the shadows has some serious deleterious effects on the eponymous player character. See, Aragami – the guy you get to control – has been summoned from the netherworld by a princess held captive. It is up to the player to rescue her, but being from the netherworld means that Aragami needs shadows and darkness, not only to hide from enemies, but also to fuel his otherworldly abilities. Moving out of the shadows rapidly drains Aragmi’s powers, but stepping back into them allows him to refuel and hide. Well, theoretically, at least. Despite the fact that Aragami is a very well put together game, the AI is one of its weak points. Enemies will spot you in shadows from time to time, and grow eyes in the back of their heads at others. It can get pretty frustrating. One interesting approach is that Aragami doesn’t punish layers for adopting a chose play style. While it’s all about stealth, choosing to eliminate or avoid enemies are rewarded in much the same way, and Aragami’s upgradable powers are a balance between lethal and non-violent. Aside from occasional frame rate issues and a few textures that could have been better, Aragami has a great look and feel. It’s a highly entertaining game for stealth fans, and great UI implementation shows currently selected abilities and power levels on Aragami’s cloak. Had the AI been handled better, this game would have been a shining example of what the indie market has to offer. Sadly, though, it can go beyond mere frustration at times, taking what could have been a truly excellent title down a few notches. g
Aragami
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E M W A IE G EV R
Ride 2 GAMING
Grinding on a bike…
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GENRE
Great bikes and handling clash with lacklustre settings
by Rob Edwards
and a terrible grind against a devilish
AI... Ride 2 would have benefitted
PC X0 PS4 Wii U X360 PS3 PSV 3DS
3+
Milestone Milestone Ster Kinekor
Violence Language Sex Drug Use Prejudice
AWARDS Platinum Gold Silver Bronze Ed’s Choice
Score
70
AT A GLANCE
PARENTAL ADVISORY
REVIEWED ON
PLATFORMS
from some polish.
Developer: Publisher: Distributer:
gamecca89
Racing
PS4
of the bikes, is brilliant, and if you’re playing the game just to experience the thrill of riding virtual rockets, then it’s quite the experience. But there is more to riding than just riding in this title… there racing, too, in the form of numerous events, including a World Series. And that’s where Ride 2’s wheels fall off rather disastrously. First off, there is a class system for rating bike performance, called PP. You need to meet a certain PP to enter a race, but even if you have enough, it won’t be enough, because the classifications are so broad that a bike at the bottom of the range has absolutely no chance of beating one at the top. Add to that the fact that the AI riders can pull of things that the player can’t, stick to the driving line to the point of near homicidal aggression and seem to have bikes that are faster than those the player has access to, and Ride 2 becomes an exercise in frustration. Yes, you can beat the AI, and you can progress, but you’re going to have to grind your way towards upgrades to do it. For a game all about the freedom you feel when you ride a motorcycle, it pretty much cages you into a grind cycle that is a little soul destroying. You’ll be repeating the same races over and over again, with your only ray of hope being that each time, theoretically, the gap between you and the race leader gets smaller and smaller. It’s almost painful. Add to that the fact that the beautiful bike models are put into a world that looks less than beautiful, and the great handling and wide variety lose their appeal. Ride, as a franchise, can achieve a lot, but Milestone really need to start putting polish where it is needed here. g
Ride 2
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here are several stages in game development. Starting with an initial idea, the making of the game goes through lots of working parts as things get tested, trimmed up, retested and iterated to become the best they possibly can be. It’s a long road between concept and final product, with many pitfalls along the way. And sometimes those pitfalls go unnoticed – maybe because of poor quality assurance, or because the developers are too close to the project to see its flaws. It was probably the latter that happened with Ride 2. Milestone, as developers, have something of a spotty record at best, but they have managed to establish themselves as something of an authority when it comes to motorcycle simulations. Just giving a quick look at the recent Valentino Rossi game will confirm that. And, in some ways, so does Ride 2, but there are odd inconsistencies between the two titles that almost don’t make sense. Ride 2 is intended to be a celebration of powerful, two-wheeled machines and, in many ways, that’s exactly what it is. The player is provided with a wide array of motorcycles to collect, upgrade and ride within the game, ranging from plucky two-strokes right through to powerful superbikes. Anyone who loves bikes – all bikes – will find a lot of joy in the painstakingly recreated models and wide array of customisation options that Ride 2 provides. Similarly, fans of riding bikes, and the art of riding bikes, will love the fact that each bike handles differently, and that through careful weight distribution you can pull off some pretty amazing things in the game – just like in real life. The detail here, in the handling and the varied performance
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E M W A IE G EV R
Mafia 3
GAMING
Furious vengeance
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Mafia 3
by Walt Pretorius
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his home town of New Bordeaux sees Clay undertake a path of vengeance and destruction, putting his specialised military training to good use in eliminating he members of the crime syndicate that did him wrong. The ties that I mentioned earlier stem from the fact that Mafia 3 pulls no punches. The year is 1968, and racial integration is something that America hasn’t experienced yet. New Bordeaux – a fictional version of New Orleans – is rife with racism and discontent, and Hangar 13 doesn’t shy away from the topics. The “n word” is liberally strewn about, and racial tensions run high. Police presence is stronger in more affluent white areas, and all policemen are white, too. This racism runs through the main narrative, too, and creates a sort of off-colour unity throughout the whole
GAMING
he problem with open world games is that when you’re spinning a fairly detailed narrative, the actual open quality of the world interferes. It’s a problem that game developers are well aware of, and there are a few tricks that can be employed to try and mitigate it, although nothing has yet eliminated the idea that player freedom can interfere with narrative. Hangar 13, the development crew behind Mafia 3, took an interesting approach to minimising the impact that freedom has on the narrative by making sure that the setting and the narrative share strong ties. Mafia 3 sees the player take on the role of Lincoln Clay, a young black man who recently returned from his tours in Vietnam and with dreams of moving to California in his mind. But a betrayal in
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experience that makes it feel slightly more cohesive – although only slightly. There are still times when things start feeling a little disjointed. It does bear mentioning that Hangar 13 were attempting to paint a very real picture of America during this era. The racism seen in the game is a disturbing reality of the time, yet its inclusion is necessary, not only for accurate depiction of the era, but also in the motivations of the main characters. As distasteful as it is, the blatant, open racism depicted in Mafia 3 is not only accurate historically, but necessary for the overall narrative. The Marcano Family is squarely in Lincoln’s sights, but to take them on, the player needs to chip away at their power base. To do this, he enlists three lieutenants; Cassandra, leader of the Haitian
gangsters, Thomas Burke, an Irish mobster, and Vito Scaletta, an Italian Mafia exile (and, yes, the hero of Mafia 2). Each of New Bordeaux’s six capturable districts has two rackets running in it… by taking over the rackets, Clay gains control of the districts. The rackets, and later districts, can be assigned to one of the three lieutenants to manage, adding an element of relationship management to the game. Favour one too much, and the others may well rebel. Taking over a racket – be it drugs, prostitution, vehicle theft, smuggling or a number of other illicit affairs – requires the player to damage the racket financially. This can be done through assassinating henchmen, destroying property, or a number of other things. Once enough damage is done, Lincoln can face the head of the racket; after both rackets in the area are
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club in which everyone is tripping on wine spiked with military grade LSD, a sinking river-boat, an abandoned theme park… all of these, and more, make for some extremely interesting settings, and allow the player to truly dig in and have fun against a ton of enemies. Speaking of which, the AI is not the smartest. Different enemy types will behave in different ways, but there is not much variation in those actions. And distracting an AI opponent with a well-timed whistle so that you can lure him away and stick a stealthy knife in his gut is purely too simple a way to get through a mission. Character advancement is handled through the lieutenants. Each one offers certain advantages and bonuses, and by giving them more rackets (in other
GAMING
done, Lincoln can face off against the district’s controller, and take them out. Initially, this process is a lot of fun, and each district ties into the game’s narrative. The player can do them in a semi-random order, so the writing has been cleverly crafted to accommodate for this. The problem is that doing all the little tasks that damage a racket can get tedious when you’ve already done a few before. There tends to be a lot of driving back and forth across the city, and while there are some very cool settings even for these minor tasks, they get very repetitive before long. It’s good, then, that the main story missions – generally facing off against one of the major players – are so well put together. They take place in a host of interesting and compelling places – a country
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Mafia 3
words, increasing their income) Clay gets access to these. Side missions can also be undertaken in the bayou near New Bordeaux, with a different type of mission for each lieutenant adding to their income. Despite a bit of repetition, Mafia 3 can be great fun to play. A large part of that enjoyment comes from the great presentation. Although it has a few frame rate issues, the game is really good looking. But the star of the show is the character acting. Both in visual terms and in voice acting, the characters in Mafia 3 are lively, beautifully animated and voice acted to nearperfection. Watching Lincoln’s development is more than just in his actions – and his new demeanour is beautifully portrayed, as is the development of every major character. The city, too, is great, and although the driving is a tad arcade-like, exploring New
Bordeaux and its distinct districts can be lots of fun. Mafia 3 is not a perfect game, but it is still a very enjoyable experience. And although its tale of vengeance and ambition is not exactly the most original, it is well told. That, combined with a great setting and a cool faux-documentary approach to cut scenes, makes the game all the more enjoyable. Fans of open world games will likely enjoy Mafia 3, even if it touches more than a few nerves in portraying a time when America was very different to what it is today (on paper at least). But the real stars of the show here are the characters, the people whose story Mafia 3 tells, and it is their progression that will keep you coming back, even if you feel like you may be grinding a little. Ultimately, Mafia 3 deserves a play through, because it is what video games should be: fun. g
AT A GLANCE Action
REVIEWED ON
Although some of the missions can feel a little repetitive, and the AI is relatively easy to outsmart, Mafia 3’s story, setting and characters are really worth experiencing. Developer: Publisher: Distributer:
Hangar 13 2K Prima Interactive
PARENTAL ADVISORY
16+ gamecca89
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
84 77
E M W A IE G EV R
Rise of the Tomb Raid 20 Year Celebration And now, on PS4…
W
the Tomb Raider on their chosen console. But more than that, their patience (which came about eventually) has been rewarded with something of a special edition. While Xbox One players might have been able to play it first, PS4 players have been given what can only be called a special edition of Rise of the Tomb Raider. It includes not only the excellent game, but also the DLC and add-ons. The already released DLC that Rise of the Tomb Raider: 20 Year Celebration comes with are the Cold Darkness Awakened and Baba Yaga: Temple of the witch expansions. A third expansion, Blood Ties, has been included, too (and is currently available for download for those who have the game on Xbox One or PC). Blood Ties adds an interesting element to the game, because it delves into Lara’s personal story in its first part, with a non-combat tour of the Croft Manor
GAMING
hen it was first announced that Rise of the Tomb Raider, the sequel to the Tomb Raider reboot, would be an Xbox One exclusive for a year, PS4 owners who were fans of Lara Croft pretty much lost it. There was a lot of anger aimed at both Microsoft and Square Enix for marginalising owners of the PS4 – hell, there was even some anger directed at Sony for accepting the arrangement. But, like with many things in the world of gaming (with notable exceptions, like maybe the No Man’s Sky debacle) the storm subsided not long after the game was released, and PS4 owners moved onto other things while their Xbox One owning friends enjoyed the icy adventures that Rise had on offer. The year has passed, and PlayStation 4 fans that have been waiting for the title can now enjoy Rise of
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Rise of the Tomb Raider: 20 Year Celebration
der: Best of all is that, even though Rise of the Tomb Raider is already a year old, it still feels fresh and exhilarating. Lara’s icy adventures and actual ability to raid tombs (which was missing from the previous game) make for great entertainment, and the well-designed levels and enticing action have aged extremely well, even if a year seems like an eternity in video gaming. If you haven’t played Rise of the Tomb Raider yet (likely because you are a PS4 player) then this is a great time to do so. The full game, plus all DLC and a few other extras make it an extremely compelling prospect, and if you’re over sulking about the initial exclusivity that the game was subjected to, getting this one right away will certainly scratch the year-long itch to get some more action in the form of the reimagined Lara Croft. g
AT A GLANCE Adventure
REVIEWED ON
Even though the Xbox One and PC versions were released a year ago, this game is still great. And this PS4 edition features all the DLC, too. Developer: Publisher: Distributer:
Crystal Dynamics Square Enix Megarom
PARENTAL ADVISORY
18+ gamecca89
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
89 79
by Rob Edwards
giving glimpses into her past. This goes a little further in the second part, Lara’s Nightmare, in which the manor becomes infested by hellish demons (and you need to fight them off, of course). Another nice addition to come up with this particular release is a co-op version of the Endurance mode, which allows players to survive for as long as possible – battling hunger, cold and enemies – in extreme conditions. Only, now you get to be virtually miserable with a buddy. It’s a fun mode, much improved by the coop, and still tinged with the ability to screw your buddy over. Another addition is that the player can experience the Croft Manor in VR, although local players will need to wait a while before they can sink their teeth into that prospect.
E M W A IE G EV R
Civilization VI GAMING
The world is yours for the taking…
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Civilization VI
by Walt Pretorius
81
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GAMING
P
icture a beautiful, pastoral scene… a small primitive village sits next to a river. Around it are farms and mines, where workers pass their days toiling towards the good of the community. Scouts rove through the nearby hills and forests, seeking wonders and resources to help their people become stronger… until, of course, my tanks roll over the hill and blast the crap out of everything. There are certain truisms about virtually every Civilization game ever made, and they remain even now, as the sixth instalment thrills fans around the globe. The most prominent one is that might is right. No matter what route you try to take, Civilization VI (like every other iteration before it) is a game that hinges on the sword and spear, the bow and shield. Or, of course, the rifle (in later stages). It’s something that Civilization VI tries to downplay by offering different ways of winning but, in the end, peace through superior firepower is something that works. And even if you decide to pursue a scientific, religious or cultural victory, even if you decide to be the most peaceful of farming communities, trouble will come to you, forcing you into combat situations no matter how hard you try to avoid them. It would be wonderful to say that this is an unrealistic view of the rise of empires and nations, but sadly it is – if history is studied – something that is very real; gun-barrel diplomacy has always been a part of human nature, and the idea of furthering our own by destroying others is not exactly alien to humanity. Civilization VI is a game that starts the player off as the leader of a fledgling community back in the stone age. From there, the player
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has to build a dominant nation, using the areas of science, religion, culture and, yes, military might, to become the leading power in the world. It’s pretty much the same as and other Civilization title – the formula hasn’t changed for the more than two decades that this franchise has been around. So, in truth, the main premise of the game is not new. In fact, the new aspects of Civilization VI tend to be tweaks, with only a few major new approaches introduced. But, quite honestly, fans of the series will likely be pretty pleased about that. If it ain’t broke, don’t fix it… and Civilization was far from broke. What Civilization VI does offer, aside from its few changes, is more of the same. And I do mean more. While the activities that the player will undertake are largely unchanged from the 4X ideas of explore, expand, exploit and exterminate, there is a great variety of things to do, and a freer way in which to approach the idea of world conquest. While military might is the obvious choice, spreading your religion around the globe can also see you win, and creating a lasting and impactful culture is also a path to victory. But when even Ghandi will take up arms against his enemies, the military option cannot be ignored, even if you’re just defending yourself. Perhaps the most impactful change to the new game is the way in which cities are built and managed. In pervious Civilization games, a city would occupy a hex (yes, it uses a hexagonal tile map system) and everything added to that city would simply be tacked onto the graphic representation of said settlement… all in one hex. In Civilization VI, however, things have become a little more complicated. Now, each gamecca89
Civilization VI
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Civilization VI
GENRE
Not too much has changed in
Civilization VI, but the tweaks that are there enhance the overall strategy of the
PC X0 PS4 Wii U X360 PS3 PSV 3DS
Violence Language Sex Drug Use Prejudice
12+ AWARDS Platinum Gold Silver Bronze Ed’s Choice
Score
93
AT A GLANCE
PARENTAL ADVISORY
REVIEWED ON
PLATFORMS
game rather nicely.
Firaxis 2K Prima Interactive
gamecca89
Management / Strategy
Developer: Publisher: Distributer:
representation of famous world leaders through the ages has moved to a more cartoonish style, but this is not without merit. The other world leaders you will inevitably deal with are rich and full of character, and their overstated looks, gestures and expressions will leave you no doubt about where you stand with them during diplomatic sessions. Aside from a welcome new way to manage cities and armies, a better understanding of the unpredictable AI and much better visuals, nothing much has changed in Civilization VI. It really is a newer version of the same game, with tweaks that improve the experience without fundamentally altering the spirit of the series. While that may seem like a negative thing to say, as far as Civilization fans are concerned, that’s fine. If the game works more or less in the same way (but better) then they’re going to be happy with it. It’s part of the reason why the franchise has done so well for so long (even if it is a smaller base of fans drawn to its complex, turn based management and strategy systems) and it is also why they keep coming back. Civilization VI doesn’t hold any untoward surprises or earth shattering changes… rather, it sticks to what makes the franchise so much fun to begin with, and that’s pretty much exactly what fans of the series want it to do. It does feel a little less “serious” than previous iterations, but that’s something that only a small number of people will find problematic. Others will just keep on fighting barbarians with tanks, gleefully exploring, expanding, exploiting and exterminating to their heart’s content. g
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city has the ability to have districts, but these districts must be built in hexes under the city’s control. That makes the approach to city organisation much more complicated and engaging. For example, using every hex around a city for farms and mines may have worked in the past, but now you have to consider the addition of things like military encampments, commercial and industrial zones and even neighbourhoods, and more. While previous games of Civ had ever city essentially becoming a carbon copy of every other city, there is greater urban individuality in Civilization VI, and the need for planning extends into an empire-wide strategy for smart players. You can’t just build every amenity with abandon anymore, and that is a great change. Districts have their own upgrades, too, so build order becomes paramount, particularly when you have a sprawling empire and limited space. Another change is in the fact that certain units can stack, creating stronger armies. While the game still sticks to “one army unit per hex” as a guiding principle, making those individual units stronger can have a great effect on the later stages of the game. And then there’s the AI. It still verges on schizophrenic in terms of unpredictability, but now you can access information to at least see what will make your fellow world leaders suddenly declare war on you. Some admire strong navies, others scientific advancement or strong religious systems, and so on. They’re still crazy, but at least their crazy is a little more predictable this time around. Speaking of the AI, Civilization VI’s
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Farming Simulato GAMING
Moving to the country…
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Farming Simulator 17
GENRE
It’s not the best game ever made, and it still has a handful of issues,
by Walt Pretorius
Farming Simulator 17 is but
by far the best iteration of the franchise.
Fans
PC X0 PS4 Wii U X360 PS3 PSV 3DS
Violence Language Sex Drug Use Prejudice
3+ AWARDS Platinum Gold Silver Bronze Ed’s Choice
Score
80
AT A GLANCE
PARENTAL ADVISORY
REVIEWED ON
PLATFORMS
will likely love it.
Giants Focus Home Interactive Apex Interactive
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Simulation
Developer: Publisher: Distributer:
for series veterans. Their stops are limited, though, so not everything the player produces will go through the rail yards. Farming Simulator sticks with the three agricultural options that worked well in Farming Simulator 17 – crops, lumber and livestock. On the livestock side, pigs have been added to the mix, while crops now include extras like soya beans and sunflowers. And, like the previous game, Farming Simulator 17 can be played solo, or in online co-op. Also added is the option for mods, which may result in a few nice new extras like maps and other equipment. At the time of writing there isn’t much available yet, but these may grow with time, thanks to a surprisingly strong community behind the game. Playing Farming Simulator 17 is a surreal experience. It goes through moments of sedation and extreme activity, and the player will more often than not find themselves doing the same tasks over and over again. That’s the nature – and part of the appeal – of this game. It’s not high adrenaline, exhilarating stuff, but rather a more sedate and pedantic mix of simulation and management that is all the more appealing for the lack of guns, explosions and angry AI characters trying to do you in. There have always been great ideas hidden in the Farming Simulator franchise and, while it might not exactly be the world’s most popular genre, its simple but dependable management system combines with a version that is much better than what came before in Farming Simulator 17. It’s certainly not for everyone, and those that like it may well find it difficult to tell you exactly why they enjoy it, but this latest iteration of the franchise is going to be a real treat for Farming Simulator fans. g
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ot everyone enjoys the Farming Simulator franchise. In fact, there are people out there who poke fun at it, and those that play it. But the franchise does have enough fans that developers Giants got a bit of a shot in the arm in terms of finances, and were able to put more effort behind the latest iteration, Farming Simulator 17. What they essentially did was expand on what was already working, and then game the whole a ffair a fresh coat of paint. This Farming Simulator iteration looks much better than its predecessors and, while it doesn’t compete with some of the really big budget titles out there, the visuals are enough to get you lost in an agricultural funk for days. Misty morning, storms, massive shiny machines, dust clouds kicked up… it’s all here, and looking better than ever. The most noticeable change stems from the fact that Farming Simulator offers two new maps. The older maps (of which there were also two) have been replaced by a bright and cheery American one, in which you can almost smell the maple syrup and blueberry pancakes, and an utterly depressing Russian one, complete with crumbling industrial buildings and poorly maintained roads. Each map gives the player the option to expand their farming operations over a number of fields, if they’re going in for the “sow and harvest” cycle. The player starts out with a hefty bank loan and rudimentary equipment, but careful management of fields and selling of produce at the places that offer the best prices will soon see the player’s empire expanding. Another new addition are trains. They’re not a massive game changer, but they do make hauling bulk cargo a lot easier, and driving them down the rails can be a treat
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Dragon Quest: Builders GAMING
Reshaping the world
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GENRE
It’s a crafting game and light
RPG all
by Rob Edwards
rolled into one
– Dragon Quest: Builders is great fun for the whole
PC X0 PS4 Wii U X360 PS3 PSV 3DS
7+
Square Enix Square Enix Megarom
Violence Language Sex Drug Use Prejudice
AWARDS Platinum Gold Silver Bronze Ed’s Choice
Score
80
AT A GLANCE
PARENTAL ADVISORY
REVIEWED ON
PLATFORMS
family.
Developer: Publisher: Distributer:
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the world. And, as with most games of this sort, the entire world can be taken apart and reshaped as the player sees fit. It follows the usual ideas of progression, and the player will learn to make bigger and better things as they work their way towards the primary goal of the tale. Additionally, it isn’t overly punishing. If the player’s settlement gets attacked, walls and the like might be knocked down, but numerous of the things that the player created are not destroyed. They simply need to be picked up and replaced. Speaking of attacks, Dragon Quest: Builders has a simple combat system, but it is still deeper than one might expect from a game like this. It won’t ever really prove to be too taxing, though, and that’s largely because Dragon Quest: Builders seems to be aimed at a younger market (even if some of the jokes will only make sense to adults). It works out to be a great game for the whole family to enjoy, although very young kids might need some help because, annoyingly, all dialogue is text based. Square Enix did everything they could to keep Dragon Quest: Builders as free of grind and annoyance as possible. A competent set of controls allows surprisingly fast and efficient crafting and object placement, and the help of the PNC characters is certainly useful… they’re not going to work wonders, but they’ll take care of a lot of the tedious stuff, and even fight to defend the settlement when pressed to. For a game developed for both PS4 and Vita, Dragon Quest: Builders feels surprisingly at home on the PS4, and makes for a great, pretty-much harmless game for younger players to enjoy – although there’s enough to keep adults engaged as well.g
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rafting games, thanks to Minecraft, are pretty much popping up everywhere. And while they have different themes, from surviving an apocalypse through to just plain building stuff for fun, the core components are all the same: collecting resources and constructing stuff. In the world of Dragon Quest: Builders, though, things are a little different. First of all, your character, which can be extremely lightly modified at the start of the game, is the only living soul left with the ability to create… well, anything. The Dragonlord, the game’s big bad guy, has somehow stripped the world of the ability to create things. No explanation is given but, quite honestly, none is needed. The player becomes a hero (even though they are told they are not one) because they can craft. The world in which the player enjoys their adventure is not devoid of others, either. There are a number of NPCs here, who all marvel at the player’s abilities. So much so, in fact, that the player can build a thriving – if small – community of NPCs as they construct their settlement. And they’re not just window dressing, either; NPCs will perform some mundane tasks, like cooking food and such, which might not seem like a lot, but certainly do keep the player stocked of supplies and eliminate some of the more repetitive grunt work from the game. There is still a lot to do, though, either in main story quests or in side quests. Although many side quests don’t always provide the best rewards for their completion, nothing feels awkward or out of place here… everything the player does seems to be important in Dragon Quest: Builders, which certainly helps the player feel vital to
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Zoink Games is all about dedication 92
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Indie View
n Player! Swedish game developer Zoink Games; featured at the E3 EA Originals program. We spoke to Mikael Forslind about eating, sleeping and living games... gamecca89
By: Nthato Morakabi
Creativity, ingenuity and riddled mystery, with award-winning
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GM: Zoink! That’s quite a catchy name. Where did it come from? ZG: It was our CEO Klaus Lyngeled that wanted a humorous name and fell for Zoink.from comic books… like when Batman was fighting bad guys and hit them - ZOINK! It’s a made-up funny word that doesn’t really meaning anything.
GM: I like that already. And how did Zoink start in the game development industry? ZG: Zoink started around the same time we developed The Kore Gang, an adventure game developed more than ten years ago.
GM: What was that one game you played that made you want to develop games in the first place? ZG: I’ve always been a fan of video games and after spending a lot of years working in both video stores and music stores and, seeing how they slowly started to disappear more and more, I realized I need to find something else to work with. Working in video games never really occurred to me but back in 2011 I went for the big leagues and randomly applied for a job at Nintendo. I didn’t get it but they were impressed and I realized I needed a proper education… so I spent two years in business school, which then landed me a job in the gaming industry.
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GM: I can see that gaming plays quite a big role in your life, care to share the extent of it?
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GM: And from a game development perspective? ZG: Before I started working in the gaming industry I remember thinking, when a game wasn’t released on a Mac, “Well obviously they don’t know anything and they hate their consumers and don’t want my money.” Now I realize game development is difficult and there could be so many reasons a game isn’t coming out on a platform, or has bugs, or design flaws. I also play games differently, studying the game design more in detail, trying to break it down and understand it. To be completely honest I have more trouble enjoying video games than before.
GM: Yes, I can see why. So what keeps you inspired? ZG: I don’t know if I have a particular source of inspiration for what I do but my goal is to always to aim for the sky. I always pursue my goals to 150% and I put my heart and soul into every project that I do. I guess it’s kind of OCD related, I remembering 100% all the Nintendo 64 games that I owned because I felt a need to experience everything and maximize the game.
GM: I love it! Now in your quest to know the industry better, what challenges you have faced as an indie development company? Any advice?
ZG: At the moment I live, eat and dream about games. Since this is only my third year in the gaming industry I still feel the need to learn a lot so can I become better.
ZG: There are so many people out there making games and it’s really tough to stand out. If I could give any advice it would be to make a great game, something that stands out, start building your community around your game from day
So gaming is a major part of my life at the moment and always has been. If the years before I started working with games were about playing games, now everything is about learning more how to make games and know the industry better.
one, listen to your community and test your game a lot on them so you know that it’s good. Aim for the sky, but be prepared for the worst. If success comes treat it delicately, it won’t be around forever. And keep on making great games! gamecca89
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GM: Speaking of making great games, where do you see the indie industry five years from now? So, this is the place I make predictions? I have no idea really but for fun let me speculate and elaborate on a few ideas. I think this generation is the end of traditional console cycles. The PS Pro and Xbox Scorpio are indicators that you’re not going to see a new version of a console every 7-10 years. Instead we’re going to get upgrades to our existing consoles. I also think PC gaming and console gaming will be more similar in the future. PC gaming is already so much simpler than it was just a few years ago. I think VR will pretty much be something for the casual gamer. The uses for VR is far more useful in other areas like visiting museums, concerts and the like. I’d be surprised if we’re all sitting in our living rooms with VR-helmets on in 2021. Lastly I think the so called retro trend is going to be stronger than ever. We’re looking at millions and millions of people who grew up playing on the Nintendo, a simple offline console with no patches, updates and things that break. I think a lot of people just figured gaming got too complicated, and due to different reason want to go back to a simpler and less stressful time. Just look how the Internet is exploding over the Mini NES releasing soon.
GM: Fascinating predictions! I’m hoping for more on the VR front though. So are there any Indie Developers you look up to? ZG: I’m a fan of small indie developers that actually muster up and finish their games. Anyone can work on a game for
GAMING
years and years saying they’re an indie developer but actually finishing your games and getting them out is an extraordinary thing and takes some real dedication. To name drop a particular developer I would say Ron Gilbert (creator of Maniac
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Mansion and now Thimbleweed Park). Not just because I like his games, but his comments on the gaming industry today. Since he’s been around a while he has a lot of great insights.
GM: Is Zoink Games part of Game Dev community? ZG: Gothenburg, isn’t a very big city (roughly 1 million people) so the gaming community is somewhat small. You tend to run into the same people on indie dev meetups. Since I work primarily with publishing and marketing I don’t consider myself a developer so whenever I attend events with a lot of developers I tend to feel like the odd one out. I try to go for a beer every now and then though on the Indie Dev Beer Night.
GM: Well you’re part of the team, right? Winding it down, is Zoink working on anything right now? ZG: We’re actually developing two games at the moment, one is an unannounced game that uses narrative gameplay and colourful art, which is what Zoink is mostly known for. The other is Fe, our mysterious platform/adventure game set in a dark Nordic forest. We premiered the game on stage at E3 earlier this year and people seemed to really like what they saw!
GM: I definitely liked what I saw. What can you tell us about it? ZG: Fe is a personal narrative about our relationship with nature – a wordless experience that captures our connection with the world around us. It’s a story about a young cub, alone in the forest exploring and learning how to communicate with the world and beings around it. In more simple terms, it’s a 3D platform/ adventure game set in a dark Nordic forest. With no hand-holding the player can explore the forest and find his or her way forward. gamecca89
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GM: What was the inspiration behind it? ZG: Growing up in Sweden, many in the Fe-team grew up around forests with fond memories of the adventures they had there. Fe is sort of a way to reconnect to that world. While we sit in our office, can we still create a game about the spirit of nature? We wanted to find out.
GM: What platform are you looking to release it on? ZG: That’s unfortunately a little too early to talk about.
GM: Fair enough, and is there a release date? ZG: Also a little too early to talk about, I can confirm that it is not coming in 2016.
GM: Well, I’m looking forward to Fe! In closing do you have a favourite game? ZG: If I can only say one I would have to say Zelda - A Link to the Past. I loved that game as a kid and it’s a game I can always come back to and still have an amazing time. Brilliant pixel art, great music and a fantastic atmosphere. I actually have a Link sprite tattooed on my arm, that’s how much I love that game!.
GM: And if there was a game you would love to work on, what would it be? ZG: If Shigeru Miyamoto called me saying I could work on Super Mario Galaxy 3 I think I would have to move to Japan the next day. I’m such a huge fan of those games, they’re brilliantly designed.. .
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GM: Thank you once again for your time Mikael, and the Zoink Games team. g
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Legacy: System Shock
acy: m Shock
ve Horror
By Lein Baart
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Why was it created? While the System Shock franchise has become known as an Irrational Games property over time, the original idea was actually conceived by one of the most influential developers in gaming history, Looking Glass Studios, when designer and programmer Doug Church, exhausted from creating “too many dungeon games”, began conceptualising the next project for the studio while completing Ultima Underworld II: Labyrinth of Worlds. The goal was to create a world as believable as possible given the limitations of the technology of the time, and to this end both the plot and setting, which saw an unnamed hacker battle to destroy a rogue A.I. on an overrun space station, were designed to limit breaks in immersion as much as possible. However, despite the advances in design achieved during development and the praise that was lauded on the game System Shock never achieved commercial success, though its eventual popularity did pave a way for a sequel. Somewhat surprisingly the idea for a follow-up wasn’t even on the cards when Looking Glass approached the newly formed Irrational Games with the intent to codevelop a title, and while the team were looking to create something similar it wasn’t until Electronic Arts suggested a sequel that System Shock 2 truly began to take shape. It was a mostly different group of people behind the wheel this time round though, and while there was a definite resemblance to its progenitor, the development of System Shock 2, led by Ken Levine, focussed more gamecca89
on the atmosphere and narrative of the world. Feeling that the original had been to close in design to Doom, there was an active effort on the part of the team to expand the RPG mechanics, complemented by a plot in which Levine actively sought to betray players. It all built towards a title that, like the first, was lauded on release but failed to generate revenue, though the following it built over the years has become truly phenomenal.
Why do we care? The System Shock franchise is one known for its innovation. For instance the first game saw the creation of a true 3D game engine capable of accurately simulating physics such as throwing objects (a daunting achievement considering this was a year after Doom’s release), along with a sound design that was able to provide capabilities such as dynamic tracks that responded to a player’s actions. It was the first game to provide exposition by means of audio logs and recordings, which, despite having become so common nowadays it can almost be considered cliché, at the time allowed for a hitherto unseen (or unheard) level of immersion. However the knowledge of the significance of System Shock, which inspired titles like Deus Ex, has dwindled over time, and ultimately was eclipsed by its sequel. It’s System Shock 2 that retains a fanbase so fervent that unofficial patches are still occasionally released by the community, even seventeen years on. Designed to create a constant sense of horror and vulnerability, for many the game stands as one of the earliest examples of what we now call emergent gameplay, and has influenced the likes of BioShock (a spiritual successor also created by Irrational Games) and the first Dead Space. Even the effects of the plot, which provided plenty of twists, can be seen in later works, as before its release nuance was practically absent from game narratives, especially in firstperson shooters. The legacy of the System Shock games is vast and subtle, though undoubtedly it remains one of the most important franchises in history. g
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ult games by their very definition have passionate followings, typically with dedicated online communities that will keep a release alive long after other games of the time have been discarded and forgotten. However, out of all the titles that can lay claim to cult status, there are few that have even come close to inspiring the fervour that System Shock 2 has generated. The series as whole though is worthy of mention, as from the beginning it set out reinvent standards and gameplay, many of which have become the norm in modern gaming.
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HARDWARE Reviews 112 114 116 118 120 122 124 126
MSI Armor GeForce GTX 1060 Graphics Card MSI B150M Mortar Arctic Motherboard Cooler Master Masterliquid Maker 92 CPU Cooler Redragon Titanoboa 2 Gaming Mouse Roccat Tyon Gaming Mouse Cooler Master Masterpulse Pro 7.1 Headset Redragon Asura Gaming Keyboard Roccat Sova Mechanical Lapboard
RegularS 128 132
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PlayStation has some e
P TECHNOLOGY
layStation is a stalwart in the South African market. From its first release, this is a console that, unlike others, has always had a presence in South Africa (distributed by entertainment giants Ster Kinekor), and as a result it has gathered a strong, loyal fan base. Times are interesting for PlayStation (and South Africa) and so
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Future Ready
e Ready
exciting times ahead‌
we caught up with Mario dos Santos, CEO of Ster Kinekor Home Entertainment, and Robert Fisser, Sony Computer Entertainment VP & General Manager Middle East, Africa, Turkey and India, at rAge 2016. We chatted about new hardware, challenging markets, and how South Africa figured into SCE’s plans.
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all of them will provide a good
think we’ve got it right with
of updated PlayStation hardware a few months
console experience, in HD.
this proposition, including the
This is part and parcel of a
technology and the price. We
ago was a surprise to
technology shift.
think it will initially appeal to
GM: The announcement
some. How do you think the local market will react to the PS4 Pro? MdS: I think they’re going to embrace it. The core gamers got into the PS4 in December 2014, and they spend endless time gaming – they wil appreciate an upgraded piece of equipment, in terms
those that bought PlayStation
GM: There has been some mention that there will be different experiences for VR,
GM: As much as we hate to, we have to bring
based on the hardware
up the console wars…
you are running – that older console versions may not run it as effectively. Is this the case?
While PS4 has owned this generation up to this point, in terms of sales, the Xbox One S looks like a tougher competitor. Do
of speed and connectivity and so forth. I think they really will embrace it.
4 from day one.
RF: Our VR works fine on any PlayStation 4. There
you think that Microsoft is going to become a stronger competitor?
is quite a large install base
GM: One of the things that has come up is that this is very early for a “new” set of hardware. Do you think that the timing will have an impact?
for PS4 already, so we have
RF: We welcome
made sur that VR works on
competition. We have a pretty
every single one of them.
clear strategy. Once the new
Consumers should not be
hardware has been released
afraid that their experience
in the next few months, all of
will be different based on their
which is future compatible,
console.
consumers will see our offering and line-up. We think
MdS: We see updates happening annually in other devices like mobile phones and
TECHNOLOGY
so forth. I think consumers
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GM: So the main drive for the Pro is moving to higher resolutions like 4K?
that we’re offering what consumers expect from this generation.
RF: The Pro is not something
have come to expect updates
that was created on a whim.
because of technology
A lot of research went into it,
moving at a fast pace. But
and feedback from gamers is
the update doesn’t mean that
that they wanted something
the existing consoles in the
more powerful. Of course,
market already, as well as the
market trends are towards
Slim, aren’t going to deliver
4K, as well as HDR, so we’ve
a similar experience from a
incorporated those. The
content perspective. They will
preorder programs that are
all embrace VR, for example –
in place are doing well. We
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GM: Onto local matters – how is the gaming market doing in South Africa? We’ve seen big shift in exchange rates in the last two years, and other factors that could negatively affect matters…
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MdS: The exchange rate has
overall market. There is a clear
earlier, in terms of SCE
brought some challenges…
increase in DLC downloads,
last year December it sent
but large game downloads
supporting Ster Kinekor in the face of the exchange
us into a bit of a frenzy, in
still pose a challenge in our
rate changes. Where
terms of what happened to
market.
does South Africa sit, in
the Rand. Fortunately we have a really great product,
GM: How about
Sony Computer Entertainment
membership rates for PSN plus locally? Are they
assisted as well, to ensure
increasing?
which saw us through. And
that we remain relevant in the market – otherwise we
terms of importance, for SCE? RF: It’s a key market in the region. I am privileged to look after a few markets,
MdS: Certainly. More people
overseeing the Middle East
may have slipped to eight or
are going online and sharing
and Africa, and I make sure
nine thousand Rand for a new
the experience, so there
that I am here at least twice
console. We were fortunate in
certainly has been a significant
a year, to get a feel for what
that regard. And the product
increase in PSN and PS Plus
is happening here. I take the
stands out in terms of what it
activity.
information back with me to
delivers.
head office in London, and RF: There are two aspects
GM: It’s sometimes difficult to get a clear picture on the local market – has there been a faster than expected uptake in direct digital game downloading (from services like PSN) and has there been an effect on the local market, which is largely thirdparty distributor driven?
using it we make sure that
to this. From the consumer
the things we are doing are
side, it’s a bout choice. The
relevant and a good fit for
consumer might choose to buy
markets like South Africa.
a physical copy at a retailer,
The territory definitely has a
or might choose to download
voice in the company, and we
the game. We don’t steer
make sure that the things we
the business in one way or
develop resonate here as well.
another; we just make sure that all these options are available to the consumer. Like with any business, in a certain country one side may have
GM: OK, so in closing, when can we expect to see the PS4 Pro and VR in South Africa?
preference, while in another it MdS: The expectation is a matter of opinion. Has
might not. The other aspect is the business side of it. It is up to
jumping through some
expected? That depends on
us to, internally, evolve and
regulatory hoops. Slim should
who you speak to. The truth of
accommodate consumers’
launch in mid-November, with
it is that, in terms of full game
needs.
Pro following in late November,
has been an increase, it’s still TECHNOLOGY
dates as yet. We are still
it increased faster than
downloads, although there small in comparison to the
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MdS: There are no definitive
GM: Going back to something mentioned
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Armor GeForce G
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Big bang for your buck…
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Graphics Card
Although arguably entry-level, this particular graphics card delivers an excellent price vs performance ratio.
AWARDS
AT A GLANCE:
SUMMARY
Platinum Gold Silver Bronze Ed’s Choice
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range and the possibly more familiar Gaming range are the card’s looks. While the Gaming cards are bright and bold with red accents, the Armor cards are much more understated. They’re not quite as elegant as MSI’s Aero cards (which feature a solid housing and a single fan) but their down toned black and white finish is infinitely more stylish that the Gaming’s bright red finish. The Armor GTX 1060 is a great bargain for those wanting to upgrade, thanks to the fact that it comes with all the necessary bits to make it impressive. Twin Torx fans keep it cool and quiet, even under strain, and a host of NVidia utilities ensure that it offers everything the user needs from a new generation graphics card. It also comes armed with 6GB of GDDR5 RAM, which is a good amount of memory to help along its surprisingly good performance. It offers one DVI, two HDMI and two DisplayPort outputs, too, as well as Afterburner overclocking software and durable Military Class IV components. Like the B150M Mortar Arctic motherboard (also in this issue) the Armor GTX 1060 is an entry-level device in many ways. But following MSI’s approach, that doesn’t mean that it is a bad performer. In fact, this GTX 1060 delivers a surprising amount of bang for your buck. g
SCORE
83
Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :
MS I T V R Co mput e rs w w w . t v r. c o . z a
TECH SPECS • • • • • • • • •
GTX 1060 chipset 6GB GDDR5 RAM DVI port 2 HMDI port 2 DisplayPort Military Grade IV components
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by Rob Edwards
ince NVidia released the 1000 series of graphics processors, many GTX fans have been crying into their cornflakes about the high price that these cards demand. Well, there is hope in sight for them, as the GTX 1060 hits the market at less than half the price of a GTX 1080, and significantly less than the GTX 1070. As implied by the designation, the GTX 1060 is the lightweight of the generation, but that doesn’t mean that it is a card to turn your nose up at. In fact, it performs extremely well, particularly if you’re staying within the confines of the HD standard resolution, as opposed to pushing up to 4K. While the GTX 1080 trounces it in performance, the GTX 1060 still outperforms competitor AMD’s top offering, the Radeon RX 480 (although the Radeon is a little bit cheaper, mind you). GTX 1060 offers, then, a great place to go to if you’re not ready for 4K, but still want a new generation graphics card that is VR ready. Just bear in mind that the GTX 1060 may have the new architecture, but the previous generation’s GTX 980 will still outperform it… although, once again, not in price. This particular card forms part of MSI’s Armor range of graphics cards, which come in all kinds of flavours. The main difference between the Armor
MSI Armor GeForce GTX 1060 Graphics Card
GTX 1060 S
H C EW E T VI E R MSI
B150M Mortar A Entry-level winner!
TECHNOLOGY
M
SI have, with the latest generation of motherboards (which is about to get upgraded, again) divided their offerings into several categories, namely Enthusiast Gaming, Performance Gaming and Arsenal Gaming. Arsenal Gaming forms their entry level product line, aimed at beginners and casual gamers. It is further divided into Grenade, Mortar, Bazooka and Tomahawk categories, with Grenade being the most flexible and Tomahawk the most focussed on gaming. So then, using this classification system, one can deduce that the MSI B150M Mortar Arctic motherboard is an entry level motherboard with a slight gaming focus, while still retaining all-round flexibility. And that assumption would be correct. That doesn’t mean, however, that the MSI B150M Mortar Arctic is lacking in special features. In fact, it packs a large number of extras, which may be surprising
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for an entry-level motherboard. But that’s MSI’s thing, really… just because something is entry-level doesn’t mean it shouldn’t be awesome. The board, with its distinctive urban winter camo accents and white finish, comes packed with great stuff. At the core are Military Class IV components – not the top of the line stuff, but still excellent quality and all the rage a few months back. This ensures more stability and durability throughout, as well as an increased lifespan. More toughness is brought in by the now pervasive Steel Armor system for PCIe slots, which reinforces them against damage caused by heavy graphics cards, as well as electromagnetic interference. Other protection systems guard against humidity, high temperatures, electrostatic discharge and general circuit damage. And then there’s speed; systems like Gaming LAN and a dedicated gaming device port help guard against lag, while other technologies ensure faster RAM and SSD
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MSI B150M Mortar Arctic Motherboard
Arctic
Motherboard
by Rob Edwards
AT A GLANCE: SUMMARY
TECH SPECS
It might be entry-level, but this motherboard is impressive none-the-less, with more features and better performance than expected. Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :
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• • • • • • •
B150M chipset DDR 4 RAM compatible USB 3.1 port Gaming peripheral port Steel Armor Gaming Hotkey
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AWARDS
performance. There are a few fun aspects, too, like the integrated keyboard macro recording system that works with any keyboard, white LED lighting worked in behind the board (which looks really cool, I must say) and even the ability to have picture-in-picture video streaming while you’re gaming. In short, if you’re starting out, or are a more casual sort looking for an upgrade, the MSI B150M Mortar Arctic is a really good choice. It’s flexibility makes it very good for all kinds of applications, but it has enough of a gaming focus to make sure that your leisure PC time will be well handled. And while it certainly doesn’t offer all the features and extras of other, higher end motherboards, the MSI B150M Mortar Arctic has a surprising number of bells and whistles, elevating it well above competitors in its class. Add to that the fact that is performs beautifully and looks pretty cool to boot, and you have a real entry-level winner on your hands.g
Platinum Gold Silver Bronze Ed’s Choice
82 115
H C EW E T VI E R Cooler
Master
Masterliquid Ma
TECHNOLOGY
Cooling with a twist
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Cooler Master Masterliquid Maker 92 CPU Cooler
CPU Cooler
by Walt Pretorius
ater cooling systems started out as clunky space hogs many years ago, but even though several years have passed and massive innovations have been made, their size hasn’t really come down by much. They pretty much always depend on a water block, pump and radiator, connected by pipes. Until now, that is… Cooler Master’s approach to their Maker products has been pretty solid overall, even if there may have been a few devices that were less innovative than others. But the Masterliquid Maker 92 falls into the category of “really innovative”, largely because it takes the idea of water cooling and makes it much, much more compact than before. It’s around the size of an oversized CPU cooler, which can be pretty large, But when you consider that the entire water cooling system is built into this space, it’s really impressive. Everything is integrated into one component; the radiator, fan, pump and cooling elements are all part of one unit, meaning that installing it is much simpler than the traditional water cooling systems. In fact, it’s about the same as any other, air based cooler. And then there’s the fact that the Masterliquid Maker 92 can swivel 90 degrees, meaning that the fan can either blow across the motherboard, or down onto it. More importantly, this makes the Masterliquid Maker 92 a viable liquid cooling system for smaller cases, which have pretty much been excluded from the liquid cooling arena up until now. Being essentially the first of its kind means that the Masterliquid Maker 92 delivers something of a mixed bag when it comes to performance. On the plus side, it is really quiet, which is never a bad thing in the PC market. But it does have one problem that could be offputting… its cooling performance is not anywhere near that of larger water cooling systems, or even some of the higher end air coolers. It’s almost obvious, really – the radiator is much smaller than that of larger systems, and in terms of cooling area is not even as large as some air systems. This wouldn’t be a total train smash, except if you consider that this innovation comes with a fairly hefty price tag, compared to other options. In short, it does a decent job, but those who really push their systems (and thereby generate a lot of heat) may find it a little underpowered. However, the innovation here is exceptional, and future generations of this kind of device will undoubtedly perform even better. If you’re looking for an effective, quiet cooling solution for a smaller system that won’t be put under significant strain, the Masterliquid Maker 92 is a good option. But those pushing their machines to the limit may want to still look at more traditional water cooling systems. g
AT A GLANCE: SUMMARY
TECH SPECS
The swivel ability and integrated liquid cooling system make this a great option for smaller systems, as long as they aren’t put under too much strain. Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :
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• • • • • • •
Integrated liquid system 90 degree swivel 95mm fan Low noise
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
aker 92 W
Platinum Gold Silver Bronze Ed’s Choice
SCORE
80 117
H C EW E T VI E R Redragon
Titanoboa 2 E
Gaming Mous
High-precision savage!
TECHNOLOGY
veryone likes things that look impressive, but getting that careful balance just right can be tricky. There may be some that feel that Redragon went a little too far with the flash on the Titanoboa 2, while others may be delighted by this mouse’s very unique aesthetic. Quite simply, the Titanoboa 2 looks like you might very effectively club someone to death with it. It’s all aggressive ridges and spike-like accents. And with a maximum weight of 175 grams, it might just be heavy enough for you to manage such a dastardly deed. Much of the Titanoboa 2’s weight comes from a very strong aluminium chassis and base plate. Set into that, aside from the Teflon foot pads and the very capable sensor (which we’ll get to), is a “hatch which allows you to access the mouse’s weight tray. The variation is in five 5g weights, so you can get the Titanoboa 2 down to around 150 grams. The sensor is an impressive thing, with a top dpi of 24 000. That’s really, exceptionally sensitive, and some may once again feel that it’s a little on the overkill side, while others will marvel at the mouse’s extreme responsiveness. There’s more, though, that makes the Titanoboa 2 as impressive a performer as it is visually striking. It features on the fly dpi switching, as well as five
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memory presets on board. Additionally, it offers a very generous 10 programmable buttons, which include three thumb buttons (two of which are very accessible) and a rapid-fire button on the outside of the main mouse button. The thumb buttons are differently textured, too, which makes tactile identification pretty simple. Plug the Titanoboa 2 into a PC and it lights up like a Christmas tree. The whole mouse features strong lighting accents that run around the base of the top plate, and has illuminated areas on the side plates as well as along the spine between the main buttons. It offers 16 million colours, five lighting modes and on the fly illumination switching. Despite its vicious looks, the Titanoboa 2 is very comfortable under the hand. It has textured rubber side grips and is pretty comfortable to use allround, particularly for those who use a palm grip style. Its generous cable ends in a gold-plated USB plug, and the Omron switches it employs should keep you clicking away happily for ages. There is very little to criticise about the Titanoboa 2 – it’s a great mouse, when all is said and done, and will faithfully serve anyone who chooses to use it. However, it is a little heavy-handed in the looks department, which may be bothersome for those who want to keep their desktop looking a little sleeker. g
Redragon Titanoboa 2 Gaming Mouse
se
SUMMARY It looks vicious, and its performance matches – the Titanoboa 2 is a really great performer for those who like their rodents savage. TECH SPECS • • • • • • •
24000 dpi 1000 Hz ultrapolling 10 programmable buttons Weight adjustable RGB lighting 5 on board macros M A NUFA CTUR E R Red r a g o n
DISTRIB UTO R Sy n tech
AWARDS
w w w. sy n tech. c o. z a
Platinum Gold Silver Bronze Ed’s Choice
SCORE
93 gamecca89
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by Alex Scanlon
AT A GLANCE:
H C EW E T VI E R Roccat
Tyon
Gaming Mouse
TECHNOLOGY
All about the placement…
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Roccat Tyon Gaming Mouse
P
by Alex Scanlon
AT A GLANCE: SUMMARY
TECH SPECS
12 well placed buttons and a good sensor make the Tyon an excellent control option.
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• • • • • • •
8200 dpi sensor 12 buttons Analog thumb paddle RGB lighting Easy-Shift technology Roccat Talk enabled
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utting a lot of buttons on a mouse only really works if you are extremely careful about it. The biggest thing is ease of access, and with varying hand sizes in the world, it isn’t an exact science. However, if you get a “norm” in the sweet spot, you’re cooking with gas. And that is exactly what Roccat did with the really nifty and excellent Tyon Gaming Mouse. The Tyon offers 14 functions across 12 buttons (two of them are switch style buttons), not counting the scrolling action of the mouse wheel. And every single one of those buttons are sensibly and accessibly placed. Aside from the standard wheel and main buttons, there are two on the outside of the each main button, four easily accessible to the thumb and one placed to fit between the fingers on the mouse’s spine. This one, as well as one of the thumb buttons, is a switch style, and can easily be tipped left of right using the base of the fingers. The thumb rocker doubles as an analogue style switch, great for all manner of vehicle control. And at the base of the thumb support, the fourth thumb button enables the Tyon’s Easy-Shift mode, which allows different mouse button functions when depressed. That means that, when the EasyShift key is held down, every other button can have a secondary function. Sure, it will take some getting used to, and it moves a lot more control to the mouse hand in terms of button presses, but when you get it down, the speed and ease of accessing controls normally left to the keyboard is great. So is the mouse’s 8200 dpi sensor. It might not be the most sensitive sensor around, but it falls within a very solid range of high performance. In terms of customisation, every button can be programmed, as to be expected. Additionally, the Tyon offers customisable RGB lighting for the mouse wheel, as well as the base lighting that runs around the top of the Tyon’s integrated tracking and distance control unit. In terms of design, the Tyon is wonderfully understated, despite brimming with buttons. It’s a fairly large mouse that will suit palm-grippers best, but it’s sleek lines and careful curves are extremely comfortable for protracted usage. And it’s generous cable means that snags and tangles should be avoided. On the whole, this is a great mouse from Roccat. It may seem a little imtimidating, thanks to all those buttons, but excellent placement and good comfort combines with great precision to make a fantastic mouse. And, of course, it integrates with Roccat keyboards, opening up control options even more. In short, this mouse is a reason to go Roccat for your desktop. g
Platinum Gold Silver Bronze Ed’s Choice
95 121
H C EW E T VI E R Cooler
Master
Masterpulse Pro L
TECHNOLOGY
Full of good ideas…
ast month we had a good look at the Cooler Master Masterpulse stereo headset, so getting to see its big brother, the Masterpulse Pro this month is pretty cool. But, just like with the Masterpulse, to Pro has one shortcoming that puts a serious dent in it being a top personal audio contender… its audio quality. Like last month’s model, the Masterpulse Pro makes use of 44mm drivers. This is an unusual size, for sure, but Cooler Master haven’t been able to tune the drivers like some companies have with 50mm drivers, or even with smaller, apparently less capable 40mm drivers. The audio feels a little muddy, either with or without the bass and sound isolating plates in place. These removable plates on the outside of the ear cups are the only real customisation available to the Masterpulse Pro, which seems a little meagre given the reputation of the Master range. Back to the audio. It isn’t bad, as such, but compared to some of the competition out there, it could have been a lot crisper. However, the Masterpulse Pro is a virtual 7.1 surround sound headset, and positional audio is something that it does well. The sounds might not be of the best quality, but you know where they’re coming from. The lighting on the ear cups can also be customised, for those who want to make personalised
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statements. These large ear cups are generously padded and comfortable, as is the suspension system headband. The headset is a little heavy, but not overly so… it won’t get uncomfortable, even with long periods of use. The Masterpulse Pro comes with a great in-line control. From here, the user can adjust volume levels, mic muting, toggle 7.1 on or off, and even adjust the sound field. It’s pretty capable, and puts a lot of control outside of a software solution. Speaking of the mic, there isn’t one… well, not an obvious one, anyway. It’s housed fully in the left ear cup, with only a small hole hinting at its presence. It’s an odd decision, really, although not having a boom mic floating in your peripheral vision is pretty good. And the mic performs surprisingly well, considering. On the whole, while there are good ideas at heart in the Masterpulse Pro, it simply doesn’t deliver enough of the good stuff to make it a stand-out product. And considering how great the other Master series items are, it really steps into a lower spot, along with the stereo version. Perhaps a revamped version, with larger drivers, is on the cards. It certainly wouldn’t hurt, because the real problem here, more than anything, is audio delivery. The Masterpulse Pro is loud, sure, but that doesn’t make up for it. g
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Cooler Master Masterpulse Pro 7.1 Headset
7.1 Headset
SUMMARY While there are great ideas here, the final implementation of some of them is disappointing. Great audio quality should have been the main aim. TECH SPECS • • • • • • •
44mm drivers USB plug Virtual 7.1 surround sound Adjustable lighting In-line control
M A NUFA CT UR E R C o o l er M a ster
DISTRIB UTOR C o o l er M a ster w w w. co o l er m a s t e r. c o m
Platinum Gold Silver Bronze Ed’s Choice
SCORE
79 gamecca89
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by Walt Pretorius
AT A GLANCE:
AWARDS
o 7.1
H C EW E T VI E R Redragon
Asura
Gaming Keyboard
Bold and brash
TECHNOLOGY
T
here are two schools of thought when it comes to designing peripherals aimed at the gaming market, or so it seems. The one schools tends for sleek and elegant aesthetics, while the other goes for bolder lines and brighter colours. Redragon is a company that seems solidly set in the second school, as devices like their Titanoboa 2 mouse (also in this issue) clearly show. And the Asura keyboard from their stable is no different… it’s all about strong, aggressive edges, sharp bits, and sticking in lights wherever you can. There is no question that the Asura is a gaming keyboard. It features the kind of things that, while not present on every gaming keyboard, certainly define the classification. The first of these are macro keys, of which the Asura has eight – four on either side of the main board. They are brightly coloured for easy
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identification, and each is shaped a little differently to the others, which allows for tactile recognition, too. As to be expected, there is a macro record function key, and a disabling of the Windows key function as well. More unusually, there is an ability to switch the WADS input to the arrow keys (which also have WADS markings) and a key that allows the adjustment of input speed (although this function I battle to see the utility in, to be honest). And then there are the lights. Aside from illuminated sections of the wrist rest and main keyboard body, the Asura is also backlit, with seven presets to choose from. That’s basically six different colours, and no backlighting. Additionally, a handy dial at the top of the keyboard can be used to adjust backlighting brightness. The one thing that people have come to expect from gaming keyboards that the Asura does not make
gamecca89
Redragon Asura Gaming Keyboard
by Rob Edwards
AT A GLANCE: SUMMARY
TECH SPECS • • • • • • •
With bold looks and solid performance, the Asura is great for those who want to wear their status as gamers like a badge.
Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :
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8 macro keys WADS switching Input speed adjustment Backlit 32 key rollover Adjustable brightness
SCORE
R e dra go n S ynt e c h w w w . s ynt e c h. c o . z a
AWARDS
use of is a mechanical key system. The keys look mechanical, and the feel of them is almost the same, but the reassuring click is not present when the keys are depressed. That said, they deliver a great feel, and using the Asura for extended periods is pretty comfortable. The 32 key rollover is also pretty decent, making multiple control inputs more stable. The Asura certainly offers some great features for gamers, and it is a reliable and well put together keyboard (it even has liquid escape holes for inadvertent spills). What it all comes down to, then, is looks. As said before, the Asura is an aggressive looking keyboard, which might not sit well with those who prefer a more understated approach. It is bold and brash in its looks, and very much proclaims itself as a gaming peripheral aesthetically. If bold looks are important to you, it’s a good way to go. g
Platinum Gold Silver Bronze Ed’s Choice
81 125
H C EW E T VI E R Roccat
Sova
Mechanical Lapboard
To the couch!
TECHNOLOGY
T
ext Sometimes great ideas seem so very obvious that it’s a wonder no-one ever thought of them before. Bu that doesn’t mean all obvious ideas are great – the logic doesn’t run that way. Some obvious ideas seem great at first glance, but there are other factors that bring them down. Exactly which category Roccat’s Sova Gaming Lapboard falls into is up for debate, because it largely comes down to who would be using it. The Sova is so dependent on personal preferences that calling it either a good or a bad idea is almost impossible. So what is a lapboard, exactly? Well, simply put, it is a keyboard that has been widened to offer a mouse-pad as well, integrated into the unit. This means that a player can, theoretically, use this device pretty much anywhere, like taking advantage of the larger TV screen while gaming on their couch. PC gaming, that is… console
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gamers have enjoyed the couch for ages. To make this possible, the Sova is made up of a compact keyboard (without the numpad, that is) and a large mouse area, as well as a generous wrist rest area between the user and the keyboard. A long cable has been made part of the design, and the Sova also offers two additional USB ports – for connecting the mouse and headset – as well as an optional mouse cable management system. Finishing it off are generous pads on the bottom, for added comfort during extended sessions. It’s a great idea, but there are a few issues that creep in. First of all, the Sova should have been wireless. Presumbaly no-one is going to walk between the player and the TV (and live) while it is in use, but still… even the long cable adds a restriction to the usage distance. Secondly, audio connection is only offered via USB. The SOVA could easily accommodate more traditional 3.5mm
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Roccat Sova Mechanical Lapboard
by Rob Edwards
AT A GLANCE: SUMMARY
TECH SPECS
The Sova has a good idea at its core, but some design ideas seem less ideal than they could have been.
Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :
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• • • • • • •
Mechanical keyboard 2 USB ports Cable management Integrated mousepad Roccat Swarm enabled Wired
SCORE
Roccat T V R Co mput e rs w w w . t v r. c o . z a
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audio jacks – it certainly has the room for it – making it just a little more user friendly. Thirdly, it’s heavy. Even with the cushions on the bottom, the Sova weighs enough to get uncomfortable after periods of time – if you’re comfortable playing games kicked back on the couch with a mouse and keyboard configuration at all. With that said, the Sova does add options. The cushions can be removed for desktop use, meaning that the device could easily move between setups. Maybe not the most practical thing to do, but it is an option. Also, it delivers great performance, and is really well balanced for use as intended. Also, if you pair is with a Roccat mouse, you get the same integration that features in all of their products. In the end, it really is a matter of taste. Pro gamers will likely prefer the more upright, controlled desk environment to do their gaming, but more casual gamers may enjoy PC gaming on the couch. g
Platinum Gold Silver Bronze Ed’s Choice
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t
e rn
te
TECHNOLOGY
in
Tech Shakeup New steps and missteps in technology
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by Suvesh Arumugam
interesting place to be in the last couple of years. If we’ve
tedious. Things have changed a little bit thanks to Samsung making one of the biggest
learned anything, we’ve learned that
tech boo-boos of all time. Samsung
getting your objectives onto the public
announced the Galaxy Note 7 in early
agenda is all do-able if you can attach
August this year, to rave reviews and
yourself to a _MustFall hashtag. While
record breaking pre-orders. However,
there is no shortage of controversy
just a month later, the company issued
around some of the topics, its clear that
a worldwide recall of the device when it
_MustFall is the most dynamic hashtag
was found that around 35 phones had
movement since #BlackLivesMatter.
a critical battery fault causing them to
It’s always annoyed me when
catch fire or explode. While the internet
Hollywood releases a bunch of movies
had major fun with numerous memes,
with basically the same plot. While
the United States Federal Aviation
one studio releases Captain America:
Administration banned the devices from
Civil War, another releases Batman vs
airplanes and imposed a fine of up to
Superman.
$200,000. Samsung
The list goes
eventually replaced the
on - Olympus Has Fallen vs White House
Competition has backfired!
Down, Antz vs
recalled devices with a second generation Galaxy Note 7, which also turned out to carry
A Bug’s Life … it just seems to happen
the same flaw. Samsung eventually
all the time. I always find myself asking,
recalled all the devices and issued
“What possible value could there be
credits and refunds. The total bill for the
in doing exactly the same thing?”. The
blunder? Around $3 billion dollars with
answer is that if there’s money in it, why
profits estimated to be down 95%.
the hell not?
Apple have fared a little better,
We’ve also seen this time and time
though they angered their fans in
again amongst the big four of tech:
early September when their iPhone 7
Samsung, Apple, Microsoft and Google.
reveal confirmed a rumour that many
When Apple launched Siri, Google
had been dreading - the removal of
quickly followed with Google Now and
the 3.5mm headphone jack from their
Microsoft with Cortana. Samsung also
new smartphones! Fans (and critics
launched S Voice, which made much
alike) were outraged at the bold move,
less of an impact. We’ve become very
accusing Apple of chasing profits by
familiar with the big tech events where
forcing expensive wireless earbuds
the big companies launch their big
on to them (at a hefty $160 price tag)
products for the year, offering similar
or forcing them to use inconvenient
functionality to try to top each other
adapters (which also make charge
with new flavours of similar concepts.
and play impossible). While some tech
We’ve already reached the stage where
journos felt it was a courageous (and
companies now have multiple events per
necessary) move, this was yet again
year, carrying us on an emotional roller
fodder for many hilarious memes. Recent
coaster. It was all starting to look rather
news that the production of the AirPods
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Tech Shakeup
p
S
outh Africa has been a pretty
t
e rn
te
in
has been delayed (while the smartphone
of many Apple fans has opened the door
opened for pre-orders almost a month
for other manufacturers. And surprisingly
ago) has done little to win back the
that is not the prince in waiting Huawei,
favour of fans.
but smaller players like Oppo and Xiaomi
Google is probably doing the best
(also both Chinese) making a massive
out of the bunch - at least as far
dent into global sales figures. While
as smartphones go. When Google
Lenovo (another top 10 smartphone
released their Pixel and Pixel XL phones
manufacturer) lost some ground by not
earlier this month, the smartphone
making it into the top 5, their recent
received much more fanfare than its
purchase of Motorola from Google has
Nexus predecessors, possibly due
seen them promise major launches. Like
to the disappointment generated by
a MacGyver or Knight Rider reboot,
its two main rivals. Google cleverly
Motorola remains one of the most iconic
parodied the Apple launch by releasing
brands in cellular phones and is bound to
their promotional video for the with
capture market share at the right price
a deliberate jab at the iPhone 7 by
points.
advertising a “not new” feature - a
With Blackberry having recently announced that they will no longer be manufacturing smartphones (this will
The internet-conscious public be outsourced to 3rd party companies) is crying for greater diversity andthere remains a huge gap in the market for smaller brands to capture more niche personalisation markets. It’s not clear who will fill that gap (though Xiaomi is looking like a 3.5mm headphone jack. For me, Microsoft have really broken the mould with their Surface Studio
TECHNOLOGY
market share in China). What is clear is that the internet-
PC. Designed to take on the iMac on
conscious public is growing tired of
its own territory, the Surface Studio is
two horse races and crying for greater
a combined PC, tablet, design interface
diversity and personalisation. While
using innovative technology like the
the US presidential election has people
Surface Dial, that reimagines how you
choosing between a rock and a hard
interact with software. Not surprisingly,
place, the tech community is broadening
the product page for the Surface Studio
its horizons as far as smartphones and
looks more like an Apple landing page,
PC’s are concerned. The old formula of
with clean, white pages and simple, bold
one-upmanship is just not going to cut
copy. It’s been a while since one of the
it anymore. People want more than the
major players flipped the script, and it’s
latest features or the best price, they
a sign that maybe true innovation is still
need a device that suits them down
possible.
to the wire, fits in with their lifestyle
Back in the smartphone arena,
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strong contender having captured major
and has small functionality and user
the mixed fortunes of Samsung (still
experience tweaks that makes it fit live a
the world’s number 1 smartphone
glove. Actually, a glove phone is probably
manufacturer) and recalcitrant position
coming (*patent pending). g
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Tech Shakeup
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g in tal v Li igi D
IoT : A Digital
Nirvana or Doomsday?
TECHNOLOGY
Can we be over-connected?
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By Iwan Pienaar
him or her if you are experiencing chest pains so that help can be dispatched before it’s too late. Those cynically inclined might question the impact this might have on our privacy. Of course, some can argue that privacy has died a long time ago. More so when considering what some people post on Facebook and Twitter. All jokes aside, it is a valid concern to have. Can someone hack into your microwave and programme it to explode? What about the washing machine? Can it be programmed to run ad infinitum and flood your kitchen? That’s not even considering someone hacking into your pacemaker and changing its tempo. While I don’t adhere to the FUD school of thought when it comes to writing (creating Fear, Uncertainty, and Doubt), concerns about the security of IoT, err, things are not without merit. Just a few weeks ago, a massive and sustained internet attack resulted in global connectivity outages. The cause? Malicious users hacked into IoT devices such as CCTV video cameras, digital video recorders, and others to target an internet infrastructure company causing disruptions to its services. Part of the problem is not the concept of IoT but rather the default security settings on devices. As with modems and routers, most people do not change the factory settings. Go on, admit how often have you set a new password for your router. Another issue is that there has been an influx of cheap devices from the East that are not as secure as the more established brands we’ve come to love and trust. The old saying of ‘you get what you pay for’ is proven once again. With everyone and their proverbial cat offering an IoT system (have you seen the connected lightbulbs yet?) we all need to be very careful about what and from whom we buy. This is not to say that a ‘premier’ product will not have a degree of security risk but merely that this risk is greatly reduced. Following the attacks, some analysts remarked that an industry association is
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needed to drive standards and ensure quality and security when it comes to the IoT world. This could see the focus turn to only buying products that feature this stamp of approval like we have with the SABS. Even though this attack was nipped in the bud relatively quickly, it still had a significant impact on many internet users for a day or so. What is worse, the hack saw infected devices search for other insecure ones to propagate even faster. What happens next time there is a concerted attack on a hospital? A lot of education still needs to happen around IoT and what to look for in devices both from security and functionality perspectives. Unlike financial institutions who take all necessary precautions (we hope) around security and protecting our sensitive information, IoT devices [generally] do not. We all therefore have a responsibility to do as much as we can to protect ourselves and the data we store on our devices. It is still very much the Wild West out there in the IoT world. The best advice I can give you for the time being is to stick with reputable manufacturers (essentially those brand names you recognise) and avoid buying ‘cheap and nasty’. Also, ask yourself why you want a connected device? The temptation is there to rush in and try what is shiny and new. But unless you have a certain degree of technology familiarity, it is best to wait a generation or two (of devices not people) before you try. But chances are that you’re already using an IoT device whether that is a watch or fitness band. It’s not a case of throwing the baby out with the bathwater so keep it on and active. Just apply some common sense to what you do with it and how much of your personal information you’re willing to share. We’ll keep monitoring the IoT landscape and keep you in the loop of all you need to know. This is going to be a fun journey. So, get unwired, embrace the digital lifestyle, and let’s travel this road together. g
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IoT: A digital nirvana or doomsday?
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outh Africa has been a pretty interesting place to be in the last couple of years. If we’ve learned anything, we’ve learned that getting your objectives onto the public agenda is all do-able if you can attach yourself to a _MustFall hashtag. While there is no shortage of controversy around some of the topics, its clear that _MustFall is the most dynamic hashtag movement since #BlackLivesMatter. By now you’ve probably heard of the Internet of Things (IoT) in some way or another. For the uninitiated, the concept boils down to connecting everything to the internet. Note, I didn’t use the word device. That’s because in the connected world in which we live, even our clothes, watches, shoes, pens, fridges, washing machines, well you get the idea, will have an IP address (roughly translated, this means it has a place on the internet people can access it). So why is this important? Well, those of us who’ve been around the technology block a few times can remember those early promises of our fridges automatically ordering fresh milk when it runs out. Fast forward to the present day and it’s happening. So much so that those handy little mobile apps can be used to control your appliances from anywhere in the world. This means that you no longer need to be home to set the spin cycle or turn on your air con (think about arriving to a wonderfully cool house in the dead of summer after being stuck in traffic for an hour or three). Beyond the gimmicky face value of IoT, there are much more beneficial uses. I’m not going to bore you with all the ways business can (and already are) using it for telemetry, SIM management, and so on. For you, as an individual, the IoT can unlock a great many things. Your smart watch can be linked to your medical aid and automatically record the latest workout so you can score those handy reward points. Or, if you have a heart monitor, that could provide feedback to your doctor and alert
Movies 136
Doctor Strange
Board Games 146 148 150
Pandemic Risk: The Walking Dead Survival Edition Royals
RPGs 152 156 157
The Strange Pathfinder: GameMastery Guide Savage Worlds Super Powers Companion
COMICS 158 160 162 164
Rocket Raccoon and Groot Vol. 1 The Clone Conspiracy #1 Moonshine #1 Frostbite #1
BOOKS 166 168
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ntil now, the Marvel Cinematic Universe has placed
emphasis on superheroics through science. Men (and, occasionally, women) are granted amazing abilities through experiments and lab accidents. Or they don special high-tech suits to save the world. Even Thor established that the grand mythology of its realm is more the product of alien technology than supernatural forces. Well, that’s all about to change with the big screen debut of Doctor Strange, Marvel Comics’ magic-
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Admittedly, Doctor Strange isn’t Marvel’s most iconic character. People are probably more familiar with his distinct look – moustache, grey-streaked temples and red collared cape – than the superhero and his background. So here’s a quick catch-up of Doctor Strange history. Doctor Strange was created by artist – and Spider-Man co-creator – Steve Ditko back in 1963. The intention was to come up with a new type of hero for an era in which there was a growing interest in psychedelic drugs and Eastern mysticism. Doctor Strange swiftly became Marvel’s go-to-guy for stopping supernatural threats to the world. Using spells, magical artefacts and assorted martial arts, Strange bounds through different dimensions and nightmare worlds to battle gods, demons, mythological beings and monsters. He is regarded as the most powerful sorcerer in existence – on this astral plane, or any other. In fact, he holds the title of Sorcerer Supreme. Doctor Strange wasn’t always so selfless however. Before the character took up the fight against dark magic, he was Stephen Strange – a brilliant but self-absorbed neurosurgeon. When a horrific car accident cost him the use of his hands, he plunged into depression. Finally, with all other options exhausted, he travelled to a temple in the Himalayas known for its healing miracles. It was there that he met powerful mystic, the Ancient One, and dedicated his life to mastering the magical arts. As a character, Doctor Strange has never enjoyed the popularity of some other Marvel heroes. He lacks the smart-mouth charm of Spider-Man or Iron Man, for example. Strange is known for being cold, cerebral and haunted. Not exactly the world’s most likeable guy. In addition, the supernatural focus of his tales probably put off a lot of conservative readers concerned about witchcraft and demonology. Arguably because of these factors, Doctor Strange has remained a “second string” Marvel hero. Over the past few decades he has gone without a solo ongoing comic series, popping up instead in superhero team books like The New Avengers. But that is probably about to change…
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Despite being a lesser known character, plans for a Doctor Strange film have existed since 1986. A 1978 made-for-TV movie exists, but for almost 40 years that has been the character’s only live-action depiction. Doctor Strange finally began to emerge from Production Hell in 2009, when Marvel announced plans to develop scripts for its less famous characters, like Strange, Black Panther and Ant-Man. It was time to expand the Marvel Cinematic Universe beyond the established hero squad. Just as Doctor Strange introduced new themes to superhero comics in the ‘60s, the character promises to do the same thing on the big screen – freshening up proceedings with the introduction of mind-bending alternate dimensions, and exploration beyond the limits of human consciousness. Certainly the Doctor Strange trailers suggest we’re in for a trippy visual treat, similar to The Matrix and Inception. To handle Doctor Strange’s dark, surreal subject matter, Marvel brought on board director Scott Derrickson in 2014. Derrickson, interestingly, has a horror background – having written and directed the character-driven hits Sinister and The Exorcism of Emily Rose. A bigger problem during pre-production was securing Benedict Cumberbatch to play Doctor Strange. The Sherlock star was always a favourite, among producers and Marvel fans, but he’s an incredibly busy man. Eventually though, with a bit of schedule shuffling, Cumberbatch was signed onto the project, beating out the likes of Joaquin Phoenix, Jared Leto and Ethan Hawke. The Doctor Strange film has been set up as an origin tale with serious acting pedigree. Along with Cumberbatch, Tilda
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Swinton plays Strange’s mentor, the Ancient One; and Chiwetel Ejiofor and Benedict Wong are fellow Masters of the Mystic Arts. Mads Mikkelsen is the film’s Big Bad, Kaecilius, a fellow sorcerer with complex motivations; while Rachel McAdams is Strange’s love interest, a fellow doctor linked to his old life of wealth and prestige. Excitement levels for Doctor Strange are high, but the lead-up to release has not been without controversy. The biggest issue has been Swinton’s casting. You see, the Ancient One has always appeared in the comics as an Asian man. Around the same time as complaints surfaced about Doctor Strange, the live-action Ghost in the Shell movie was receiving the same “whitewashing” criticism for casting Caucasian actress Scarlett Johansson in an Asian role. Some observers have argued that the Ancient One’s rewriting was done to avoid problems in Chinese markets sensitive to anything that resembles Tibet, and Tibetan mysticism. Director Derrickson, meanwhile, has claimed that changes to the character were made to break from a dated racist stereotype that has hung around since the 1960s. Either way, early word is that Swinton’s character – reimagined as an androgynous Celtic figure – is one of the best things about the film. In fact, early word about Doctor Strange as a whole, is that it’s good to great. It’s an origin tale – with audiences witnessing Strange’s transition from an aloof man of science to a believer in mystical forces – so it feels more like a set-up for future exploits. However, the special effects are highly imaginative, and make this first adventure worthwhile.
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THE GOOD DOCTOR’S FUTURE Obviously future Doctor Strange movies will depend on how successful the first is at the box office. However, you can be guaranteed that Strange will appear in Avengers: Infinity War. Arguably the most ambitious superhero film ever made, this third Avengers film will be split into two parts, and release a year apart, in May 2018 and May 2019. Infinity War will finally deal with cosmic overlord Thanos, and his sinister plans for the allpowerful Infinity Stones. The Infinity Stones have featured in Marvel movies before now, in some form or another. However, audiences can expect Doctor Strange – as one of (phew!) nine Marvel films between Avengers: Age of Ultron and Infinity War’s second part – to lay more story groundwork for the upcoming epic. You’ll definitely want to catch Doctor Strange before this mammoth intergalactic showdown. Doctor Strange is out in South African cinemas, as in the US, from 4 November. You can watch it in 3D and 3D IMAX. g
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CATAN
Building a mini empire
Pandemic LIFESTYLE
Save the world (again and again)…
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co-operation can be a fragile thing… the
gaming is taking hold more and
final decision on any action rests with a
more, and game creators are
player, and although players can, under
becoming more and more innovative when
specific conditions, share resources,
it comes to implementing the concept.
they’re also left to their own devices quite
One game that helped set trends for the
a bit. Because of that, a winning strategy
last four years is Pandemic, a multi-award
means that not only with things need to be
winning board games that pits up to four
carefully discussed and implemented, but
players against the spread of four deadly
they’re have to be forward-planned, too.
contagions.
It bears noting that, although its box is
It’s a race against time in Pandemic,
values of Pandemic are extremely high.
with abilities that can help their efforts in
Aside from the cards and the game board,
specific ways, try to cure the four diseases
all pieces are made from high quality
while slowing their spread. With seven
plastic (with the brightly coloured, clear
specialists available, but a maximum of
disease markers looking like tempting
four players, myriad combinations of skills
candy). The board and cards are of a
can come into play – which keeps multiple
similar high quality, and adorned with
play throughs interesting. Additionally,
great artwork. Pandemic screams value for
players can adjust the “difficulty” level of
money right there.
the game, too, and can face an extremely challenging task at its most difficult. At its heart, Pandemic is not a
But it is also a great game to play, and has won awards in the USE, France and Australia. It’s a great entry-point into the world of co-operative board gaming
based largely on a system of cause and
because it is themed around a highly
effect. Players can each perform four of
approachable concept, and makes use of
a variety of actions during their turn, and
rules that are relatively simple. There is
collect cards that can be used for travel,
little to confuse the player, and the time
establishing research posts or curing
keeping system (which determines if you
diseases. But things aren’t that simple –
win or lose) is very simple to “operate”.
card usage needs to be balanced between
The moving parts in this system are kept
strategy and necessity, and the ever
to a minimum, so it really is rather simple
present threat of the disease suddenly
to get through a game without much rule-
flaring up and spreading across the globe
searching or head scratching.
considered.
With several expansions and variants already on the market, Pandemic has
Co-operation is key, particularly at higher
become something of a co-operative board gaming champion, and is a very worthwhile
think on their feet during outbreaks. But
investment. g
Co-operative Strategy
#of Players:
2-4 Players
Play Time:
45 minutes
Manufacturer: Distributor: Online:
Z-Man Games SolarPop www.zmangames.com gamecca89
Summary
difficulty levels, and players will need to
Ages
As co-op games go, Pandemic is easy to learn and offers a surprising amount of variation for replaying.
8+ 89 Score
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by Walt Pretorius
particularly difficult game, with rules
is something that always needs to be
AT A GLANCE
smaller than the standard, the production
as players, each controlling a specialist
Genre:
COOL STUFF: BoardGames
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he idea of co-operative board
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Risk
The Walking Dead Survival Edi
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Keeping you on your toes…
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AT A GLANCE
#of Players: Play Time: Manufacturer: Distributor: Online:
Area Domination 2-5 Players 60 minutes + Winning Moves SolarPop www.winningmoves.co.uk gamecca89
Ages
The unpredictability of walkers in this game may bother traditional Risk fans, but this variant is great for those who prefer their thinking quick.
13+ 80 Score
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by Alex Scanlon
Genre:
Summary
ition
Rick’s Group, the Governor’s Group, the Greene Family Group and the Prisoners, each have one advantage that changes the way they are played in the game. But possibly the biggest difference here is that Risk: The Walking Dead is time dependent. Each player draws a card from the Events deck at the start of their turn, and when a specific card is drawn, it’s game over. Games typically last around seven to twelve rounds because of this, and plans need to be kept flexible to manage the unexpected in this version of Risk. If the game ends in this way, score determines the winner. There is a more traditional version to be played as well, in which up to five players (with one covering the walkers) play for total domination. Risk: The Walking Dead takes the ideas of Risk and expands on them beautifully. It is arguably a more complex version of Risk, and certainly a more unpredictable one. It possesses kore working parts, but the rules are not particularly difficult to come to grips with, and the shortened play time is a nice alternative to the days long marathons that traditional Risk could result in. Fans of the original may find certain concepts a little more difficult to stomach, but the random nature of the walkers and the modifications to rules provided by player groups and event cards keep players on their toes. It requires a much more organic strategic approach, in the end, and can be tons of fun to play. g
COOL STUFF: BoardGames
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isk is a game that’s been around forever, but over the last few years there have been numerous variations on its formula. And now that the eyepopping first episode of the latest season of The Walking Dead has left everyone with conflicted feelings, we thought it would be good to take a look at one of those variants: Risk – The Walking Dead: Survival Edition. First created around three years ago, Risk: The Walking Dead is based more on the comics than on the TV series but, in all honesty, even that link is tenuous. What the connection has provided is the opportunity to create a form of Risk that relies heavily on an external force. While a game of traditional Risk is almost always in control of at least some of the players (while others watch their empires erode) Risk: The Walking Dead introduces the ideas of zombies, drones uncontrolled by players that can seriously scupper plans. As players fight to capture and control areas familiar to The Walking Dead, walkers will pop up, in each player’s turn, in random locations. This makes the idea of leaving a lone unit to guard an otherwise secure area a risky one… the turn of an unfriendly card could see numerous zombies descend on the area, and a few bad dice rolls could scupper otherwise well-laid plans. Another difference is that each group has an ability that could be used to their advantage in the game. The four groups, namely
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CATAN
Royals
Building a mini empire
LIFESTYLE
Three ages of intrigue
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board game? Well, putting
of using specific cards to purchase
personal tastes aside, they
influence, and on an “either-or” turn
need to have three elements that make
system – very similar to Ticket to Ride,
them effective – great rules, excellent
in some ways. But what makes Royals
replayability and depth. Royals has all
arguably more fun that TtR strategically
three, and it presents that player with
is that what is done can be undone.
a game that is super-easy to learn, yet
Using intrigue cards, players can
manages to provide a strategic depth
remove the influence of others. What
that works extremely well.
adds even more strategic pressure is
When you first set up the board for
that when a player loses control of a
a game of Royals, things look pretty
certain noble, the marker in question is
intimidating, largely because there are
out of the game, put into the graveyard
tons of scoring markers all over the
of the city where the influence was held.
place. These serve a purpose of not
Basically it comes down to doing the
only keeping score, but also of showing
best you can with limited resources and
progress at a glance, which is important
sometimes difficult choices. Do you
for later game strategy. And they do
trace in three cards to create a wild-
nothing more than get removed when
card? Do you save up cards for the
a player earns them, so while they may
higher scoring, more important nobles,
look complicated, they really are not.
or go for the quick scoring wins early
In fact, Royals is a very simple game
on? Should you choose cards to further
indeed. The premise is that players
your legitimate actions, or do you need
are trying to exert influence over the
to perform a takeover with intrigue
governments of Spain, France, Germany
cards? These choices, and others,
and England over three time periods,
make Royals a surprisingly deep game
placing markers on nobles to “claim”
in terms of strategy, and numerous
them. At specific points, each time
approaches mean that it has a lot of
period comes to a close, and an initial
replay value. Royals has all the hall marks of a
keep the game more level and strategic,
carefully crafted and well thought out
really, making it difficult for any one
board game, and with rules that are
player to have a runaway victory,
very simple to learn, as well as a great
because the time periods punctuate
amount of strategic depth, it is a great
strategies very effectively. The scoring
option for those who like their games
system also tries to keep scores pretty
well-paced and rewarding. Royals will
close together, by rewarding decreasing
likely reach the same kind of cult status
amounts of points to other players who
afforded titles like Catan and Ticket to
achieve the same goals.
Ride. g
Genre:
Domination
#of Players:
2-5 Players
Play Time:
60 minutes
Manufacturer: Distributor: Online:
Arcane Wonders SolarPop www.arcanewonders.com gamecca89
Summary
scoring round takes place – this helps to
Ages
Through careful placement of influence, players take control of the noble houses of Europe in this easy-to-learn strategy game.
14+ 92 Score
151
by Alex Scanlon
AT A GLANCE
The game works on a simple system
COOL STUFF: BoardGames
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o what exactly makes a great
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The St
Weirder an
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A few years ago, when Wizards of the Coast changes a whole bunch of things regarding Dungeons & Dragons (rules, licensing agreements and a bunch more) a lot of people were not happy. The new D&D rules were laughable, the new agreements were restrictive. So publishers Paizo, who had an agreement with Wizards of the Coast before the changes, adopted and modified the D&D third edition ruleset to create Pathfinder. 152
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COOL STUFF: RPG
by Walt Pretorius
trange Genre: System: Manufacturer: Distributor: Online:
Broad fantasy Skill based Monte Cook Games
Summary
AT A GLANCE
nd weirder
DriveThru RPG www.drivethrurpg.com
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89
Score
Anything is possible in The Strange, a game that will have players travelling to realities only limited by the imagination.
95 153
LE TY EW S E I lIF EV R
LIFESTYLE
T
he Strange is a most aptly named role playing game. With character types defined as Vectors, Paradoxes and Spinners, it already seems outside of the norm. But that’s just scratching the surface… What makes The Strange so great is its setting. Agents from Earth, working for an agency called the Estate, undertake missions throughout what is commonly called the Strange, a network created by an alien intelligence billions of years ago, presumably as a way to facilitate intergalactic travel. The Strange connects different worlds and realities together. Anything goes in the Strange, from the magical fantasy world of Ardeyn through to the insane science of Ruk.
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In fact, the core game is structured in such a way that literally anything – or anywhere – can be a setting for The Strange. Even “fictional leakage” can create new realities, called Recursions in the game. The Agency’s main goal is to prevent the world destroying Planetovores from creating a bridge from the Strange, where they dwell, to the recursion called Earth. And so the players will travel through the Strange, assuming new forms as required, to combat their plans. The Strange is massively open ended, the kind of game that allows players and GMs to free themselves from tightly created settings and really let the imagination loose. The idea that anything can exist as a Recursion makes it extremely enticing as a game, and players can
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COOL STUFF: RPG
go from high fantasy to science-fiction (and anything in between) without rolling a new character, or learning a new rule system. In fact, the use of “fictional leakage” is a clever idea that allows groups to introduce RPG sessions in their favourite fictional worlds. The Strange uses a very simple, skill based rules system, with fixed level advantages. Almost everything is done using 20-sided dice, eliminating the need for tons of polyhedrons littering the table. The GM is provided with plenty of material in this more than 400 page book, from sample Recursions through to creatures, factions and more to use. With the application of the clear rules and a bit of imagination, the sky is the limit in this well balanced and enjoyable RPG. The system
is easy to implement no matter where the players may find themselves, and the opportunities to spin deep and broad yarns based on what the core rules have on offer are great. And, even better, there is always the opportunity to fall back to the familiar Earth setting, if you need to take a break from the craziness, while never really losing the odd mystery that The Strange brings to the fore. First published two years ago, The Strange already has a fair amount of resource material available, as well as a dedicated website full of useful information. It’s a thrilling and enticing game, capable of delivering anything that is needed, and the simple yet comprehensive rule system is easy to implement and use. In short, it’s rich with imagination and sense, all at the same time. g
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Pathfinder: GameMastery Guide Getting the game right
System:
Fantasy Pathfinder
Manufacturer:
Paizo
Distributor:
Paizo
Online:
Summary
LIFESTYLE
AT A GLANCE 156
Genre:
addition to any Pathfinder player’s library, the GM should undertake. And with the advice, ideas, rules and systems presented in the Pathfinder GameMastery Guide, they are all made a lot easier. This book is essential, both for newcomers and veterans, because it neatly collates ideas central to running a game of Pathfinder. In fact, the ideas presented here (although not the rules, of course) extend beyond the confines of Pathfinder, and any Game Master for any system could benefit from the wisdom held within its pages.
www.paizo.com gamecca89
The Pathfinder GameMastery Guide covers topics ranging from the basics of running a game (the art and science of being a GM) through to advanced topics like world building, adventure construction and more. It gives guidance on creating and presenting great NPCs, balancing rewards, and dealing with all kinds of extra circumstances that may crop up in a game session. If you are a Pathfinder Game Master, this is one book that you should not be without – it’s truly essential. g Score
Essential reading for any Pathfinder GM, this book will help you elevate your games to a whole new level.
89
by Walt Pretorius
Y
ou hear some people complain about their Game Master from time to time. Perhaps they are right. Perhaps the person that is the Game Master hasn’t realised the roles that need to be addressed. Or perhaps the players have not realised that being a Game Master is no easy task. The Pathfinder GameMastery Guide defines the following roles: Host, mastermind, mediator, actor, patron, world builder, game designer and director. These are the tasks that, according to this very useful
COOL STUFF: RPG
LE TY EW S E I lIF EV R
Savage Worlds Super Powers Companion Beyond human
COOL STUFF: RPG
LE TY EW S E I lIF EV R
W
System: Manufacturer: Distributor: Online:
Super hero
Summary
LIFESTYLE
AT A GLANCE 157
Genre:
Savage Worlds Pinnacle Studios DriveThru RPG www.drivethrurpg.com
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Score
Adding super powers to your Savage Worlds game is easy and awesome with this handy, catch-all companion.
88
by Walt Pretorius
ho doesn’t want to be a super hero? The idea of having great powers and protecting the world (theoretically) from nefarious evildoers is right up there with high fantasy quests in terms of being cool, and with the rise of super hero popularity (thanks to a whole bunch of movies) the idea of being one in a role playing game is super appealing. Enter Savage Worlds, that extremely flexible and utterly awesome game that allows anything – really anything – to happen. There are a bunch of companions available for Savage worlds, and one of them is the Super Powers Companion. It allows players and game masters to integrate powers beyond those of normal humans into any setting, whether a full blown super hero game or just crazy powers in other settings. And here-in lies the beauty of the Savage Worlds approach… imagine a super hero campaign in a Wild West setting. How awesome would that be? Well, with the Savage Worlds Super Powers Companion, you can do that, or anything else involving individuals who fall outside of the human norm. The Super Powers Companion obviously includes information for integrating the ideas in this book into Savage Worlds as a whole. It also presents a great way of handling the powers themselves. Bu using catchall classifications which the player defines through affectations, almost anything is possible. Flight, for example, would follow the same dynamics for all characters using it, but the affectations might define it as due to wings or a jet pack. It’s slick and clever, and a great addition to a Savage Worlds game.. g
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Title: Writer: Artist: Publisher: Rated:
COOL STUFF: Comics
GET GRAPHIC Rocket Raccoon and Groot Vol. 1 Skottie Young Various Marvel Teen
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by Clive Burmeister
Can you think of the one thing you would never want to see Rocket Raccoon become? Well there are probably quite a few things, but one of them is definitely a dictator in charge of his own empire, without his trusty friend, and sometimes only conscience, Groot, anywhere in sight. This may seem like a bleak way to start our story, but just because Groot is out of sight, it doesn’t mean he’s out of mind, as Groot moves heaven and tree to save his friend. But that’s not all for this collection (as if that wasn’t enough), you’ll also see Rocket go up against Tony Stark in a game of “fantasy” football, like you’ve never imagined, and see Groot attain godhood amongst some Space Vikings (until it all goes south, which of course it does!)
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Title: Writer: Artist:
COOL STUFF: Comics
GET GRAPHIC The Clone Conspiracy #1 Dan Slott Jim Cheung
Publisher:
Marvel
Rated:
Teen +
gamecca89
by Clive Burmeister
Acclaimed SpiderMan writer, Dan Slott, tackles the next Amazing Spider-Man event in the form of a new clone saga. Spider-Man stories have dealt with clones before, but Dan Slott brings the edgy and darker side of SpiderMan to life in the way that he is famous for, making this new Clone Conspiracy a fresh and exciting tale blanketed in what if’s and anticipation. When Spider-Man’s old nemesis the Jackal resurfaces, involved in a “medical breakthrough” that Parker Industries is looking into on behalf of an employee, things quickly get out of hand as Spider-Man discovers that the Jackal has been bringing back people from his past, and healing up past enemies. Once again Spider-Man’s legendary resilience and perseverance will be tested as he is immediately thrown into the deep end as the Clone Conspiracy begins to unfold.
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Title:
Moonshine #1
Writer:
Brian Azzarello
Artist:
Eduardo Risso
Publisher: Rated:
COOL STUFF: Comics
GET GRAPHIC Image Mature
gamecca89
by Clive Burmeister
When I first heard about this book I ordered it immediately, the idea of a comic about a bunch of old school New York gangsters going up against a ruthless hillbilly bootlegger gang during prohibition, sounds pretty awesome in itself. But how does it get even more awesome than that? Werewolves! I mean come on, that sounds amazing right? It wasn’t until later that I realised that the creative team of Brian Azzarello and Eduardo Risso are the same guys that put together some bestselling stories like 100 Bullets and Spaceman. That’s when I really started to get excited. And then it finally arrived, issue 1 of Moonshine, and wow, it did not disappoint. This team creates a book which engulfs you. The characters feel so real and the story charges you headlong, inescapable.
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Title: Writer: Artist:
COOL STUFF: Comics
GET GRAPHIC Frostbite #1 Joshua Williamson Jason Shawn Alexander
Publisher:
Vertigo
Rated:
Mature
gamecca89
by Clive Burmeister
The world has entered a new ice age, only a fraction of the people survived, and to those that did every new day is a new struggle for continued survival. It’s a harsh world, where basic necessities like food and heat are now treasured commodities. Outside of the towns it is a dangerous and barren wasteland, where the cold claims most all too quickly. And then there is the ever lurking fear of frostbite, not like we know it, but something of an epidemic in itself, and a death sentence in this harsh climate. Experienced transport crews are amongst the few who venture across the wasteland, mostly transporting goods and trade. When a couple of doctors who are obviously hiding something seek out Keaton and her crew to transport them urgently, things become decidedly more complicated for the team.
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The Fortress at the End of Time Clone philosophy
Title:
LIFESTYLE
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The Fortress at the End of Time Joe M. McDermott Tor Books Science Fiction
COOL STUFF: BOOKS
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onaldo Aldo is a clone of his original self, thrust into the most remote, back-end, thankless corner of the galaxy. In a world where humanity has traversed the galaxy thanks to cloning and ansible technology, life on the Citadel is hard. It is gruelling.
The Citadel after all carries a glorious military past with no future, hinging on an unsettling fear of another alien attack that may never happen – or perhaps never did. Aldo lives on the watch station hoping for more, willingly a chance to fly a warship, or the possible ascension of getting his cloned consciousness out of the Citadel. The narrative is told from Ronaldo’s perspective and immediately hints earlier on that nothing happened as planned. As Ronaldo confesses in the narration, giving you a glimpse of his life through the years on the backwater space station. A life of philosophy and survival, of the clones surrounding him wondering whether they truly exist or are part of some bigger conspiracy. Wonderfully written with a strong technical, sci-fi feel and a whole lot of humanity, The Fortress at the End of Time is not your typical space opera. g by Nthato Morakabi
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Passing Strange On the border of magic
Title:
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Passing Strange Ellen Klages Tor Books Historical Fantasy
COOL STUFF: BOOKS
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assing Strange is a book that blends a number of rather different ideas and themes into one intriguing and beguiling whole. It visits San Francisco at the dawn of the Second World War, exploring this fascinating city and all its intricacies and
eccentricities. The depth of this city and all its weird and wonderful elements are the first part of the love story told here – Ellen Klages obviously has a great deal of sentimentality for San Francisco, and it shows in her often poignant approach to the city and its history. Passing Strange is the story of six women, and how they deal with the city (and it deals with them). It incorporates actual history with fantastical history, introduces the difficulties that faced gay communities at the times, and wraps it all together with a deftly light magical touch that makes Passing Strange a compelling and wonderfully entertaining read. With inspirational roots lying in pulp fiction, film noir and often strange comedy, Passing Strange present the reader with a world on the borderline of fantasy, very much like our own in so many ways. This is an enthralling and fascinating historical fantasy tale, when all is said and done. g by Walt Pretorius
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I
Ramjet’s rantality
don’t get it… and I don’t think I ever will. I am all for people having opinions; hell, I expound mine loudly as often as I possibly can, to anyone who may (or may not) want to hear it. But there’s something that I keep near and dear to my shrivelled, black heart… the fact that, just as I have a right to an opinion, so do others. Having an opinion can be a tricky thing, particularly when, like me, you get paid to express it. And I have been paid to say what I think for a long time, so it’s even more difficult. But it comes down to the fact that opinions are, by definitions, personally held thoughts and feelings that are formed based on tastes, experiences and influences of an individual. Yes, you can have some opinions that are more informed than others, because of those experiences and influences… but in the end, an opinion, by its very definition, is not a completely factual thing. And yet… and yet… there are so many people out there that get it wrong, that think that their opinion, their own thoughts and feelings, dictated by their tastes,
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experiences and influences – which are highly personal and applicable to them and them alone – is fact. It happens a lot in video game journalism circles, and it is happening a hell of a lot with the video gaming public. Take, for example, the console wars. The whole idea of “I am right, you are wrong” is what is at the core of this idea, at the core of PC gamers deriding console games, PS4 players ripping off Xbox One owners, and so on. It is driven by an egofuelled need to be a better person, to be better than your neighbour, based on the choices you have made. I have a little nugget of information for you, a little piece of wisdom from Uncle Ramjet. Sit down. Pay heed: you are right. Yes, you are. For you. For your tastes, and experiences and influences, the choice you made was the right choice to make. But just because it was right for you, because in your opinion it was the way to go, doesn’t make it universal law – and if you were able to actually be a functioning, decent human being without desperately needing to be better than everyone else, maybe you would get that.
gamecca89
BY rAMJET
SoYou Say...
So hang your ego up at the door, friend, because it will serve you better in life to not be such a selfaggrandising, insecure douche-nozzle. It gets worse, though… and this habit really fries my brain. And it’s kind of relevant, because part of the whole opinion-fuelled “fact” that has been thrown around has now been released: the statement (as fact) that Battlefield 1 will be better than Call of Duty: Infinite War. Now, sure, in a couple of weeks from now, you may well be able to say that. Once you have experienced both, and drawn conclusions. But saying so before they are both released (months before) is pure conjecture, based on nothing but assumptions. You could argue track records, but those don’t apply to facts – they only present probabilities. Only true experience could allow you to express an opinion, and even then it would only be an opinion, not truth. Oh, and if you have an opinion about this column – which I am sure you do – you’re welcome to it, and you’re welcome to state it. As an opinion. g