LIVE DECEMBER 2019
Go to page 44 for more details on JUMANJI: THE NEXT LEVEL and how you could win some double passes (Australia Only)
From the Editor Hello and welcome to the December edition of Gametraders Live! We have a longer edition in store for you this time to make up for missing the September issue! It’s filled with great reviews from the wonderful people at VGChartz; including a look at The Outer Worlds, Star Wars Jedi: Fallen Order, Disney Classic Games: Aladdin and The Lion King and many more. We also have some excellent interviews, courtesy of our incredible writer Paul Monopoli. He went down to Avcon and Supanova for us and chatted with Julie Benz, DC Douglas, Katie Griffin, Linda Ballantyne and Paul St Peter. The interviews delve into their lives as voice actors and the many roles they have played. We hope you enjoy the magazine and as always if you are interested in writing for us please email live@gametraders.com.au
Emily Langford Emily Langford, EDITOR
What’s inside
JUMANJI: THE VIDEO GAME REVIEW
pg. 56
LUIGI’S MANSION 3
INTERVIEWS: JULIE BENZ & DC DOUGLAS + MANY MORE!
pg. 8 &
pg. 14
pg. 68
THE LIVE TEAM EDITOR & DESIGNER: Emily Langford
WRITERS: Paul Monopoli, Interviews / Retro Editor Taneli Palola, Evan Norris, Paul Broussard, Kelsy Polnik, Jacob James & Chinh Tran VGChartz
THE OUTER WORLDS
STAR WARS JEDI: FALLEN ORDER
Pg. 92
Pg. 82
JUMANJI: THE NEXT LEVEL GIVEAWAY Pg. 44
MUST-HAVE
BOARD GAMES! ORDER IN-STORE TODAY!
MOVIES JUMANJI: THE NEXT LEVEL
INTERVIEWS
ANIME
,tv&
Paul Monopoli
INTERVIEW:
JULIE BENZ Julie Benz has been consistently active in
amassed a huge fan base who religiously
90s, making her way on to some of our
I had the pleasure of spending some time
the entertainment scene since the early
most beloved TV shows. From the vampiric Darla in Buffy the Vampire Slayer, to the sweet Rita Bennett in Dexter, Julie has
follow her to any convention she attends.
with Julie at the Adelaide Supanova event,
where she explains that this life of film and cinema nearly didn’t happen:
“I was a competitive figure skater from the
Though Julie had guest starred in several
injured at 13 and had to take a year off,
with Children and Boy Meets World, her
age of 3 until I officially retired at 16. I got and that’s when I started acting, and then
I went back to skating and realised I really loved acting, and that I had maybe more of a future acting than skating.”
Though she was less likely to face an
injury, this new career change came with
its own set of challenges. The first of which
high profile shows, such as Married
journey into the world of cult television viewing was provided by Joss Whedon.
Darla played a key role in the first season of Buffy the Vampire Slayer, and the
latter spin off series Angel, although Julie explains that not everyone was on board with the character.
came from her acting teacher:
“You know, it was really a gift that Tim
“I had an acting teacher… it was a voice
and the writers gave me, because back
teacher at a free college summer program for acting that told me that I had the
worst voice ever… and she said I was never going to make it as an actress cos I had a
horrible voice and it actually made me go ‘I’m going to prove you wrong!’ I believe as a teacher you should never tell a 16
year old that they’re never gonna make it. She was a bad teacher, and I knew that at the time.”
Minear and Joss and David Greenwalt
then they had the message boards and
everybody on the message boards hated
Darla, which meant they hated me. And I’m sensitive and I would get really upset, but
then in those last moments, all of a sudden everybody loved Darla, so it was a really
wonderful way for the character to grow
and change, and to make the audience feel for her.”
Though she ended up landing a key role
Sadly, Darla would not be the only
forward for the title role:
off. Her character, Rita Morgan, would be
in the series, she had actually put herself
“I was one of a thousand actresses who
auditioned for Buffy. That just happened to be how I met Joss, and I was too old to play Buffy, but he liked the choices I
made, so then he asked me if I would play ‘Vampire Girl number 1’. That was who Darla was originally.”
character Julie played who would be killed found by her serial killer husband, Dexter, in a bath tub full of blood. Unfortunately, being slain by the Trinity Killer was not a move Julie saw coming.
“It was awful. I cried. I was devastated. I
didn’t know it was coming. I was told at
“I was one of a thousand actresses who auditioned for Buffy.” Julie cannot remember how Darla
received her name, though there was a bit of back and forth about the character’s origins:
“Some of the ideas of where she came
from was maybe she was one of the Vestal Virgins, like way back in Roman days, but then he was like ‘no, you’re not that old’.
I was like ‘well I was too old to play Buffy
so maybe I am that old. I don’t know!’ But then he came up with the fact that I was
a prostitute in colonial Virginia, and that was when I was turned into a vampire.”
the last minute. It is the nature of the way our contracts work, and it’s the nature
of show business, and it’s the nature of
storytelling, and I have no ownership over the way a story is being told as an actor. So a lot of times it happens to so many
actors in so many different shows where
you get killed off and you’re not prepared. So yeah, my first reaction when they
told me was ‘Oh my God, I just bought a
house’ and my second reaction was ‘well, whose gonna raise the baby?’”
Gamers may recognise Julie as the voice
“Voice acting’s great! You don’t have to
Halo 2, though it was a role she only had
whatever you want, and you just have fun
of Miranda Keyes in the incredibly popular the pleasure of playing once. Julie has a
short answer for why she was not asked to reprise the role for the sequel:
put any make up on. You can show up in
and use your imagination with the script.
So it was a lot of fun. I loved it. I would like to do some more of it.”
“Different production company and money
Thought she has yet to receive a call
the character an accent… I dunno. It’s what
be returning to our TV screens in ‘On
is what I was told. And I think they gave I heard.”
Julie only has a couple of voice acting roles to her name, though she would happily
step back behind a microphone if asked.
for more voice acting gigs, Julie will Becoming a God in Central Florida’.
The show will premiere in Australia in
November and can be found on SBS and SBS on Demand.
By Paul Monopoli
Paul Monopoli
INTERVIEW:
DC DOUGLAS
DC Douglas is a man who has appeared on our television screens more times
than most are even aware of. This is true
for many voice actors, but the live action portfolio Douglas has accumulated puts
even many Hollywood stars to shame. As I
mouth were instinctive, and were spoken without thinking:
“You’re much taller than I thought you were going to be!”
sat, patiently waiting, I saw a very tall man
I cannot remember what the response
I immediately recognised Douglas’ face
breaker. Douglas sat opposite me, meeting
wearing an earthen jacket and a flat cap. from my research, watching clips of his
live action work. The first words out of my
was, but every conversation needs an ice
my eye level, and we began our discussion on a career that has spanned 4 decades.
We opened by discussing Titanic 2, a
people can’t stand and some people find
Captain of the ship.
on people looking for a particular movie
little known film that featured DC as the
“Yeah, it’s quite a forgettable film… Titanic 2, not a sequel! It’s just literally the ship was called ‘Titanic 2’.”
This film comes courtesy of the team
behind the Sharknado franchise, with
hilarious… so on the shelf they counted that was coming out, and then seeing
their movie, and then just renting it by
accident. It’s like, ‘well listen, if you’re not really going to look at the cover and you
don’t know who’s starring in it then that’s on you.”
whom Douglas has worked several
Once the renter gets that movie home
strategy behind the film a work of genius.
end up in stitches, both over their mistake
projects. He considers the marketing
“They have a business model that some
Douglas assumes they would most likely and the film itself.
Titanic 2 featured the grand children of
Another Hollywood legend with whom
in an episode of ‘Diagnosis Murder’. While
White. While filming an episode of ‘Hot in
Dick Van Dyke, with whom Douglas starred filming the episode he told Van Dyke how much the ‘Dick Van Dyke’ show meant to him as a youngster, and how it became
his de-facto babysitter. Dick appreciated
DC Douglas has shared the stage is Betty Cleveland’ he witnessed the well earned
reputation that Betty has earned over the years.
the kind words and told Douglas he would
“She is amazing! The episode I did, they
future. When asked whether he was given
were on the show. And most of the
be back on the show at some point in the a second guest role Douglas smirked and bluntly replied: “No, he lied!”
reunited her with Ed Asner, so they both episode took place on one set, so it was like doing a play. We had like, 5 scenes
on this one set. I had a smaller role, but it was still an enjoyable one. I was playing a snooty guy who was dating one of the
leads. But I got to sit and watch her work
I’ve worked three times since… but back
going to her ‘Do you want a chair?’ ‘Would
was 20, so it was a weird combination, but
and she literally… they were constantly
you like this?’ And she was fine. She stood the entire time, [with a] live audience and all of that, doing her stuff, and she was amazing.”
While Ed Asner appeared to be struggling with his lines, Betty was sharp and on the
then I had this voice and I looked like I
I was not nerdy enough to play the nerd, and I was not attractive enough to play
the attractive person, and if you look back at the 80s, most of the 80s stuff there was only two slots you could fit in. There was no in between.”
ball. At the end of filming the episode
Anime fans may not be aware that it
much she meant to him in his younger
the transition to voice over. Before that
Douglas also mentioned to her how
days. Unlike Van Dyke, Betty made no promises about Douglas returning to
the show, though he claims that ‘Hot in
Cleveland’ ended shortly after the episode has finished filming, so it was never to be anyway.
Many voice actors have, at some point in their career, featured in an episode
of ‘Walker Texas Ranger’. DC Douglas is not one of those actors, though he did audition at some point:
“I auditioned for the show back then. I
was a weird kinda… it’s funny. I gave up
pursuing on camera about a year ago, and
took DC Douglas over 20 years to make he spent much of his time working on
the stage, on TV or the silver screen. His
introduction to voice work came quite by
accident, back in 1985. Douglas auditioned to train at ‘Performing Arts’, which he
believed would be an acting school. His teacher, Barbara Gill, taught voice over
work, a fact he would not find out until after he auditioned with her.
“So when I went to audition with her, I
found out after my first monologue, she
was like ‘you know, I do voice over, not on camera’, and I was like ‘oh!’ But she was
like ‘you have an amazing voice and you
should think about doing voice over.’ So I
went to her and I studied for six months
when video game studios started to
accents and stuff like that. I’m not the best
started to get call backs from developers
and learned about word colour and
with accents, but it opened my eyes to this whole other career I could have. And I was like ‘eh!’ So I didn’t really pursue it.”
Douglas found himself working at places
like ‘Dennys’ while continuing to do work where possible. Eventually he was given
some advertising work, promoting 1900 premium call lines. This led to movie trailers and some other smaller jobs,
though Douglas was beginning to see the potential benefits a career in voice over can offer.
“That’s when I realised, ‘oh, I can make
some money doing this as a side gig’. But
I never really pursued it. I think one time I
incorporate more voice over work. Douglas he had worked with in the past, which
caused him to seek out another agent. “At that point I’d been an editor. As a
survival job I edited acting demo reels.
And I thought ‘I need to get a voice over reel done again. Where am I gonna go
to get it edited?’ And I’m like ‘I just don’t
want to do it’… while I’m sitting there in an EDIT BAY, looking at my editing software,
and in that moment I’m like ‘Oh, duh DC!
You just edit audio here, just don’t do the video. What was I thinking?’ For like, 10 years I was an editor and it didn’t even
occur to me that I could do my own audio demo reels.”
went looking for an agent and I got turned
Douglas cut his own reel and shopped it
and maybe we’ll consider you in the future.
booked him a commercial within the first
down. They said ‘go to a voice over class
But I was like… I don’t really care as much.
It was on camera that I loved. I love acting
with my eyes, is really what it comes down to, where you have to be fully present.” This all changed around the year 2000
around, landing with a major agency who week. The extra money allowed him to set up his own recording studio. At this point
he decided to take a leap of faith and leave his editing job. He started to promote his new studio and the work rolled in. Since
2002 Douglas has always managed to pay
his rent and living expenses with his voice
too uncommon element in voice acting.
him to this day.
voice without ever seeing the character
over work, an achievement which amazes
At this point I referred Douglas back to his comment on accents. Is it appropriate to
perform accents in this politically correct climate?
“Everyone’s got their own kind of school
of thought about this. Here’s my thinking about it: The only way you can start
opening up doors to other people, is by
opening up doors to other people. By like, stepping aside when you want. So there’s a lot of white people in voice over. Now there’s more people of colour in voice
over. Like, 10 years ago there wasn’t. There were hardly any. And so yes, anybody.
When it’s voice over it doesn’t matter what your skin colour is, you can be anything
with a voice. That’s kind of amazing, but that wasn’t the point of it.”
One of the standout moments that led
Douglas to this ‘school of thought’ was when he voiced Raven in the Tekken
series. At the time he had no idea the
character he was voicing was black, a not
Many artists will be called in to record a they are supposed to embody. It is not
until the finished product is out and in the hands of the public that the actor gets to see the fruits of their labour.
“Later on I found out ‘Oh, he was African American and he’s Wesley Snipes!’ So
my first thought was ‘what a crappy job I did acting it’, because I would have done
more of a Wesley Snipes kind of voice for
him. But secondly it was kind of like, I was stating to feel, because we’re becoming more aware of this, right?
Douglas was the only voice actor to
The point being was, he was just starting
very fast. He completed 10 episodes and
of projects with him, and that’s when
audition for the role, and the process was in his words ‘I made my monthly rent’.
However, after this he started to become more aware of the characters he was
voicing. When he was asked to voice an
‘African American God’ type of character he played his part in helping to make
the world of voice over just that bit more diverse.
“I was like, ‘OK, not only am I going to
pass. I’m going to give them the name of an African American voice actor I know,
who’s brilliant and can do this voice, and have him audition for that. I don’t think
they worked with him on that movie, but they did work with him on other stuff.
new in the business. I’d done a couple
you want to open the door up to other people… When it comes to people of
colour it’s the opening of the doors so that it becomes a bigger circle of people that
are working in the industry, and that’s how it changes. And then it becomes more like second nature. When the casting director is thinking ‘I need an African American
God’, they think of who they know, and if the only people they know are white
people, those are the only people who are going to get the audition. Now they’ve
been introduced to more people of colour then they start to think of them as well, and I think that’s what it’s about right now.”
Douglas explains that location plays a
We finish by discussing the political satire
get. Anime voice over work is the lowest
Recently he has found difficulty finding an
big part in the type of work an actor can paying voice over gig in the industry, so in
a place like Texas, the home of Funimation, many actors struggle to get commercial work. Those who are having difficulty
finding gigs are given more voice over
work to help make ends meet. Monica Rial is discussed as one such actor who can be continually heard in the world of anime.
Her voice has become synonymous with genre, to which DC replies:
videos Douglas has created over the years. audience as the marketplace has become saturated with Trump related comedy
sketches. There has been a slight lull in the
output of these videos, though with Trump recently unblocking Douglas on Twitter he
feels that the time is right to start creating them again. Heading to www.dcdouglas. com and searching for ‘Breaking News
Tweaked Nipple’ will reveal the playlist of Trump videos.
“Well, you could say anime because we
While Douglas’ voice over portfolio is not
commercial and all of a sudden she’s a
previous issue of Gametraders Magazine)
know it in anime. You could put it in a
stay puft, type of character. You could put
her in regular cartoons, who knows? That’s why the conventions are so important to them, to augment their income without
having to do a ‘survival gig’ or that kind of stuff.”
as large as someone like Josh Grelle (See
he is continuing to find steady work with animation. His quirky sense of humour
may upset some people, but that is all part of his charm. DC Douglas is controversial,
yes. However, one can argue that he is just as equally entertaining.
By Paul Monopoli
Paul Monopoli
INTERVIEW:
PAUL ST PETER Paul St Peter is a man who most children
profession, and I’m ‘Paul St Peter’ by birth.”
with. His legacy extends over 35 years,
Against Humanity with Jon St John at a
of the 80s would have some familiarity
and he played a large part in Robotech, one of anime’s greatest space operas.
After making Paul feel old by expressing admiration for his part in the sci-fi epic as Zor Prime, the question arose as to whether Jon St John stole his naming convention.
Paul has fond memories of playing Card convention, and the two men got along
well. It is at this point that the conversation turns to Paul’s humble beginnings. How
did one get into voice acting back in the
80s? There was no social media, so getting your voice out there was a much tricker affair.
“I’m ‘Paul St Peter’ by birth” “No. That’s an interesting thing you have
Paul made the decision to study as
you join the union and someone else has
instructors as possible. He continued
to do as union members in the states. If
your name you have to create something different. You either have to use your
middle name, but the most popular thing to do is to change your last name to ‘St
John’. So he’s ‘Jon St John’ because of his
much as he could, with as many notable this trend as he moved to Los Angeles,
eventually becoming a teacher himself.
Despite the extensive study, his big break
came from merely being in the right place at the right time.
“Someone asked me to come in and read
“He would caution us, for instance, ‘you
party were producers, writers and actors
behave sort of strangely toward you. I
a story at a Christmas party. And at that
from Robotech… Carl Macek (the creator
of the series) was there. That was a party
thrown by (voice actor) Cam Clarke. So all of these people who were on Robotech heard me and came up afterwards and
asked me questions and wanted to know things, and invited me to audition.”
Paul has kept in touch with many of the
Robotech alum, including prominent voice over artists such as Richard Epcar and
Steve Kramer. For many actors it is difficult to tell when a project you are working
will be getting some fans who might
jokingly said ‘Of course, and there will be a lot of Zor Prime groupies, right? Ha ha ha’,
he said ‘yes’ and he was dead serious. ‘Oh, OK’… And sure enough at the autograph table we would get people walking up
to us, and they would have this strange
look in their eyes and ask you questions
about the character and that sort of thing. I thought: ‘thank you Carl. I’m ready.’ I was so prepared because he did that, even though I thought he was joking in the beginning.”
on will become a big success. Often they
Carl Macek was a perfectionist who was
booth for something that will never see
worked on. He would even take the time to
will find themselves recording lines in the the light of day. Thankfully Robotech did
not suffer this fate, and it has gone on to influence, inspire and entertain people
from all over the world. Paul often hears
stories about how the series changed lives and even set some people on the right
path. As Paul recounts, Carl Macek knew
the reach this series would have very early on:
involved in all aspects of the shows he
speak to the actors, asking them how they were going and how they were feeling. Paul claims that Carl maintained the
balance of being
hands on without micro managing.
Today voice actors use the ‘beep’ process
as Pro Tools certainly help the engineer
achieve this the actor stands in the studio,
well trained actor who can meet their
to know when they need to talk. To
behind the microphone with headphones
on. They hear 3 consecutive beeps in their ear to help establish timing, and on what
would be the 4th beep they say their lines. As Paul explains, back in the 1980s the dubbing process was very different:
to manipulate the vocal track, having a cues makes life a lot easier. There are
downsides to the process, such as having actors stand around while the engineer manages the audio sample, but for the most part it gets the job done a lot quicker.
“When we began in Robotech we had
A look at Paul St Peter’s online profile will
the episode was on the third minute
of Robotech and the start of the anime
to look up on the time code, and if
for instance, OK, it would say 03:21,
21 seconds, and then 1/17 frames. It’s 30 frames per second, we would be
looking at that and I had never done
show a 10+ year gap between the end
boom during the late 90s. During this time he continued to work in the industry, but in different areas:
this before. My very first session I was
“After Robotech it was fairly slow for me.
per hour. Even today that’s considered
criss crossing and I can’t even talk to you
already averaging more than twenty cues acceptable or good, depending on the project.”
While the newer process certainly makes life easier for voice actors, Paul credits
training in the old ways as helping him be even more accurate under this new method of recording. While apps such
I mean, now I have so many projects
about them because of my non disclosure agreements, but there was a long period
of time when I was looping films, so I was away from anime for a while but I was
looping and dubbing, and so I was still
working in voice over but it wasn’t what
anyone would find as familiar on IMDB for instance, or Wikipedia, that sort of thing.”
Paul’s face lights up as he remembers one
industry. Just as with most other careers,
did not see the light of day:
connections, giving you the opportunity to
particular project that he was fond of that
“There was one really terrific one, it was
called The Adventures of Zoe and Charlie.
it is always advantageous to make
help other people or call on them when you need help.
Somebody told me it must have played
“You need to make sure that at all times you
project was Wendee Lee, and I talked to her
creates a network. Now if you specifically
somewhere because the director of the
one time, we were in the middle of another session, and I said something about Zoe
and Charlie and she said ‘can you believe it? 20 years ago, oh my God!’ And I said
it’s never played anywhere. She said ‘it has
because one person asked me about it. One fan. So it must have played some place.”
Paul was the narrator, known as ‘The Sage’ in each episode. He was proud of his work
maintain good relations with people. That go out to say ‘I’m going to create my
network’ and you’re going to make phone calls and start documenting things like
email addresses and social media and stuff
like that, that is a way to go but the manual part of what should happen by being a
professional and being available, being easy to work with, and then you naturally get a network out of that.”
on the project as he claims the quality of
Paul never really considered the voice acting
product were very well done. He calls the
recently. They were just always a part of his
the output, from the scripts to the final
loss of the show ‘heartbreaking’, but there is little that can be done about it. A search on the internet brings up nothing
After that slightly depressing topic the
conversation turns to networking in the
group he works with to be a network until
life and his work, and he would continue to receive calls from them for various roles, as they know he is a professional who is easy
to work with. For those interested in getting into the voice over industry Paul runs a
panel about networking at conventions all
over the world. If you ever find yourself at
“Even when I’m doing my panels, and they
voice actors should definitely check out that
you begin, what was your first job’ and I say
the same convention as Paul then potential panel.
When considering favourite characters Paul
does not even need to ponder the question. Right away he responds with:
“It’s actually a tie. These are two characters who are apples and oranges. Punch from
Cowboy Bebop, because it was the weirdest, oddest, most alien thing I’d ever done, and Wormmon in Digimon. Poor Wormmon
ask me the inevitable question, ‘where did it was Robotech back in 19 (intentionally
muffled voice) and most of the audience (is nonplussed) but once in a while somebody
out there will go ‘YES’ and it might be quite a young person, or the parents loved it so
much they turned their kids on to it. So we have now third generation people coming to cons and talking to us at our panels
who learned from their parents, and even grandparents, about Robotech.”
was the sweetest, cutest, most pathetic,
And with the recent license extension
him because he was so abused, and he had
Productions, future generations will
loveable… You want to pick him up and love those huge soulful eyes… It really was a
sweet role. Again, good writing. One of the things about Digimon, particularly in the
first two seasons I worked, was the writing was wonderful.”
To finish Paul thanks me for asking him
questions about Robotech. I assumed it would have been a topic he was sick of
discussing, though this is apparently not the case
granted to Harmony Gold by Tatsunoko continue to be exposed to the science fiction saga for years to come.
By Paul Monopoli
Paul Monopoli
INTERVIEW:
linda ballantyne
Linda Ballantyne has featured on our
Guardians. It is a role that Linda continues
the dawn of the century. Though she has
work on the iconic series. Sitting at her
screens in many different forms since
appeared in some well known franchises, such as Care Bears and Thomas the Tank Engine, she will be forever associated with Sailor Moon, leader of the Sailor
to embrace, 19 years after she completed
signing table, surrounded by images of the future queen of the Moon Kingdom, Linda explains what led to her taking on the iconic role.
“I went to theatre school, and when you
This first role was in the high profile
kinds of classes you take. So there’s dance,
as Wasp, and was a regular throughout
go to theatre school they have all different there’s movement, there’s Shakespeare,
and all that kind of stuff, and one of them was microphone technique. As soon as I got in front of the microphone and put
the headphones on I just went ‘I love this! I want to do this. This is what I should be
Avengers animated series. Linda featured the series. This was a big deal to her
brother, who lectured Linda about the
character and Marvel lore. Though the
show was successful, it was not picked up for a second season.
doing!’”
After the show ended, Linda continued
Linda excitedly explains that she felt an
her being cast in the continuation of
immediate connection to voice acting. There was a certain ease she found
behind the microphone, and everything felt like it had clicked into place for her.
After graduating from theatre school she approached her agent and asked to be put forward for voice acting roles. The
agent started to put Linda’s name forward for roles, though she did not have to wait very long to be cast in a role.
“The first thing I went out for, I got. So she immediately believed in me, and once you have somebody believing in you, you can do anything.”
getting voice over work, leading to the highly successful Sailor Moon.
The Japanese anime had initially been
dubbed by DiC entertainment, though they stopped after the second series. Cloverway picked up the following 2 seasons, Sailor Moon S and Super S.
As a reasonable amount of time had
passed, some of the original cast found
themselves unable to return to the show.
This included Terri Hawkes, the voice actor for Sailor Moon. Linda ended up taking
over the role, initially emulating Terri, but eventually making the role her own.
“They said ‘we want to do a voice match’,
going through the process of making the
really bad cold, which worked in my favour
and Linda started to feel more comfortable
and so when I auditioned for it I had a
because I had a much more nasal sound
which was kinda Terri’s sound, in a way. It was much more in your nose. And then,
when I didn’t have the cold anymore it was like ‘Oh wow… now what?’”
As a result Linda is not a fan of the earlier episodes she appeared in. Being directed to constantly to scream and squeal in a high pitch drove her crazy. It was after
role her own that turned things around, and develop an appreciation for the character of Sailor Moon.
When Viz Entertainment decided to re-dub the show from start to finish, and release it in an uncensored form, the original
cast were not asked to reprise their roles. Linda’s role went to Stephanie Sheh, who became the new Usagi Tsukino.
“The thing is, we’re from Canada, and we
“It was frustrating because there was still
different unions. One in the States and one
didn’t even realise at the time that there
dubbed this in Canada. So there’s two
in Canada, and never the two shall meet…
it seems to be. So I just think they wanted to go for a younger crowd, and they were Americans that were doing it, so it was
like ‘OK, so we gotta go use the American talent, we’re not using Canadians.”
Despite the fact it had been over a decade since Linda had performed the role, there was still a feeling of loss when Sheh was cast in the role.
one season that we hadn’t done, and we was another season, and then slowly the
fans were saying ‘when are you gonna do Stars?’ And we’re like ‘Stars? What is this
Stars of which you speak?’ So the thought of getting to do that was like ‘Yes, that
would be great!’ But so much time had
already passed and they had already made their decision.”
When asked if she has seen the new dub, Linda replies:
“Not a lot of it. A little bit, and it’s
Susan Roman, aka Sailor Jupiter, lives
different… um… that’s about all I’m gonna
see each other when Linda is out walking
definitely different. The voices are very say.”
Even with a new Sailor Moon voice cast,
Linda finds that many fans really just want to dose of that early 2000s nostalgia.
“They’re true to the original for sure. Not a question. The strange part about it is
Viz, who was doing it, seems to have taken away all of the original now, and sort of
put it all off to the side. It’s really hard to get the original now because they want the new one to be bought up and they
around the corner from Linda. They often her dog. Toby Proctor, who played Tuxedo
Mask, is also a good friend. As the cast still lives in Toronto they often find themselves running into each other.
Today Linda is still very active in the voice over scene, and can be found in shows such as ‘Top Wing’ and the upcoming
‘Book Hungry Bears’. Australian fans can see her try an Aussie accent as Pippa
Chockers in the series, ‘Let’s Go Luna!’ (No, not THAT Luna)…
want those voices to be the ones that
people know, but the fans are certainly in a bit of an uproar about it, because they
order a box set and it’s not the voice that they know, and they’re going ‘what is this?’”
Linda continues to keep in touch with many of the former Sailor Guardians,
including Sailor Mars, Katie Griffin, who
was seated next to Linda while we spoke.
By Paul Monopoli
Paul Monopoli
INTERVIEW:
Katie griffin Katie Griffin is an accomplished voice
She claims it was an early time in her
much of her time behind a microphone,
parts which did not give her much to do.
actor and musician. As she spends
she is quite knowledgeable on brands
and types. Upon sitting down with me she immediately took a look at my
condenser mic, suggesting that I might
want to look at something a bit smaller.
career where she was working on bit
I asked about another guest spot she
had on Kung Fu: The Legend Continues, appearing with the legendary David Carradine.
Usually when I conduct these interviews
“He was kinda quiet when I was on
my Blue Yeti Pro microphone and my
nice guy. He seemed nice enough and
I bring along my 15” MacBook Pro,
camera. This leaves me a little weighed
down, so Katie’s suggestion of a smaller microphone was a welcome one.
With the ice broken, we start to enthuse
over Katie’s appearance in Robocop. She explains that her cameo took place in
the TV series, and not the feature film.
set and he kept to himself. He was a pleasant. He was very professional,
but he wasn’t a big social guy, and I
was super young so I was a ‘Nervous
Nellie’. I wasn’t running up to everyone, introducing myself or anything.”
Many actors begin their careers on stage,
behind the microphone working on a
performance. Initially Katie was also
as Sailor Moon, was eventually broadcast
treading the boards and delivering live
setting out to get her big start in theatre, but fate intervened.
“I was gonna go to theatre school. I went there for eight hours and I was offered a film, and it was a ‘Movie of the Week’ with Christine Lahti, and I was
gonna make a lot of money, and
so I went to the people at the theatre school on the first day and said
‘OK, well, I’m gonna be out filming, I think it was only five or six days,
on this film, so it’s really not much’, but they gave me an ultimatum, and they said
‘nope, you can’t do it. You
stay here.’ So at that time it was way too much money for a
nineteen year old… so I said goodbye to theatre school and I never looked back.” In the mid 90s, while
continuing to pursue live action work, Katie found herself
Japanese cartoon. When this show, known it became a phenomenon. Katie played the role of Rei Hino, otherwise known
as Sailor Mars. The license holder, DiC,
appeared to have little faith in the show, cancelling it part way through the
second season, Sailor Moon R.
Legend has it that fans lobbied to
get the show back on air,
and as aresult DiC
completed the second series. They had no
interest beyond this, though
after several
successful syndicated
runs the show was picked up by Cloverway a few years
later. Katie was one of
who returned to
the few voice actors
her role.
“The reality is the money was really
Though she was in the role from the first
really good if it’s an original series,
there was a short period of time where
bad… Voice acting in general is really, but dubbing… when you’re dubbing
Japanese to English those rates are very
poor. So back in the day we worked very, very hard. Anything anime, any kind of
dubbing, you work twice as hard as you would on an original series and make a
series, right up to Sailor Moon Super S, Katie was working on another project,
causing her to be temporarily replaced
by Emilie-Claire Barlow. Katie tried to get the production staff to put a hold on her
parts while she was away, but to no avail.
tenth of what you would make… So that’s
“I did say ‘if you wait for me I’m just
on to do other things. They got offered
and they couldn’t wait for me because it
what happened. Essentially people went different projects and… I mean… you’re
gonna go with the money really… and we didn’t know at the time that Sailor Moon was going to be what it is.”
going for a month’, or whatever it was,
was all fast and furious. So I think I was
slightly disappointed, but I didn’t know the gravity of Sailor Moon at the time,
and I was doing a lot of on camera stuff
(and) I just said ‘there’s nothing I can do
about it’, and that was the bottom line. It
album’. But I haven’t done (another) actual
back they offered it to me again and Emilie
shows because I have a lot of animated
was disappointing and then when I came
became Sailor Venus… She’s a good friend
of mine so it was good that she wasn’t just booted because I came back.”
With the new dub of Sailor Moon, Katie
has found herself replaced with Shantae,
the half genie hero voice actress, Christina Vee.
“I have met her and she seemed really
album, or I haven’t gone and played any
shows and series that I’m working on, and it’s too hard for my voice to be honest.
And I have kids now, so to work up to do the shows, it would just take me away
from them and I’d lose my voice so it just terrifies me. I still write music and sing
amongst my family. I sing jingles and I sing (for commercials and promos).”
nice. We met her right when they were
Katie explains that the album was
(dub)… but I don’t really know too much
‘James’. They were best known the song
promoting that they were doing the new about it. I’m super busy… The whole cast seem really nice… There would never be
(any awkwardness) because we did this 25
produced by Michael Kulas, from the band ‘Laid’, which featured on the American Pie soundtrack. Katie follows up with:
years ago.”
“And then I married him. What a cliche!”
Since her time protecting the Moon
Today Katie Griffin can still be heard on
music. The result was the 2003 album, ‘Kiss
“Cloudy with a Chance of Meatballs” and
Kingdom, Katie has explored an interest in Me Chaos’. Hard core fans have managed
to find it and the feedback has been good. “I don’t even know if my album is still out there. I think it is in the abyss because people contact me saying ‘I love your
many different animated series, including the recent “Inspector Gadget” sequel.
If you want to follow what she is up to
she can be found on Twitter under the username @kissmechaos.
By Paul Monopoli
DOUBLE PASS GIVE AWAY
In Jumanji: The Next Level, the gang is back but the game has changed. As they return to Jumanji to rescue one of their own, they discover that nothing is as they expect. The players will have to brave parts unknown and unexplored, from the arid deserts to the snowy mountains, in order to escape the world’s most dangerous game. Starring Dwayne Johnson, Jack Black, Kevin Hart, Karen Gillan, Nick Jonas, Awkwafina, Danny Glover and Danny DeVito and directed by Jake Kasdan
#JUMANJI
IN CINEMAS BOXING DAY
WIN A DOUBLE PASS! Thanks to Sony Pictures and Gametraders you could win a double pass to see the new Jumanji: The Next Level! All you have to do is go to the Gametraders Facebook page and like the competition post, tag who you’re going to take and comment why you want to see Jumanji: The Next Level.
©2019 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
gameS
LIVE SERVICES ROADMAPS AND BROKEN PROMISES
S
S,
REVIEWS
POP CULTURE CHRISTMAS
BAUBLES
ORDER NOW!
STAR WARS CHRISTMAS
POP! VINYLS!
ORDER NOW!
Huge range available! Selected stores. Ask staff for details.
Taneli Palola
LIVE SERVICES, BRO
, ROADMAPS AND ROKEN PROMISES
When did it become acceptable to release incomplete video games and make some
vague promises of future content to be added at a later date? Content that isn’t actually
going to add new and interesting stuff to the game, but is rather meant to complete the
experience. Oftentimes months or even years after it was launched and was supposed to already be a complete product.
Many of you have probably noticed the
Games like this are launched effectively
describe the post-launch content for many
promise of content to be added later down
use of the term roadmap by companies to
of their big live service titles, with features, game modes, quests, and other content
being promised years in advance. Fallout
76, Anthem, No Man’s Sky and The Division 2 all got their own content roadmaps,
detailing future additions and changes that would be coming to those games after
launch. Basically, publishers are telling their
customers why they should pay money now for a game lacking in content in order to
potentially have a decent complete game later.
unfinished and sold to customers with the
the line, but there’s never a guarantee that said content will actually materialize. The fulfilment of those promises is entirely
dependent on a number of factors like the initial success of the game and the size of the playerbase, and when the game fails
to live up to the publisher’s expectations
you can expect to see them cut back on the content that was promised.
A lot of AAA games are starting to use
Anthem for its part just recently abandoned
content in the future as a justification for
”core issues”. In effect, this means that
these ‘roadmaps’ and the promise of
launching games in a subpar state. Fallout 76 was released in a deplorable condition
and barely even resembled an actual Fallout game. Bethesda is now, finally, after a
massive fan backlash, adding actual NPCs
and proper questlines to the game, almost a
year after its launch. It’s a desperate attempt to try and make the title more attractive for potential customers, although at least the content is being added.
its entire roadmap in order to focus on the content players who have already
bought the game were promised is either indefinitely delayed or not arriving at all, while BioWare tries to salvage the game
into something even remotely interesting
and, for the company’s own sake, successful. It’s probably the only thing BioWare could
have done at this point, but the remaining
Anthem fans are going to be disappointed when things they were promised never arrive.
Then there’s No Man’s Sky and Sea of
every year are launching in such miserable
by promising huge interconnected worlds
realized that it’s fine for them to release
Thieves, which built up hype before launch with near limitless amounts of content for players to interact with. Yet, when they
were released, it turned out that they were
pretty much just massive, bland, and empty sandboxes that ran out of interesting things to do about four hours in.
Of course, both Sea of Thieves and No
Man’s Sky did eventually end up getting a lot of new content post-launch, and in the latter case almost the entire
game was practically overhauled, but
fulfilling promises months or even years after launch isn’t something that I find particularly praiseworthy. As far as I’m
concerned it’s the absolute minimum we should expect from developers, rather
than something to be commended and applauded.
Far too often developers and publishers get away with making false guarantees
states. Video game companies have
titles that lack content or are filled with repetitive, pointless busywork because
they’ve managed to convince customers
that it’s just the reality of the industry these days.
It is nice that some of these developers
don’t simply abandon their games if their
early reception is poor, and will actually try and improve on them even after release.
However, that still doesn’t excuse making false promises or releasing incomplete
games. The more we praise companies for fixing the messes they created in the first
place the more we are going to see games like this being released. This is especially true in the live service market, where
games are essentially designed around the idea that people will keep playing them for years as new content is, supposedly, released on a consistent basis.
because people start praising them for
In the end, these content roadmaps and
games into something halfway decent.
a license for video game companies to
eventually turning incomplete or broken That is exactly why more and more games
live service ecosystems have just become release games in whatever mangled state
they’ve managed to get them to by launch
ground in hopes of making a quick profit,
Customers are simply expected to accept
It happened with MMOs after World of
date because of their rushed schedules.
the fact that the game they just paid for
isn’t going to have the content they were promised until at least several months
later. This is neither a feasible long-term
model for the companies themselves (as it will keep building distrust towards them), nor is it even good in the short term as it
forces them to spend massive amounts of resources to try and salvage their games. The video game industry has a history of taking a concept and running it into the
and this current situation is no different. Warcraft exploded in popularity, with
modern military shooters after Call of Duty 4: Modern Warfare took off in a big way, and most recently to battle royal games, which are already trending downwards
after everyone tried to copy the formula following PUBG’s success. Once the
industry is done with one trend it’ll just
move on to the next and bleed that one dry as well. History repeats itself and somehow nobody ever seems to learn from this.
Live service video games are just the latest
in a long line of market trends that have
products in exchange for their investment,
heading towards oversaturation just like
with their customers as a result of releasing
dominated the industry and it’s quickly
the others I’ve mentioned above. The idea
being presented by video game companies is that video games don’t need to be
complete at launch anymore because
developers keep working on them well
beyond release date, but that is nothing
but a flimsy crutch used to rationalize and
justify fundamentally flawed design choices and philosophies.
In short, nobody comes out of this as a winner. Customers get underwhelming
while companies lose both money and trust games with missing features and content.
The unfortunate part is that there’s nothing inherently wrong in the live service model or the use of roadmaps as guidelines for
future content for games using the model. Unfortunately, both are being abused and
twisted in ways that will most likely lead to the deaths of most live service games in
the near future, and these companies can really only blame themselves when that happens.
By Taneli Palola
Evan Norris
REVIEW xbox one:
Jumanji: The Video Game For the longest time, Street Fighter: The
It is an electronic ouroboros, consuming
based on a video game, seemed to be
the weakest titles of the year—a tired,
Movie, a video game based on a movie
the ultimate representation of intellectual property run amok. Now, that title might go to Jumanji: The Video Game, a video game based on a video game within a
movie, itself a sequel to an earlier movie.
and giving birth to itself. It’s also one of
repetitive, strangely disjointed third-person action game saved from total failure only
by decent shooting mechanics and support for four-player splitscreen.
Jumanji: The Video Game is based on
with a beginning, middle, and end; it’s
Jumanji: Welcome to the Jungle, although
20 minutes long, which follow identical
the video game parts of the 2017 film
it doesn’t follow that movie’s story arc,
or any arc really. Where you’d expect an
action-adventure experience focused on
the narrative beats of the movie, you’ll find instead four unassociated levels, each with the same mission—deliver a green gem
to a statue and save the land of Jumanji.
This is perhaps the game’s weirdest design decision. It’s not a traditional story mode
four self-contained campaigns, each about gameplay patterns only in different locales. It ends up a counter-productive choice for
developer Funsolve, because in the absence of any connective storyline or character
progression the game relies almost strictly on its level designs, artificial intelligence,
and momentary gameplay, all of which are deficient in some way.
While thematically diverse—Bizarre Bazaar
forgettable, although elevated slightly by
Mountain Fortress a snowy mountain
Jumanji: The Video Game has a host of
is a dusty marketplace, for example, and
village—each level conforms to the same flat, uninspired template. There are very
few changes in elevation or layout. Worse,
smooth and snappy third-person shooting. imperfections, yes, but gunplay is at least serviceable.
each level follows an identical flow with
Far less serviceable is the game’s clunky
exploration. The game first deposits
teammates. When played with fewer than
straightforward objectives and minimal
players in a maze-like entry area, where
they must find four hardly-hidden Jumanji
game pieces. Those pieces unlock the next stage, an open area where players power
up an obelisk while fending off attackers.
Once charged, the obelisk grants entry to
a linear underground area filled with traps. Every level repeats this a few times until at last a path to the statue is revealed. This all makes for four repetitive,
uninteresting, structurally-indistinguishable levels, every one with a lot of recycled
fixtures and ideas. The combat scenarios therein are equally repetitive and
melee combat and its AI enemies and
four real-life players, the game will pair
you with computer-controlled teammates (unless you disable this feature), who are on the dim side, running at rampaging rhinos or lingering far behind the
crowd. These CPU colleagues look like
neurosurgeons, however, compared to
the cannon fodder enemies who appear
limited to only a handful of AI scripts, the most common being “run in a straight
line at your target”. In general the game provides only three enemy types, apart from the odd rhino, hippo, or bear: a
melee berserker type, a cover-hugging
marksman, and a lumbering heavy soldier.
While Jumanji: The Video Game is
extremely brief—on normal difficulty you could plow through all four
stages in about 80 minutes—it does
enjoy a small amount of replay value. Each of the four main characters, based on the heroes of the film, has four unlockable outfits and
four weapon skins apiece, earned by reaching certain experience
levels. You can also track in your
Profile several statistics, including
time played per character, highest score, and takedown streak. The
game clearly wants you to play its
four levels again and again, for high
scores and cosmetic prizes, but with such tepid gameplay and tedious level layouts it’s hard to imagine anyone lingering long enough
to reach level 30, the final unlock threshold.
One positive is its suite of multiplayer options.
performances, in the absence of actors
other players from around the world, joining
Kevin Hart, unimpressive. Rhys Darby, who
You can save Jumanji online with up to three random rooms or creating your own lobby,
or play with a total of four in a single space via splitscreen co-op—a rarity in today’s
gaming landscape. Another positive: a hot
potato mechanic whereby the gem used to power obelisks and ultimately activate the
final statue must be shared among all four heroes. While carried, the game will super
charge a character’s weapon. Hold it too long, however, and the game will zap you and drain
Dwayne Johnson, Jack Black, Karen Gillan, and plays Nigel in the Jumanji movie, is the only actor who reprises his role; unsurprisingly
his lines are the game’s best. One especially
annoying thing about voice acting is the rate at which one-liners are recycled. In a single campaign you might hear the same Shelly
Oberon line half a dozen times. It’s here where the game really does channel those PS2-era licensed games.
some health. It’s a tad underdeveloped, but
Jumanji: Welcome to the Jungle is not a great
doesn’t contribute anything new to its genre.
to coast along based on the charisma and
a notable wrinkle in a game that in general
Visually, Jumanji: The Video Game is far from
impressive. It doesn’t look like a PS2 game, as
many commentators have insisted, but it’s not
that far off. It looks closer to an early Xbox 360 or PS3 game, with stiff animations and simple textures. With its neon hues, beefy character models, and cartoonish graphics, it actually
bears a resemblance to Fortnite, although it’s not nearly as charming.
On the audio side, it’s a similar story. Music
and sound design are forgettable and voice
movie, or even a good movie, but it is able
chemistry of Johnson, Black, Gillan, and Hart. Jumanji: The Video Game has no such safety net. In the absence of its talented stars, and
weighed down by monotonous levels, tedious gameplay, simplistic AI, and outdated assets, it struggles to justify its existence, outside of a cynical attempt to capitalize on the launch of Jumanji: The Next Level in December. Its
movement and shooting mechanics are decent enough and it supports four players both
online and offline, but those are minor wins in a jungle of glaring flaws.
By Evan Norris
Evan Norris
REVIEW NS:
Mario & Sonic at the Olympic Games Tokyo 2020 The sense of camaraderie and international
produce its roster of playable characters.
Olympic Games Tokyo 2020 is infectious.
sports, to SEGA, and to Nintendo,
sportsmanship in Mario & Sonic at the By the time the credits roll on its story
mode, you’ll be in front of your computer looking up plane ticket prices to Japan to
catch a glimpse of the real Olympic games
It’s a love letter to Tokyo, to competitive buttressed with a clever time-traveling campaign, over 30 events, and several
different control and multiplayer options.
next summer. The game oozes reverence
So often in a sports game, a single-player
them in 2020 and previously in 1964—the
Story Mode in Mario & Sonic Tokyo 2020
for the Olympics, pride in Tokyo for hosting Japanese capital is one of only five cities to have hosted twice—and nostalgia for the Super Mario and Sonic properties, which
campaign can be an afterthought. While isn’t incredible, it does provide several
hours of enjoyment with lots of fan service and a neat plotline that leverages a large
roster of beloved mascots and Tokyo’s
When Bowser Jr. sees his dad featured
Olympic Summer Games, the story finds
realizing the gravity of the situation—he
Olympic history. Set during the XXXII
villains Bowser and Dr. Eggman hatching a scheme to trap their respective enemies—
Mario and Sonic—in a custom video game console, the Tokyo ‘64. Something goes
in a non-licensed video game—without
yells “It’s rights infringement! He’s gonna get Koopa Troop Legal and bring the thunder!”
wrong, and the system sucks in all four
Perhaps the best part of story mode
themselves confined in a pixelated version
unconnected to any Olympic exercise.
characters (plus Toad). They soon find
of Tokyo during the 1964 Olympics. As
Mario and Sonic endeavor to escape back to reality, Luigi and Tails work in 2020 to rescue them.
With this narrative in the background,
players will participate in sporting events in both 1964 and 2020. Story mode can
be contrived at times—the game thinks of every excuse for Luigi and Tails to
is a collection of 10 unique events
These include Tower Climb, where Tails scales the facade of Tokyo Tower, and Bullet Train Blast, where 16-bit Sonic
chases Dr. Eggman’s train in a side-scrolling jaunt that’s more Sonic the Hedgehog than Olympics. Once beaten each event goes
into the Game Room, accessible from “My
Data”, where you can play it as many times as you wish.
participate in games while their friends are
You’ll need to play these special events
is perfunctory at best, but overall there’s
you boot up Mario & Sonic Tokyo
in mortal danger—and its map exploration enough connective tissue to make it more than a loose collection of mini-games
strung together. There are several guest characters, lots of collectible trivia, and
some funny interactions between old rivals.
to unlock them, but from the first time 2020 you’ll have access to the game’s
34 Olympic events: 10 retro-styled 2D
events; 21 3D events; and three “Dream” events, which are fantastical versions of
traditional Olympic contests. It’s a robust,
mechanically-diverse assortment of games
Dream Racing combines skateboarding
Standouts include surfing, gymnastics, and
the bunch—is like a discount Splatoon,
that should keep players busy for a while. archery in 2020 and 10m platform and
marathon in 1964. Marathon in particular
is interesting because it’s a long, strategic experience in a sea of short reflex-based events.
The Dream events deserve special mention here. These are three fun, out-there
versions of racing, shooting, and karate.
and F-Zero, dream shooting—the best of and Dream Karate is more WWE than IOCsanctioned sport.
Not only does Mario and Sonic Tokyo
2020 provide many sporting events, it also allows you to experience them in
several different ways. You can participate in a quick match solo or with up to four
players, connect with other Switch consoles via wireless communication, or take your
skills online and play with people from
optimism. The 8- and 16-bit graphics
ranked matches, friends-only rooms, and
are also successful and hit all the right
around the world. Online play allows for online leader boards.
The game also provides several different control schemes. After you select your
event, you’ll typically have three available play styles: dual controllers, solo remote,
featured in the 1964 alternate universe nostalgic notes. Along with synthesized
chiptune music and a muffled announcer,
you’d think the old-school events were torn from 1988 or 1990—armed with modern conveniences of course.
and buttons only. Dual controllers and
In the end, it’s via those connections—to
motion controls while buttons only is a
gaming—that Mario and Sonic Tokyo
solo remote take advantage of Joy-Con more straightforward analog experience.
Motion controls don’t appear to add much
to the package—this game won’t make you forget Wii Sports Resort—but it’s nice to have options.
Speaking of options, it would have been nice to see more settings for individual
events, particularly team-based games like rugby sevens and football. As of now, you only have limited CPU difficulty and time options.
Mario and Sonic Tokyo 2020 isn’t going to
light the world on fire visually, but its crisp,
clean, and bright graphics work ideally with a game about teamwork and international
Tokyo in 1964 and to 80s and 90s era
2020 earns its keep. What could have
been your standard sports mini-game collection is elevated by a nostalgic
storyline and unique events that riff on the 2D platforming origins of Super Mario and Sonic the Hedgehog. Story mode could have been deeper and more interactive
and individual games could use a few more customization options, but in general this is a lively, sentimental, and inspirational way to experience the Olympic Games
without buying that plane ticket to Tokyo. By Evan Norris
PAUL BROUSSARD
REVIEW NS:
LUIGI’S MANSION 3 Luigi certainly has come a long way. From
Luigi’s Mansion 3 sees Mario, Peach, Luigi,
Mario, to having an entire year dedicated
Toads being invited to stay at a random
a simple green colored palette swap of to him, and now carrying Nintendo’s
holiday releases along with Pokemon.
After spending years in Mario’s shadow, Luigi makes his return to the spotlight
in Luigi’s Mansion 3. How does his latest ghostbusting adventure fare?
and an assortment of randomly colored
hotel. Unsurprisingly, the invitation turns out to be a trap, and everyone but Luigi is captured and turned into a painting.
Luigi then has to team up with Professor Egad to ascend the various floors of the
hotel and rescue his friends along the way.
The set-up is a little too similar to the first
like it’s giving up on the atmosphere
pretty much any non RPG Mario has never
Gamecube title and helped elevate it
game’s for my liking. While the story in
been particularly important, the original game was afforded an air of creepiness
and almost mystique by its atmosphere
component that really boosted the
as a whole past some of its gameplay limitations.
and having Mario, the person usually
For what it’s worth, this is a gorgeous
be bailed out himself. Essentially repeating
visit to the Mushroom Kingdom (if that’s
responsible for the rescuing, needing to the first game’s set-up, but with more
characters and a bigger building, feels
looking game, and by far the prettiest even where this takes place) to-date.
Some of the different floors in the hotel
are really visually appealing, and there’s
the player to make use of interactable
put into making this an aesthetically
These types of puzzles were present in
no doubt that considerable effort was
pleasing experience. The soundtrack is pretty solid too, with tracks that fit the themes of the individual floors quite
well. That being said, I do feel that both the art direction and the soundtrack
might have drifted towards being a bit
parts of the environment to proceed.
the original two titles to some extent,
but they’re vastly more common place
here, to the point that I would consider puzzle solving as central a mechanic to the game as the actual ghost catching.
too cartoonish. The Luigi’s Mansion
Some of the puzzles are quite clever
atmosphere has always been at least a
the minority compared to the ones
games have never been scary, but the
little (and sometimes much more than
that) unnerving from time to time, while Luigi’s Mansion 3 doesn’t seem to make any attempt to be remotely off putting
in that respect up until the very last floor of the hotel.
Perhaps the biggest departure from
the original Luigi’s Mansion - and Dark
Moon to a slightly lesser extent - is that Luigi Mansion 3 has a much greater
emphasis on puzzles. Each of the various floors that Luigi must travel through is
filled with various challenges requiring
and well thought out, but they’re in
that basically require the player to just suck, light up, and shoot a plunger
at everything in the room until they find the one thing that allows them to progress. In fairness to 3, the
Luigi’s Mansion games have always
incorporated this method of interacting with the environment to progress, but
it’s far more prevalent in this game and just feels like it’s grinding the pace to a halt every few steps. Perhaps that’s due to the sheer amount of tools at
your disposal now; between returning
options like the poltergust, the flashlight,
the darklight, and the plunger, and new
I suspect that the greater emphasis on
and Gooigi (more on him later), there
make the game longer, as past Luigi’s
abilities such as a shockwave/jump move are far more options to run down for any given area.
puzzle solving comes from a desire to Mansion titles have generally been
relatively short. And, to be fair, Luigi’s
Mansion 3 will likely have the longest first
playthrough in the series for most players
steps and prevent them from proceeding
ten hours). But there are no points to be
room, or, at least, enough of the room
(with my first run clocking in at around
awarded for that if the game’s method of
extending its run time is to basically throw a barrier in front of the player every few
until they’ve scoured every portion of the until the game decides to tell the player the solution.
The game does this with more than just
access, although there are a few enemies
creative ways to make playtimes longer. At
of multiple Luigis. It’s not a bad mechanic
puzzles, often finding other, less than
one point, the player is just about to make use of a newly acquired item necessary
to proceed to the next floor, only to have it stolen by a ghost cat that runs away
to a previously visited floor. The player
then has to trek back through that older
floor and fight that cat three times over in battles that don’t change at all from one
to the next before getting the button back and being able to proceed as they were
originally going to. This is just pure filler, and so of course the game repeats the
exact same thing later on, because if it was annoying once then just maybe repeating it will somehow cause it to come around and suddenly be fun.
The biggest addition to the gameplay
is Gooigi, which essentially functions as
an additional controllable Luigi, with the added bonus of being able to squeeze
through tight spaces and ignore damage
from spikes. As you can probably guess by this point, his function is mostly used for puzzle solving, being used to pull levers or blow switches that regular Luigi can’t
and even bosses that require making use by any stretch of the imagination, but I came away from Luigi’s Mansion 3 not
really feeling like it had elevated the game in any way; rather it just mostly gave the devs an excuse to block off some areas
from normal Luigi so Gooigi has to be used to progress. For what it’s worth, Gooigi is
plenty charming, and he certainly doesn’t hurt the gameplay, but he rarely gets to
shine. There’s an extremely well done boss fight close to the end of the game that
forces the player to switch back and forth
between Luigi and Gooigi consistently, and it’s a shame he’s never really utilized quite that well anywhere else.
Thankfully, the ghost catching is actually still fun, for the most part. Many of the
individual fights have more creativity put into their designs, and using the various tools at your disposal to disarm a ghost
and then suck it up feels great. Slamming ghosts into the ground, or other ghosts, also feels really good as well. And after
Dark Moon and the original game’s remake on the 3DS, it’s extremely nice to have a
second joystick for aiming, rather than
something. This isn’t too big of a deal
3DS’s nub.
the myriad of boss battles that require you
relying purely on gyro aiming or the New
Having said that, there are some frankly
normally, but it can be frustrating during to quickly aim and target an enemy.
bizarre design choices that make this
Despite the harsh reaction, I don’t hate
any first party published game should be.
disappointing. The spark and creativity
game far more annoying to control than
Like previous titles in the series, the game operates with fixed camera angles, which would generally be fine, but the turning
controls are now locked to Luigi’s position,
meaning that, if Luigi is facing forward and
you want to turn left, you move the stick to
the left, but if Luigi is facing backwards and you want to turn him to your left, you turn the stick to the right (thankfully there are
some customizable control scheme options for once, so this can be changed with
some fiddling in the menu). It’s also weird, for instance, that the gyro can be used to aim up and down, but not side to side,
and equally weird that there’s no way to
change that. And finally, the reticule used for aiming disappears when you’re not
currently aiming at something you can hit,
meaning that if you’re not currently aiming over a target, you just have to guess how
far you need to move your cursor to target
Luigi’s Mansion 3, but it is massively that made the original Gamecube
title something of a cult classic is here somewhere, but it has been buried
underneath an increasingly large pile of gameplay annoyances and mechanics
that add options without depth. What was
original and interesting has stopped being engaging, while the annoyances of the
series have only made themselves more
and more prevalent as Nintendo refuses
to address them. If this series continues, I
really hope Nintendo takes the time to iron out some of the rougher spots, rather than finding another flashlight or something to throw in Luigi’s arsenal.
By Paul Broussard
KELSY POLNIK
REVIEW NS:
Disney Classic Games: Aladdin and The Lion King As someone who adores video games from
these kinds of releases might not be a high
the latest and greatest concurrently with
some are average, and others are best left
all generations and is typically playing
some pixelated relic, I never find it hard to purchase retro games. I’m the target
market for a collection such as this, but for the standard consumer just looking for a
fun time with a great game I could see how
priority. Some hold up extraordinarily well,
to extreme fans. This particular Aladdin and The Lion King collection highlights all three groups, but despite that I still believe it’s a package worth your time and money.
Digital Eclipse has made it its mission to
new features that I didn’t know I wanted, but
that other, more established mediums treat
know if I can live without their inclusion in
treat video games with the same respect their histories. We’ve seen the company produce some already fantastic retro
now that I’ve been exposed to them I don’t future retro compilations.
collections, such as the Street Fighter 30th
Included in this collection are the North
Collection, and the more recent SNK 40th
versions of Aladdin; the SEGA Genesis and
Anniversary Collection, Mega Man Legacy
Anniversary Collection. With each of those
releases Digital Eclipse has introduced new ideas to the overall package, adding more
value to your purchase with each respective collection. Aladdin and The Lion King
continues this trend and introduces some
American and Japanese SEGA Genesis
Super Nintendo versions of The Lion King, with the Japanese SNES version thrown
in for good measure; and the Game Boy releases of Aladdin and The Lion King
that can be played in both their original monochromatic glory or colorized.
Each version of these games is represented
Eclipse releases it does feel weird that
looks and plays exactly as intended. If you
present - most notably the SNES version
with the highest quality of emulation and
grew up playing these games they will feel
and look just like you remember them as a kid.
If you don’t remember them then just know that Aladdin and The Lion King were both important 16bit releases. In the cluttered action platforming arena of the time
they stood out as prime examples of the genre, thanks to their fluid and beautiful
some key releases from the same era aren’t of Aladdin, which is an entirely different game from the Genesis one. And given
that the company has decided to dabble in handheld territory I would have loved more examples of Aladdin and The Lion
King from the Game Gear, Game Boy Color, and Game Boy Advance. This is the biggest area that feels like a step backwards from previous Digital Eclipse releases.
animations, euphonious soundtracks, and
Perhaps to make up for what is missing
their licenses. Each game made special
feature with this bundle, and these are what
most importantly of all the great uses of efforts to make you feel like you were
controlling the characters from the movies, in environments that appeared in those same movies. The Game Boy releases,
on the other hand, are great examples of what a typical licensed game would look
like in that era; sloppy controls, messy hit
detection, confusing level design, and more besides.
It’s a great list of games for the price, but
coming off the highs of the last few Digital
the company has introduced some new
excite me the most about the collection
and Digital Eclipse’s future releases. Firstly, there’s an early demo version of Aladdin
that was presented at a 1993 trade show.
This version includes enemies and objects that didn’t make the final retail release
and a drastically different take on the level inside the genie’s lamp. It’s a fascinating
look at what parts of the game the original
developers felt were working even early on and which parts needed to be overhauled before the final release.
Even better than a demo version of Aladdin
single sword slash, leap of faith, or toss of
interpretation has bug fixes, an improved
where you intend; that’s a taste of what the
is the Final Cut version of the game. This
camera, and other small refinements that the team which compiled this collection felt the original team might have made
had they the extra time prior to its original retail release. That game - Aladdin for
the SEGA Genesis - is a great title. It still
feels wonderful, it still looks and sounds
gorgeous to this day, and is an immensely
playable and enjoyable game. But imagine
that wonderful package remarkably running even more smoothly than before and every
an apple feeling perfect and always landing Final Cut Aladdin feels like to play. I cannot overstate how incredibly this version of
the game plays for a long-time fan of the
original. It’s a pretty incredible journey to be able to play through the early demo to the standard release to the Final Cut version. As a player it gave me more insight into
the mind of the developers and different
aspects of game design than perhaps any other game, and all while just enjoying a great game in its various forms.
The rewind and watch features introduced
experiences building these classic games.
are present and accounted for as well.
including copious amounts of art work,
in the last couple of Digital Eclipse releases Rewind allows players to reverse the
game by around 30 seconds, in order to
retry a failed jump or avoided taking too much combat damage, allowing you to
essentially have a flawless run by piecing together your best moments and editing
out mistakes. Watch mode takes this idea even further and permits you to watch a
There’s also a variety of other media,
color tests, playable soundtracks, and
even a 30 minutes video of the CES reveal of The Lion King game, which boasted a
real lion(!) and zebra dancers. It’s a really
fun watch for those who are interested in
what gaming trade shows and video game reveals were like in the 90s.
near flawless CPU controlled run of any
Despite missing a few key titles from each
watching you can take back control of the
collection is overflowing with content to
of the included games. At any point while
main character and play out the rest of the game, making it ideal for those who feel
that some of these retro releases are too
challenging and unforgiving - a category that The Lion King certainly falls into at
times. These tools allow people of all skill levels to enjoy these classic games.
If you’re like me and enjoy learning more about the games you love then there’s also a feature length movie’s worth of
video content to enjoy as well. There are tons of interviews with developers and Disney animators, both historical and
modern ones where they reflect on their
of their corresponding franchises, this both play and consume in a variety of
ways. You can experience Aladdin from its
roughest Game Boy incarnation all the way through to its Final Cut precision, or use
the rewind and watch features to assist you
through the African countryside on Simba’s journey to adulthood. However you choose to experience these classics, you’ll be glad you did, and you may even gain some insight into why they are so revered. By Kelsy Polnik
JACOB JAMES
Star wars Je
REVIEW PS4:
edi: Fallen Order
It’s been nearly a decade since we were
Wars experience that eventually died.
Star Wars game with the second Force
hope for ever having a brand new quality,
last given a single player story-driven
Unleased game, which may be why so
many of us were all chomping at the bit for
When it did, so too did Star Wars fans’ story-driven Star Wars game to play.
Fallen Order. That and we’ve been tempted
While wielding a lightsaber is immediately
likes of Star Wars 1313, only to have it
the rest of the experience is hot and cold.
before with Star Wars greatness with the cancelled and ripped away. Then there
was the Amy Hennig project; the famed Uncharted creator was brought on by
Visceral Games to work on their Star Wars game... only for the developer to be shut down in October of 2017. Each canned
entry promised a unique and riveting Star
gratifying on a base level in Fallen Order, The gameplay suffers from an identity crisis as the bland Cal Kestis leads the cast through a mostly uninteresting
story. Plastered with a coat of Star Wars
paint, this Souls-like mixes overly familiar elements from Uncharted, God of War,
Titanfall, and Dark Souls, leaving no room
for a soul of its own. Despite the pedigree
of crafting a winner. What we ultimately
Jedi: Fallen Order is not the chosen one.
game that never really excels at anything.
the moniker innately implies, Star Wars
Enter Stig Asmussen, known for his work on the God of War series. Stig joined
end up with, though, is a hodgepodge
Not its inspiration, or its Star Wars source material.
Respawn Entertainment as the studio’s
You play as Cal Kestis, your run of the
Order and it’s in the context of this move
Jedi Padawan who has gone into hiding
game director for Star Wars Jedi: Fallen that it quickly becomes clear as to how
Fallen Order became the Star Wars game
with no identity to call its own. Building on
what Amy Hennig (Uncharted) started, Stig (God of War) and Respawn (Titanfall) go
the much beloved Souls-route in the hopes
mill, underwhelming, plain as vanilla after the execution of Order 66 (the
extermination of all Jedi, for those that
don’t know). An accident on the job makes Cal use his Force powers to save his friend
Prauf from falling to his death. Having now exposed himself, though, he has to go on
the run to evade the Inquisitors, who are
act like bonfires, allowing you to save and
attempting to flee, he is rescued by former
Falling to an enemy means you have to
trained to track down and kill Jedi. While Jedi Cere Junda and a four-armed pilot,
Greez Dritus. Aboard your spaceship, The Stinger Mantis, you three make up the
team that is set to try and rebuild the Jedi Order.
Traveling to the starter planet Bogano, you meet BD-1, your personal multi-tool droid,
good for all manner of lockbox looting and door unlocking. It’s on Bogano that you
spend ability points on different skills. retrace your steps and attack that foe
again to acquire your lost Life/Force/EXP. The difference here is that meditation
circles are everywhere. Where Souls games make bonfires a long-lost refuge, difficult
to reach and few to come by, Fallen Order practically has you tripping over them
every few steps, cheapening the victory of making it to safety.
learn of a hidden Jedi holocron containing
Likewise, in an effort to remain true to the
Cere believes could be the starting point
weighty and challenging, but usually ends
a list of “Force-sensitive” children, which to restore the Jedi Order and crush the Empire’s rule.
The gameplay of Fallen Order, which can be fun at times, is lifted and pieced together from several different games to make up its core mechanics, most of which fail to
live up to their inspiration. Let’s start with the most obvious direction: Dark Souls. It seems everyone these days is overlaying
the Dark Souls template onto their games to bring their ideas to life. Well, Star Wars is sadly no different. Meditation circles
Souls series, the combat is meant to be up being anything but. When fighting
enemies one on one, it can be a satisfying experience. Circling your opponent,
squaring off with parries and special ability overhead lightsaber strikes is enjoyable. Toss in a few force pushes and you’ve
got yourself the basics of a Star Wars/ Soulsborne hybrid. The system breaks
down, though, when the game constantly throws groups of 4-6 enemies at you at once. It no longer feels like challenging
precise combat, but more akin to the hackn-slash God of War variety. Which would
be fine, if waves of enemies broke across
my enjoyment of the combat portion of
of War on your axe. But when everyone
it just doesn’t satisfy like it would if it had
my lightsaber like they tend to do in God blocks incessantly, and you’re managing
your Force gauge (which is always depleted at the most inopportune time) mid battle,
and dealing with stamina depletion, it feels like a broken balance of the two source
the game. It’s not that the combat is bad, more focus by leaning more toward the
precise one-on-one combat of the Souls series or plowing through enemies a-la
God of War, but not both simultaneously.
games.
It’s this lack of individuality that ruins Star
Something else is off about the combat
cobbled together from several other great
too. Attacks have this really slow and labored wind-up to them, seemingly
a second or two longer than all other
enemy attacks, even the little runt mobs.
The lightsaber itself should be fairly light, and easy to maneuver with, but instead
it handles more like a heavy two-handed hammer. Unless you wait to perform a
parry you’ll usually be caught mid slice and knocked down like a chump. Two-thirds of the way through the game I realized
that the combat system was “middling” so badly between Souls/GoW that the
only way I was going to have any fun was to turn the difficulty down to story mode and help the game artificially find some
direction. Playing hack-n-Slash God of War style with a lightsaber definitely bolstered
Wars Jedi for me, as the entire game is
games that came before it, masquerading as something exclusive using the Star
Wars name. Cliff hanging, climbing, and jumping are lifted from Uncharted. The
larger enemies are defeated in grandiose GoW fashion, but with less panache and much more quickly. Wall runs are pulled directly from Titanfall, all novel at first,
but they get old quick, especially since
we’ve seen and played it all before in those games. The worst part is, the ideas are
never repeated or reused in new ways. You never wall run over opponents and land
behind them, striking swiftly from behind
with your lightsaber. That would have been cool! No, instead, its mundane routine
inclusion as terrain traversal is the limit of that gimmick. These criticisms are not to
say you can’t take inspiration from other
the game are meant to be exciting and
that enhances your own uniqueness, not
them over and over to move on, the wow
places, but use them sparingly or in a way sacrifices it.
And don’t get me started on sliding down mud/ice covered terrain and jumping to low hanging ropes. I can’t tell you how
many times I cursed at the screen as I slid off the edge and was sent back to start again. Or missed the rope on my jump
because it passed to my left instead of
hitting me straight on. These portions of
pace-quickening. When you have to replay factor of the moment is lost. Controlling
your downhill slide should be smooth and
effortless, similarly with grabbing the rope to swing on. If you’re in the vicinity of the rope, your on-screen character should
grab it, feel like a bad-ass, and move on. Not so in Fallen Order. I ran into many
other instances where landing a jump on a
nearby pipe should have been magnetically assured from a game-design perspective.
Instead, I fell to my death needlessly. Star
play a game where exploration is at the
these kinds of sloppy technical issues; in
really hurts the experience. There is an
Wars Jedi: Fallen Order is riddled with combat, platforming, and graphics. The visual fidelity of Star Wars Jedi
succumbs to the same shortcomings as the rest of the game. Sometimes
I’m blown away by how good an area
forefront, not being able to see anything enjoyable mechanic of holding your
lightsaber up to illuminate the way, but that only works in really tight, close
spaces, and it slows your walking pace to a crawl.
looks, other times I’m stunned by just
A plethora of other non-game-breaking
washed out an area looks. Personally, I
beats of greatness as a Jedi, stuttering
how soft and fuzzy the faces are, or how felt that using darkness to evoke mood
was overdone. While darkness can lend
mystery and intrigue to an area, it works
best in the movies. When you’re trying to
issues plague the Fallen Order. In-between character animations, frame-rate drops,
lengthy load times on death, and texture pop-in prevail throughout. These issues were noticeable from start to finish and
detracted from the big budget Star Wars
the game is frustratingly mediocre due
mind minor technical issues like these, but
There are little pockets of brilliance here
experience I was promised. I don’t usually when coupled with the rest of the game’s flaws, it really began to add up, making
them harder to forgive by the end of the game.
One area I had zero discrepancy with was, surprisingly, the audio. Who would have
thought that the newest Star Wars game would see me praising the sound design above all else? Soundtracks and effects all strongly evoke the mood of the Star
Wars universe. Simple melodies piqued
to Respawn never nailing down its focus. and there, like how flashbacks are handled in the opening hours, or the story section about Cal’s master, Jaro Tapal, after
learning that Order 66 had been initiated.
But these moments are stretched too thin, and occur too infrequently to carry the tone throughout the game. During the
final hours, though, I actually said aloud, “why couldn’t the story, combat, and
visual flair have been this good the whole time?”
my interests during exploration, and the
With the story component faltering and
swinging through the air is utter
of other titles robbing it of rarity, I didn’t
unmistakable sound of your lightsaber
perfection. Blaster shots being deflected are spot on and BD-1 fills the roll of R2-
D2 with beeps and boops nicely. Too bad
the rest of the game isn’t as strong as the audio.
I really wanted to love Star Wars Jedi: Fallen Order. The first few hours were good. The last few hours were great!
However, the entire middle portion of
the cut-and-paste gameplay elements
enjoy my time with Fallen Order as much as I hoped I would. While I would have liked to have seen Respawn introduce fresh new gameplay elements of their
own, at least there are redeeming qualities
to this galactic tale that really shine. Here’s hoping the next installment refines these issues, and that it isn’t too far, far away… By Jacob James
Chinh Tran
REVIEW PC:
The Outer Worlds
For years Obsidian
stepping out of the shadows
behind shadows of giants
experiences entirely of their
Entertainment worked
like BioWare and Bethesda, developing sequels and spin-offs to established
properties like Neverwinter Nights and Fallout. More
recently, though, original
titles like Pillars of Eternity prove they’re capable of
to craft strong role playing own. Obsidian’s The Outer
Worlds continues this upward trend in many ways and
comfortably sits near the top of Obsidian’s output,
but some setbacks in certain areas blemish the overall package.
Early on The Outer Worlds is fantastic. At
the start of the game you’re awoken from
a frozen slumber by an enigmatic scientist
with their strong consequences, that make The Other Worlds shine.
named Phineas Welles. After a somewhat
Players will face several key decisions
sent to a planet called Terra 2 in the
crux of which involve either siding with
straightforward character creator, you’re Halcyon Cluster where - after a brief
tutorial - you’re tasked with becoming
the new captain of a grounded spaceship; the aptly named The Unreliable. To repair your ship, you need to make a difficult
decision: reroute power to either the town
of Edgewater or to an offshoot settlement. Going in one direction results in the end
of one settlement and the continuation of the other. It’s decisions like these, along
throughout a single playthrough, the the Halcyon Company - a corporate
entity that controls most of the Halcyon star system - or with Phineas Welles
- the aforementioned scientist whose goal involves bringing about the end
of Halcyon’s hegemony of the Colony through a revolution. Thanks to the
amount of choice and player freedom,
every playthrough can be very different,
providing a good amount of replayability.
The story is pretty standard science fiction with a critique of capitalism, but the
writing, dialogue choices, and characters
to part ways. While they accompany you,
each give unique bonuses to various skills.
elevate it.
Characters are well written, particularly Phineas Welles and your prospective
party members. A standout is Parvarti,
an engineer who you meet early on. Her
Skills in The Outer Worlds are initially
her courage to ask someone out on a
increase together. For instance, placing
companion quest involves building up
date. It also tasks you with finding special delicacies on different planets which
she’ll present to her date. Vicar Max is
another interesting party member whose companion quest leads him on a path of truth and redemption. The companions
are all memorable, believable, and stand out.
There are six companions in total and
you can have up to two accompanying
you at a time. Each can be equipped with weapons and armour as well and are
given perks for you to choose from when they level up. Your decisions affect the
outcome of their relationship to you too.
Piss them off too much and they’re willing
bundled into different groups and
one point into the Ranged group increases the skill of Handguns, Long Guns, and
Heavy Weapons at the same time. When
one of those skills in a group reaches 50,
it can no longer be leveled up as a group, but rather independently, forcing you
to spend points on each of those skills
individually. Every level gives you 10 skill points to spend, along with a perk point
that lets you choose a variety of bonuses. Equipment and party members can
increase points as well. While this does
give you a large degree of freedom and
customization, the amount of points you
get is too generous and, consequently, the game becomes easier the further you get; even too easy at times.
Veterans of the Fallout games will want
Another reason why The Outer Worlds
Normal is just too much of a cake walk
While initially exciting and full of options,
to increase the difficulty to at least Hard. outside of the early parts. Supernova difficulty is an option as well, but it introduces survival mechanics that
aren’t found in the other modes. In it you have to eat, drink, and sleep to
maintain optimal efficiency, and sleeping can only be done on The Unreliable. If
companions die in Supernova mode, it’s
permanent. These extra challenges can be interesting initially but become tedious
later on. Regardless, if you’re looking for a challenge, Normal just won’t be enough. By the end of my Normal playthrough I
had never eaten any food, never ran out of bullets, and had almost 100 Adreno Syringes (used for healing).
becomes unchallenging is the combat.
it’s too easy to become unstoppable after a while. Enemies usually fight in groups
but even the largest alien creatures prove unworthy opponents. I had the same gun
for most of my first playthrough and, once I’d modified it with a scope and N-ray
bullets, enemies could barely get close
enough to me to be a threat. Your allies
make it even easier. Each of them has an ability you can get them to use which assists in combat, but I rarely needed
them on the default difficulty setting. I
actually just used companions as meat
shields and for the skill boosts more than anything else.
There are a lot of options to tackle
melee attacks, and increase your sneak
Although I focused on Long Guns, I always
a shame combat rarely requires you to do
enemies and all of them are viable.
made sure I had a sidearm and melee
weapon equipped just in case. There’s
a wide assortment of weapons ranging
attack damage. With all these options it’s more than just shoot enemies from afar before they can even get close to you.
from rifles, pistols, shotguns, plasma guns,
Another noteworthy mechanic of
that, weapons can be modified to suit
is essentially The Outer Worlds’ version
and different melee weapons. On top of
your playstyle. Scopes make your weapon more suited for long range attacks, or
magazines can be equipped with more
ammo or elemental bullets like lightning. Increasing different skills opens up even more options. You can learn to be more
agile with extra jumps, do more powerful
combat is Tactical Time Dilation, which of Fallout’s VATS system, allowing you
to lineup shots more easily and expose
enemy weaknesses. Moving around and
firing your weapon drains the meter more quickly. It’s certainly a useful skill to have and watching your enemies crumple in slow motion is oddly satisfying.
Enemies themselves come with a lot of
are mostly small, each planet looks unique.
humanoids, mechanical guards, and alien
other games but rather filled with unique
variety. You’ll deal with different types of creatures through your journey across the Halcyon Colonies. Humanoids are
generally pretty straightforward and range from close quarter combatants to snipers. Mechanical enemies come in the form of combat drones, a variety of sentries, and large scrap mechanicals who can launch
themselves in the air and slam the ground around you. By far the most interesting types of enemies are the different alien
Alien landscapes don’t look empty like in flora and fauna. Lush forests, desolate
badlands, and sweltering swamps are only some of the environments you’ll visit.
I was particularly impressed by simply looking up at the sky in certain maps.
Gargantuan planets can sometimes appear when you’re on the moon, which further enhances the experience of being in another universe.
creatures. You’ll fight giant gorilla-like
Not everything is strong on the
Raptidons, and giant insects such as the
occurred for me frequently at the start of
creatures in the Primals, dinosaur-inspired Mantisaurs who would be right at home in Starship Troopers. On top of that, many of
these enemies have variant versions which force you to deal with different sets of resistances and armours.
The enemies, like most of The Outer
Worlds, come to life thanks to impressive graphics. The drab post-apocalypse of
Fallout: New Vegas is gone, replaced by bright and vibrant graphics. Characters
animate pretty well but the standout is the environments. Although the actual maps
presentation front though. Stuttering
a loaded map. This goes away eventually but is still worth noting. Audio design is
solid overall but nothing really stood out. The voice acting is sufficient, with major characters and companions leading the
way. Weapon sounds are also good, with a few unique ones mixed in. Outside of the main theme, though, the music is
not very memorable. These deficiencies
don’t detract from the overall experience, especially if it’s not something you pay much attention to.
Although not without some drawbacks,
universe. As a result of all this, Obsidian
better efforts. The strong dedication to
IP on its hands and a stronger sequel may
The Outer Worlds is one of Obsidian’s
player agency, impressive replayability, multitude of variety, and masterful
implementation of RPG mechanics results in a title sci-fi RPG fans should not miss. Sure, the lack of challenge later on in
Normal mode can be a let down, but it is at least somewhat mitigated by optional higher difficulty levels. Even though the
audio design leaves a lot to be desired, the presentation, aside from some stuttering, results in a strong feeling of a different
Entertainment has a very promising new
very well help them to not only step out of the shadows, but rather into the spotlight.
By Chinh Tran
POP! INTO GAMETRADERS & GET THEM WHAT THEY REALLY WANT THIS CHRISTMAS!
AVENGERS 4 ENDGAME POP! VINYLS! GET THEM NOW!
Huge range available! Selected stores. Ask staff for details.
SEE MORE ON... facebook.com/Gametraders.Australia
twitter.com/GametradersAus
instagram.com/Gametraders
WEBSITE: gametraders.com.au PUBLICATIONS: issuu.com/gametraders
DID YOU KNOW... Each Gametraders store have their own Facebook page! Want to ask your local store a question or keep up to date with their latest product releases? Check out their pages below!
SOUTH AUSTRALIA Ingle Farm: facebook.com/gtinglefarm Salisbury: facebook.com/gtsalisbury Seaford: facebook.com/gtseaford
NEW SOUTH WALES: Blacktown: facebook.com/gametradersblacktown Macarthur Square: facebook.com/gametradersmacarthur Hornsby Live: facebook.com/GametradersHornsby Penrith Live: facebook.com/GametradersLivePenrith Parramatta: facebook.com/GametradersParramatta
QUEENSLAND: Chermside: facebook.com/gtchermside Morayfield: facebook.com/GametradersMorayfield
AUSTRALIAN CAPITAL TERRITORY: Hyperdome: facebook.com/GametradersHyperdome
WANT MORE? Check our past Live issues HERE: issuu.com/gametraders
SUBSCRIBE:
www.gametraders.com.au/subscribe
FIND YOUR NEAREST STORE... South Australia Ingle Farm...............................................(08) 8265 7283 Salisbury..................................................(08) 8281 0966 Seaford.....................................................(08) 8327 1966 ACT Hyperdome.............................................(02) 6293 3751
New South Wales Gametraders LIVE Penrith.........(02) 4731 3894 Blacktown................................. (02) 9676 1411 Macarthur Square (Campbelltown) (02) 4620 0750 Parramatta................................ (02) 9633 2833 Gametraders LIVE Hornsby...............(02) 9477 6477
For more info visit: www.gametraders.com.au Queensland Chermside...............................................(07) 3861 5000 Morayfield...............................................(07) 5495 7705