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    • Star Wars: Battlefront, It’s back, looking more powerful than you could possibly imagine...

      Star Wars has returned. Spirits dampened by the prequels have been re-ignited by the new hope of a JJ Abrams-helmed, George Lucas-free trilogy, and Jar Jar Binks will soon be nothing more than a fading memory. What better way to celebrate than with a shiny reboot of classic multiplayer shooter series Battlefront? Created by Battlefield developer DICE, the game will allow you step into the shoes of either the freedom fighters of the Republic or the Stormtroopers of the Empire and fight it out in online scraps of up to 40 players. The focus is on the planets, vehicles, characters and spaceships of the original trilogy, and the team have entered into a partnership with LucasFilm to make sure things are as faithful to the movies as possible. Access to the hallowed LucasFilm vaults has allowed them to digitally scan the original props for the film into the game, and they’ve made trips to the locations where the iconic battles of Hoth, Endor and Tatooine were filmed. They’ve even had a rummage in the archives at Skywalker Sound and dug out every classic peeeeowww and vwwoooosh noise they could find. “Our vision is to deliver what we consider the most authentic and realistic Star Wars universe ever created for a videogame,” enthuses design director Niklas Fegraeus. ‘Realistic’ might be a bit of a stretch when you’ve got space wizards running around with laser swords, but we appreciate the attempt. The latest footage certainly seems to back up DICE’s claims. It’s in-engine rather than truly in-game, so we would suggest taking it with enough pinches of salt to fill a Rancor pit, but it really does look like the original films. Blaster fire hits with a shower of pyrotechnic sparks, explosions send up startlingly spot-on plumes of smoke, and the spindly scout walker has the perfect herky-jerky, stop motion-style walk. It all ties nicely into Abrams’ new back-to-basics approach to the franchise DICE is trying to get as close as it can get to recreating the various practical effects and other old-school movie magic in-game. You’ll be able to pilot that walker yourself, too, along with speeder bikes, snow speeders, and loads of other iconic Star Wars vehicles. There’s no space combat, but players will still be able to hop into an X-Wing or a TIE Fighter for in-atmosphere dogfights, and the developers have even confirmed a pilotable Millennium Falcon. The towering AT-AT walkers are, unfortunately, AI-controlled, as are the Y-Wing bombers, which can be called in for a handy explosive air strike. In Vader Gamers will even be able to get into the cockpit of… err… Darth Vader’s head. After meeting certain yet-to-be-revealed criteria in a match, one lucky player will be able to temporarily become one of the heroes or villains of the franchise, including everyone’s favourite bounty hunter Boba Fett, and Mr Tall, Dark & Wheezy himself. When one of these characters hits the field, the focus of the battle shifts with their super-powerful abilities (Vader, for example, can deflect blaster fire with ease, and use his favourite employee-management tool, the force choke) they’re effectively boss encounters, and the enemy team will have to pull together to defeat them. “Players Will be able to hop into an X-Wing or a tie fighter for in-atmosphere dogfights” At least if you do find yourself face-to-face with the dark lord of the Sith you’ll have a buddy to back you up. The game’s partner system allows you to designate a friend as your online other half, meaning you can respawn at each other’s locations. Partners also share XP and unlocks, so you’re always on equal footing, even if one of you clocks in more game time than the other. According to the developer, this will, for example, make it easier for parents to play the game with their kids. It’s a nice idea, but we’re not sure if we’re ready to introduce our mums to online voice chat just yet. Fett pack Those unlocks will be the key to customising your character, as this entry ditches the classes of the original games. Instead you’ll be able to pick the weapons and gadgets you want in your loadout, effectively building your own class and tailoring it to exactly how you want to play. There’ll be plenty of toys to choose from, including a jetpack, and a portable force field generator for keeping your squad-mates safe. Your character’s gender and overall style will be up to you too, and you’ll even be able to play alien races including Sullustans and Ishi Tibs (don’t recognise those off the top of your head? And you call yourself a fan?!). With the ability to switch between first- and third-person perspective at any time in-game, you’ll be able to admire your look even in the heat of battle though your team mates will probably prefer you concentrate on firing your blaster. And yes, it’s official, for the first time ever there will be female Stormtroopers, though whether we’ll be able to tell under those helmets is anyone’s guess. The game unfortunately won’t feature a single-player campaign, with its only solo content being a series of custom missions set on the multiplayer maps. These will also be playable in co-op, split-screen, or online. It’s understandable that the developer wouldn’t see any new stories to tell in this well-worn era of the franchise, but it seems a strange omission given that Battlefield’s single-player offerings have only grown in recent years. They’ll need to make sure there’s plenty of content in the multiplayer to make up for it. Colour us tentatively excited. DICE has the right attitude, but the studio’s got a lot to prove after the near-disaster that was Battlefield 4’s array of technical problems. We’re certainly ready for a great new Star Wars game to go with Abrams’ film. How likely is it to look as good as that amazing trailer? Hey, never tell us the odds… Galactic battlegrounds The four planets you’ll be fighting over Tatooine Thankfully there’s not a pod race or precocious child prodigy to be seen. We did spot a Jawa Sandcrawler in the distance those scavenging scamps have probably turned up to loot the bodies. Sullust This lava planet is where the Empire makes its weapons and vehicles, including the AT-ATs. It was mentioned in the films, but never seen, and DICE has been given permission to flesh it out to its own liking. Endor The Ewoks’ villages could provide good verticality to the maps; important with jetpacks on offer. You can even see some of the furry killers running around in the background in the announcement trailer. Hoth Here in the office we’re keen on the idea of riding a noble Tauntaun into battle. On chilly maps like these you may need one - in a pinch, those lovely, steaming guts are warmer than any winter coat.

Wednesday, October 15, 2014

The Walking Dead: Season Two Review

The Walking Dead: Season One in 2012 marked the beginning of a trend of games about dads and daughters. From dystopian fiction like BioShock Infinite to the post-apocalyptic followers of The Road like The Last Of Us, games explored parental (biological or adoptive) relationships.

Season One was about what you as protagonist Lee would do to protect the little girl Clementine, how your choices were judged by her, and the relationship you formed as a consequence.


In Season Two, you are Clementine. Lee is gone, and so is that protective parental relationship. Few games dare to force players out of the comfortable shoes of a healthy adult  man and into those ofa child. Ina typical action game, the difference would be stark, but given the simplicity of interaction in Telltale’s adventure games much here is the same as in Season One.

Clementine walks just as awkwardly as Lee, in straight lines and into invisible walls. With fewer of the superfluous puzzles of Season One, much of the action outside of conversation involves walking around, clicking on highlighted objects until you trigger the next event.

 For more involved action, there are still basic quick-time events. They look a little different but work the same, more loyal to the  narrative than to the concept of fair play, with some made unwinnable to increase the tension. Sometimes this rapid button pressing is effective as when Clementine fights offa walker ina flickering light and sometimes it’s boring.

So far so Season One. Sometimes the player must hold down a button and move in a direction at the same time, which makes events like stitching up a wound feel closer to life, like a lighter version of Heavy Rain.

Even life-or-death situations are countered with simple controls, red arrows telling you which direction to tap to dodge a walker’s outstretched arms, text prompts reading things like, “HoldA to escape!” The latter can pull you out of the moment but do make it easier to avoid the instant death and retry, which of course would do the same.

Given that Season One’s trickier moments were frustrating rather than an interesting challenge, it’s good that Season Two feels easier, though it does sometimes feel at odds with Clementine’s ability. She can’t push heavy objects or reach high ones without help, or shoot a rifle without falling over, but she can dodge multiple assailants and carry out several successive headshots.A similar conflict underlies Clementine’s interactions with other characters. As she can sometimes remind people in dialogue, she’s just a little girl, and yet multiple characters treat her as though she’s more mature than any of the adults.

Though it often feels more natural than it did with Lee to use the option to stay silent and let others argue among themselves, it usually eventually falls to Clementine to take responsibility for solving their problems and to face their wrath if and when she fails. The end of Season One suggests that Clementine will find new parental figures to replace Lee, but Season Two makes that seem impossible, leaving her instead stuck in the midst of never-ending arguments that are more stressful than any antagonists either alive or dead.

Of course, that stress is nothing new. By the end of Episode 1 the writers have already laid out the narrative formula that tells you this series will echo the last. There’s death, distrust, and discord. And no matter what choices you make, the overarching story plays out in the same way.

SHE CAN’T SHOOT A RIFLE WITHOUT FALLING OVER, BUT SHE CAN DODGE MULTIPLE ASSAILANTS AND CARRY OUT SEVERAL SUCCESSIVE HEADSHOTS
Because this is a second season, however, as with episodic television the story is escalated. The characters are used to watching people die, and so is the player. Unfortunately, attempts to raise the stakes don’t always pay off.

A firefight in Episode 4is a messy inclusion without any of the usual subtlety around character motivation. The pacing seems off too: the biggest event culminates at the end of Episode 3with the resolution of a conflict with an extreme villain.

While Season One was great because of its characters, Season Two has a less well-developed cast. Clementine meets so many new people that you barely get to know most.

The slower moments do allow for some great character moments, with one scene arounda campfire particularly resonating, butmoreoften characters just seem to argue like children who knowa lot of swear words, helping Clementine one moment and turning on her the next.

That internal inconsistency of these characters pervades right through to the end of the season, with one affecting a twist that beggars belief and leaves Clementine witha drastic decision to make. Unlike Season One, Season Two has distinctly divergent endings, which might seem like a good thing after the disguised linearity of Season One were it not for the fact that which you get depends on that one moment, and that they differ wildly in narrative strength. It also fractures the canon, which should have interesting consequences come the arrival of Season Three.

Season One of  The Walking Dead  was so noteworthy that it didn’t really need a sequel, but Season Two will be enough to satisfy many of those left wanting after the first series, even if it doesn’t have the same impact.

But its best feature is still its protagonist, whose personal growth stands out against the inconsistency of the other characters, and if there has to be a Season Three it’ll be all the better if we see more of this element that works so well.

BLASTS FROM THE PAST
While your choices throughout The Walking Dead: Season One didn’t affect the way that story ended, they do pop up in small ways as you play through Season Two, though generally only in conversation. Since most of the characters Lee and Clementine encountered in Season One are dead, you won’t be reunited with many old friends, but keep an eye out for familiar faces just in case. Those who have also played the extra episode 400 Days will definitely recognise characters
in Season Two, with one in particular playing a significant role in this new story. Since that episode only takes about an hour and a half to play, anyone who hasn’t already should give it a run through before starting Season Two.


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Item Reviewed: The Walking Dead: Season Two Review Description: Rating: 5 Reviewed By: Unknown