Planet of the Apes ditches long-winded titles for new spin-off Last Frontier

First came Rise of the Planet of the Apes in 2011. Then Dawn of the Planet of the Apes arrived in cinemas three years later, followed by the explosive trilogy finale War for the Planet of the Apes just last month. What connects these three blockbusters, aside from their intelligent simian protagonists or the largely universal applause with which each met? Why, their hideously elongated names, of course.

But performance capture studio The Division are making a bold move this year, proposing that new Apes entries don’t need seven-word epithets to craft compelling expansions of the prequel saga’s canon. Of greater significance than syntactical semantics is the medium through which they – and first-time developer Imaginati – will convey the next instalment; prepare for the first licensed spin-off since Fox Interactive and Ubisoft’s PS1 tie-in to the loathed 2001 Tim Burton reboot.

Takeaways:

  • Not unlike Telltale Games’ various episodic sagas, Planet of the Apes: Last Frontier will place a greater emphasis on storytelling than gameplay mechanics. Players make narrative-altering decisions – both physical and verbal – every 15-20 seconds, but relieve control of characters’ movements and the camera to allow director Steve Knoiebihly to guide the visual action with big-screen-esque aplomb and the same dazzling mo-cap facial technology as the movies.
  • The storyline in question won’t directly adapt the events of the trilogy, instead set between its latter two chapters’ narratives and focusing on a hitherto forgotten conflict between a rebel band of apes who’ve separated from Caesar’s war-torn tribe and a similarly wearied crew of misfortunate humans.
  • Both groups are depicted as wayward “families” in Last Frontier’s debut trailer (below), suggesting we’re in for another intimate, personal drama akin to Matt Reeves’ heart-wrenching Dawn and War, as opposed to a mindless FPS (First Primate Shooter) eschewing everything series devotees have come to know and love about the brand since its 2011 revival.
  • Speaking to IGN, Imaginati founder Martin Alltimes branded this cinematic narrative as “super-intense” in its pacing, with the characters and emotional set-pieces at its core. “There’s no opening and closing draws, no searching through inventories,” he said. “It’s all about you making choices that affect relationships with other characters and, in the long-term, how these relationships play out, and how the story plays out.”

Will Imaginiti’s “creative risk” pay off? Given the support of The Division, the performance-capture studio who helped Andy Serkis bring Caesar to life, we’re optimistic. But if their estimates of a 2-3 hour runtime prove accurate, then the largely hands-off narrative will have to captivate at every turn – as will the multiple endings on offer – so as to justify a similar price-tag to AAA rivals like Battlefront II and Assassin’s Creed: Origins boasting 10-20 hour storylines at the time of the project’s release.

Speaking of which, look out for Planet of the Apes: Last Frontier on PS4, Xbox One and PC this autumn, as well as for D-pad Joy’s coverage of all the latest news on the spin-off outing’s development in the interim.

Severed Review (Nintendo Switch)

Developer: DrinkBox Studios

Platform: Nintendo Switch (eShop)

Price: £13.49

Developed by the talented DrinkBox Studios, Severed has been released on several platforms before, including the PS Vita, Wii U, 3DS, iOS and now most recently the Nintendo Switch. It’s an action-adventure game that gives the Switch’s touchscreen the biggest workout yet.

You play as Sasha, a one-armed warrior that is bestowed a living sword. She’s searching for her family, who have disappeared, and finds herself in a monstrous and deadly world. In this merciless place, you’ll solve numerous puzzles and will be up against a mixture of disturbing creatures. Luckily, Sasha is pretty handy with her sword.

Using the touchscreen on the Switch you swipe to defeat your enemies. The longer the swipe movement, the more damage you do. To counter incoming attacks you have to swipe at the right time, and at the right angle. Upon continually getting hit by some of the more fiendish enemy attacks, I wondered if the swiping mechanism was woefully imprecise at first. It’s not; it’s actually the opposite and requires a bit of practice and skill to master. Once you’ve mastered it though, Severed begins to click.

There’s no option available to play the game while the Switch is docked.

Once you start to get accustomed to the generously checkpointed combat, Severed throws in an RPG style upgrade system. As you’re about to finish off your enemies, time briefly slows down, and it’s here that you’ll get the chance to quite literally sever their limbs off. These limbs serve as upgrade points and can be used to increase the damage you dish out, reduce the damage you take and much more. There’s also a strategic transmute system, in which you can convert the giblets you’ve found into the monsters’ limbs you need for your next upgrade. It’s a rewarding process.

While exploring the clever map layouts, you’ll come across well-hidden heart and brain pieces that extend your health bar and magic respectively; you just have to eat them first! The puzzles found throughout Severed are smart too, requiring some thought to solve. It’s this blend of exploring, and the aforementioned touch combat, that is expertly realised.

Foreboding much?

To back up the impressive gameplay is the gorgeous, clean visuals that help to bring alive the ominous realm Sasha is stuck in. They look particularly great on the Switch’s ever-impressive screen. While the music, performed by the Canadian band Sonic Titan (feat. Pantayo), is suitably atmospheric and epic. The ending theme, “Take My Hand”, is powerful, to say the least.

Severed is short though, with the credits flowing down the screen more quickly than desired. After a few moderate play sessions, with one hand gripping the console and the other swiping away, I also found holding the Switch to be awkward at times.

Despite these minor issues, Severed is an excellent touchscreen indie title for the Switch and is one of the very best so far. If you’ve yet to play it on other devices, especially, it’s an essential purchase.

Middle-Earth: Shadow of War gets tautological with Shadow Wars missions

How do you solve a problem like Mordor? Specifically Middle-Earth: Shadow of Mordor, Monolith Productions’ 2014 fantasy RPG which took The Lord of the Rings into uncharted territory via its refreshingly unpredictable Nemesis System and grim prequel storyline. Much as Shadow proved a critical darling, reaping Game of the Year awards aplenty, one shortcoming kept cropping up in reviews – the lack of additional missions for Ranger-spirit hybrid Talion to wade through once he’d bested all of Sauron’s minions.

Indeed, that minor reservation appears to have played a substantial hand in the thinking behind the narrative structure of Monolith’s impending follow-up, Shadow of War. Case in point: a just-announced series of bonus missions set to bridge the final moments of the sequel’s main campaign with the opening sequences of the iconic trilogy of novels from J.R.R. Tolkien which first inspired this sub-franchise.

Takeaways:

  • When players finish conquering Mordor with the help of Talion’s newly-forged ring – and Celebrimbor’s incorporeal support – they’ll have the option to defend the fortresses they’ve claimed against waves of ever-toughening adversaries, defending capture points and slaughtering oncoming war-chiefs until the siege subsides, then rescuing any Orc allies taken hostage in the interim.
  • Perhaps “option” isn’t the right word, though, since, in order to experience the full ending of Shadow of War, you’ll have to complete all of these so-called Shadow Wars challenges, maintaining control of those fortresses regardless of the odds until such a time as Monolith deems fit.
  • Quite what these coda scenes will depict that warrants their exclusion from the core campaign’s final moments Monolith won’t say, but they have teased that we’ll discover how Talion’s quest for revenge on Sauron for tearing his family apart segues into The Lord of the Rings – perhaps Gollum and Torvin the Dwarf are due return appearances to set up the former and Gimli’s roles in the trilogy ahead?

If the divisive delayed plot resolution of Batman: Arkham Knight proved anything, it’s that Warner Bros-published projects can frequently provoke just as much irritation in fans with the inclusion of an extended endgame as with its omission. While many players will rejoice at the news of more Shadow of War narrative content, the Eye of Sauron now seems firmly fixed on Monolith in terms of meeting expectations with the finished product, especially given their recent struggles to justify the presence of micro-transaction content here too.

Keep following D-pad Joy for more news and views on Middle-Earth: Shadow of War in the run-up to its October 10th launch on PS4, Xbox One and PC, including Daragh Payne’s report on the new Terror Tribe trailer from earlier this week.

Deep Sky Derelicts coming to PC in October

Deep Sky Derelicts, both a turn-based strategy and RPG, with tactical card combat and rogue-like elements, will be released in “Early Access” on Steam this October. Drools.

The release date for the full game is scheduled for early 2018. Good news though, a playable hands-on demo of Deep Sky Derelicts will be available at the upcoming Gamescom expo.

Dmytro Zhovtobryukh, CEO and Co-founder of Snowhound Games had this to say:

“We have come up with a very distinctive and quite precise idea of how the game should look like and how it should play, taking the basic inspiration from such games as Darkest Dungeon and FTL: Faster Than Light.

Yet we are very much looking forward to pushing the game further with the aid of the community during the Early Access period and implementing the players’ best suggestions for the perfect Deep Sky Derelicts experience.”

The game is set in a grim dystopian future of course, where mankind has scattered across the galaxy and human society has split into two distinct classes.

The poor outcasts are forced to live off scraps from derelict alien stations and ships in outer space, but the dream of becoming a privileged citizen and living on the surface of a habitable planet, enjoying the non-synthetic air, water and food, is very real…

Is it just me, or does this look and sound really good?

Final Fantasy X gets a new arrangement album from ‘Materia Collective’

If you thought the Final Fantasy X soundtrack needed a new musical arrangement then you’re in luck. Meet SPIRA: Music From Final Fantasy X: a huge 100-track tribute to the beloved PS2 RPG soundtrack, originally by Nobuo Uematsu, Masashi Hamauzu, and Junya Nakano.

The album is spread across two 50-track volumes titled “Besaid Mix” and “Zanarkand Mix” and will feature a variety of styles such as orchestral, electronic, and rock along with Bollywood, disco, gipsy punk, folk and even Chocobo choir… Yeah.

The large cast of musical talent includes Horizon Zero Dawn vocalist Julie Elven, composer Dale North, Pokémon Reorchestrated arranger Braxton Burks, the Triforce Quartet, and others.

Project organisers Joe Chen and Emily McMillan said:

“The Final Fantasy X soundtrack already contains a lot of variations on a few common themes.

We wanted to create a listening experience where it didn’t feel like you’re listening to ‘Hymn of the Fayths’ 20 times in a row, so all of our artists aimed to do something new on their track.

For example, some artists arranged in an unfamiliar style, while others incorporated unique instrumentation. As a result, both SPIRA albums re-frame the classic themes from Final Fantasy X with a fresh perspective.”

The new album follows other arrangement projects from Materia Collective including MATERIA: Final Fantasy VII Remixed and SUCCESSOR: Final Fantasy VIII Remixed.

We’ve been informed that FF fans can count on all of their favourite tracks being included, such as the emotional “Zanarkand”, the vocal ballad “Suteki da ne”, and Jecht’s own favourite metal track “Otherworld”.

You can get a free taster of the Besaid Mix right here. Or alternatively, the Zanarkand Mix awaits you here. Check out track five from the Zanarkand Mix…

Starsceptre Review (iOS)

Developer: 8BitMagicGames

Platform: iOS (iPhone, iPad)

Price: $1.99 (App Store)

Updated 17.08.2017

In our original review of Starsceptre, there were some issues with certain aspects of the game. The developer has now released a big update, dealing with all of these issues. Looking at the new product, we feel that an updated review is needed.

One of the more important updates that Starsceptre recieved was the change to the shooting-mechanic. Autofire is now implemented, and it is oh, so beautiful. Our thumbs are saved from carpal tunnel and cramps because of the incessant tapping on the screen. It is also possible to toggle the autofire on and off if you so wish.

Another crucial change was made to the cutscenes, where the game would skip them after each level – making us lose a big part of the story. Now, they are coming right on queue after the levels are completed. There has also been an addition to the main menu where each cutscene has been made available – so you can watch the whole story in one go. Pretty neat!

As minor improvements go, we really like the additions to the main menu. Along with the availability of the cutscenes, the settings button is a very valued one in our book. Here, you can toggle the autofire, as well as adding or removing scanlines. Even though it’s minor, they really come in handy.

The game might not be perfect, but it has definitely made some great improvements. Considering the one-man business behind this product, it is definitely something to be proud of. We have decided to up the score to a 4/5 as a result of these changes.

Original review:

Starsceptre is a retro Shoot ’em up game by Richard Morgan, the man behind 8BitMagicGames. It was made solely on a programming app on the iPad, when Morgan was commuting to and from work. Seeing the result then, consider me impressed.

The story is simple – an evil race named Draxses is conquering planets, robbing them of their resources and enslaving their occupants. The Starsceptre is the only thing that can stop them, and with the help of Onalee, “the chosen one” to wield the Starsceptre, and Ensign Rook, the pilot of your spaceship, we must battle our way through the galaxy to defeat the Draxses.

back in time.png
“My game is all about skill and luck,” says Richard Morgan, “and as a gamer through and through I want people to win games on how well they play, not how deep their pockets might be.”

The twist in this game is that you don’t use traditional controls. To shoot, you have to tap the screen repeatedly, either with one or both hands. In order to move the ship, you have to move your device (in this case, my iPad) by tilting it to the respective side. Tilting the iPad towards you makes the ship loop backwards, and comes in handy for dodging – several boss fights require that you use this mechanic. Even though it takes a few minutes getting used to, one quickly adapts and it suddenly feels like a very natural way of playing.

The way the game is designed creates a highly immersive style of gameplay. However, even though the controls work well, they are perhaps too sensitive at times. The spaceship would flip repeatedly even though I did not order it to do so, which would ruin the flow of the game.

The game looks awesome by the way – it truly feels like you are in an 80s or 90s arcade game, and the music definitely fulfils this feeling. Starsceptre is by no means simple – easy to play yes, yet very hard to master. At the end of each level, there is a boss fight which requires certain tactics to defeat.

According to the developer’s home page, the game is being referred to as a “Tilt and Shoot” type of game, introducing a new hashtag: #tiltnshmup. Yeah, it’s got a nice ring to it.

starsceptre-100727018-orig.jpg
Tilt ‘n’ Schmoop!

I don’t think the developer spent much time on the voice-acting and dialogue, which was not good. At all. Luckily, this isn’t a big part of the game, because the dialogue would often get so cringe-worthy that I found it hilarious instead (maybe that was the idea?). I also encountered some trouble launching the cutscenes, where the game would just skip them, leaving me empty-handed storywise.

“Infinite chances to save the galaxy,” is the catch-phrase of the game, and for good reason: there is no game over. If you die, the Starsceptre will rewind time so you can give it another go. This function works really well with the flow of the game.

The game also receives both thumbs up from me because there are no microtransactions at all, “offering the full game for a one-off cost of less than a cup of coffee. All updates and all updates will be for free.” In other words, what you pay is what you get, and that sounds like a pretty good deal to me.

PlayStation Experience 2017 finally dated

PlayStation Experience 2017, also known as PSX to the cool kids, will be held on Friday the 8th December to Sunday 10th.

Sony’s key event will once again take place at the Anaheim Convention Center in California. No change here then.

The two days at the event will cost you $75, or alternatively, you can get an early bird ticket for $65. Just make sure to get in there quickly.

Last year Sony and Naughty Dog revealed a small game called The Last of Us Part II… So yeah, the event can be taken seriously. We expect we’ll hear more about that title this year too, certainly as it wasn’t at E3. Stay tuned.

Source

We Happy Few out next year as a full game – Grab those happy pills

This writer remembers seeing indie title We Happy Few for the first time at Microsoft’s E3 conference, some time ago now. It was the sardonic setting and plot that caught my eye: an alternate 1960s England where everyone is forced to take mind-altering happy pills. On point!

Since then it’s spent most of its time as a Steam “Early Access” title, with developer Compulsion Games receiving lots of enthusiastic feedback from the gaming community.

Luckily for keen followers of We Happy Few then, Gearbox is now set to publish a physical release on the 13th April for PS4, Xbox One and PC. To justify the higher price, we’ll be playing a full-length story campaign consisting of three playable characters and more than 250 unique encounters.

Compulsion Games’ Guillaume Provos said:

“Our team was humbled by the initial public reception to We Happy Few, and delighted to have this chance to make it bigger. Gearbox believed in us from the very beginning, and we think this partnership will make it possible to create the game that our community expects.”

The regular edition of We Happy Few will be priced at $59.99. However, if you bought the game on Steam Early Access or the Xbox One Game Preview Programme, you’ll get the full game for free. A nice move.

Pre-order from the Microsoft Store, Steam, GOG, or the Humble Store, and you’ll get access to the alpha. The alpha build that’s already out has just received a final, major update called “Life in Technicolour”. It improves the UI amongst other things.

There’s also a $149.99 limited edition ‘We Happy Few Collector’s Set’ that includes a replica Bobby mask, “You Look Smashing” Lamp, a vinyl soundtrack, and a Joy alarm clock. Perfect if you really, really like the game. Although it’s worth mentioning you don’t get a copy in this edition. Quite bizarre.

Here’s hoping the extra time spent in development, and backing from Gearbox will ensure that the game Compulsion Games has created is as good as that initial, joyful, premise.

Is ‘Leaking’ In The Games Industry A Real Problem?

We hear about this all the time; developing company A has had some of its under-wraps footage leaked by irresponsible staff member B. Most likely, this staff member will be the intern, but either way, it’s still a common feature in today’s news. My issue here though is this: is this actually a problem where members of staff can’t be trusted, or are companies aware of the publicity they’ll receive as a result?

The material often contains several screenshots, which usually get left online, along with short trailers that detail certain aspects of the game. Be it multiplayer, or highlighting some of the single player campaign, the videos are usually pretty juicy and get that little bit more hype circulating around the game.

So knowing that hype will be created as a result, are some developers playing us for fools and playing innocent? Well, in some respects you would say definitely yes, as, given the fact that some material stays online, this suggests that they are not top-secret. A strong PR campaign can make the difference between being the top spot in the charts, or being pipped to the post by your closest rival. When people are already excited about your game, thanks to E3 and other expos, then how else to make them more excited than ‘leaking’ a video that is meant to be withheld?

Mario Xcom
Remember this leak?

Unquestionably, these trailers and screens will keep the forumites busy which in turn, for the vast majority, will result in sales due to the expectation put on the game. You see, the positives stack up when you think about this logically and you can see why companies would do such a thing. There never seems to be any fallout from any of these incidents whereby staff have been laid off or any of their staff have spoken out against the developer. More food for thought.

On the other hand, though, could game developers just be on the receiving end of poor personal discipline in their PR department? Well, maybe, considering the hasty withdrawals of some of the leaked content, I mean if it was purposely done then you’d leave it out there longer wouldn’t you?

Whilst the accidentally-on-purpose leaking of this information might help a company in terms of sales, it can also have a negative effect on their chances too. Rival companies can see the latest additions and changes that have been made to the game and therefore do their best to replicate or exceed them in their own game. It’s unlikely when the game is at a late stage in development, yes, but if it was possible then a rival company wouldn’t discount the opportunity.

Whatever the end scenario is, it’s unlikely that we’ll ever know how material crops up on the internet. Be it a clever marketing ploy or a genuine fumble of accounts, (or a bit of both), one thing’s for sure: 90% of the time, this will create a positive buzz about the game in development.

Aegis Defenders coming to PS4 this winter

Aegis Defenders is now coming to the PS4, in addition to the previously announced PC version.

The game is a blend of Metroidvania-style action-platforming with tower defence combat elements, all combined with the look, feel and scale of the 16-bit era titles such as Super Metroid.

The developer’s aim was to bring back the magic of the old school adventure genre with a unique style of gameplay and a richly crafted narrative.

You play as ruin-hunters Bart and his granddaughter Clu. Your mission is to uncover the one thing that can save the world from the ruthless Empire: a legendary weapon known as “Aegis”.

We’ll be keeping a close eye on this one.

Aegis Defenders is released for PC and Mac this fall on the Humble Store and Steam and for PS4 this winter on the PS Store.

Stephen’s Diary: The Retro Round-up

I’ve never been much of a collector. I’ve always been one to trade games in once I’ve finished with them, the same can be said with consoles. The PS3 and 360 both went the journey when the current gen launched and I thought that would be me, future-proofed for the foreseeable.

Not for one moment did I expect to find myself buying a new console. And when I say new, I mean old. That’s right; I’m turning retro, I’m going back to the past (not the future).

By chance, I stumbled upon a Facebook advert for an upcoming retro fair (shout out to the Retro Fair in Doncaster) close to home. Out of interest, I thought I’d go along just to see what it was like, not knowing what to expect. Instantly… I was hooked. There were NES’ here, PS2’s there and all sorts of memorabilia in-between. I was like a kid in a sweet shop and could have spent a small fortune.

pokemon red

To clarify, retro to me is anything from my childhood. Being relatively youthful at that age of 25, my childhood gaming memories started with the Mega Drive, Master System and PS1. Until now, I’d always been of the opinion that memories were best left in the past, but how wrong I was.

It all started quite recently when I found myself at a loss between my One, PS4 and Switch. Between them, I couldn’t find anything to play which sounds silly, but I was bored. I had an itch that couldn’t be scratched when I thought ‘I could really play Pokemon right now’. That’s where it all began; I bought a Game Boy Advance SP. Or I should say my partner did and I’ll be opening it for my birthday.

With a selection of games bundled with it, including Pokemon Red, I can’t wait to open it. But with me not doing things by half, I’ve bought a GameCube in the meantime. These might not be ‘retro’ by true definition but they are consoles of my childhood and I feel that looking back may be the future. Very minimal research shows how many games there are for both systems and how little you can pick them up for.

My future plans are to buy an original Xbox next and take things from there. In the meantime, though I’ll be penning my thoughts on all things retro from my purchases, shops I visit, games I play and my general thoughts.

I hope you join me on my journey and see where it takes me…

Cities: Skylines PS4 edition out now – build the city of your dreams

Cities: Skylines, the city-building game from developers Colossal Order, has launched today for the PS4.

So what’s different about this edition then? Well, it includes the popular “After Dark” expansion, which adds a series of new features focused on improving the nightlife and tourism in players’ in-game cities.

The aim of Cities: Skylines is to build the city of your dreams. This includes planning road networks, bus lines and parks. You can also bring education, health care and safety to your citizens. The jolly trailer below shows the game running on the PS4:

You can pick it up as a digital download on the PS Store or via physical retail for $39.99. Does it pique your interest?