Looking Back at Max Payne 3

Right from the off, Max Payne 3’s writers pitch the main narrative as a high-speed, intense character drama led brilliantly by its protagonist’s crude and satirical variety of quips. Those players who have already experienced Remedy’s original Payne efforts will know exactly what to expect in terms of the titular anti-hero, yet it’s to Rockstar’s credit that they make the character accessible to series newcomers. Indeed, it’s virtually impossible not to strike some form of sympathy towards Max as he finds himself helplessly drawn into an underworld conspiracy where death waits around every corner.

And speaking of death… boy, is there a lot of death in this game! Whether or not you’ve committed gratuitous atrocities in GTA before, it really is difficult to name many other titles that have featured such magnitude of bloodshed as the Texas Chainsaw Massacre-esque experience that is the main campaign. Such an incredible degree of violence is complemented by Rockstar’s use of a slow-motion camera at the climax of every battle, adding to the genuine cinematic feel that the storyline segments possess in great measure.

That said, unless you’re in a particularly aggressive mood for the majority of the playthrough, there’s a good chance that you’ll find the mindless slaughter that so frequently ensues begins to grow old in the final chapters. As with so many other examples of their back catalogue, Rockstar managed to mix things up in terms of the narrative so as to keep things feeling fresh, however.

The bulk of the storyline itself revolves around Max’s journey into the Brazilian favela of Sao Paulo and his attempts to free a wealthy businessman’s daughter from a world full of corruption and betrayal. For the most part, the balance of narrative-based cut scenes and gung ho gameplay is pitch perfect, just as accomplished in its exposition as in GTA IV or Red Dead Redemption, if not more so.

As anyone who knows Rockstar might have guessed, the supporting cast of this epic action piece regularly consists of satirical, bordering on hilarious stereotypes of the various threads of modern society. Whether this occasionally comedic take on some of the darkest portions of humanity is to your taste will really depend on your personal preferences. Again, for me, it just serves to represent the incredible talent the developer’s script writers have for representing the social archetypes that form the basis of our living, even if some of the new additions to the Payne franchise of characters aren’t quite as relevant or memorable as their predecessors.

maxpayne3-2071-2560.jpg

One thing that you can definitely not fault, however, is undoubtedly the grand production values that this title boasts. For starters, the graphical technology on display here was, and is, incredible. Every ounce of pain, ammunition and location details is masterfully handled by the game’s designers, making for an incredibly immersive world to encapsulate the already sublime gameplay mechanics and the skilful narrative.

Looking at Max Payne 3 as a whole, it’s certainly hard to shake the feeling that there’s just a little something holding it back from attaining the high ranks that its predecessors reached. None of GTA or Red Dead’s glitches are present here, and in no way does it suffer from the same problems of narrative pacing as those iconic predecessors do. And yet, beneath all of the cinematic design, thrilling gameplay set pieces and unexpected plot twists, the lingering sense that we’ve seen all of this before in some form still pervades the experience.

I must hand it to Rockstar, they most definitely have the ability to make even the most simplified gameplay experience seem damn near masterful. To call Max Payne 3 simple would be to call it a disappointment, which it most certainly is not. I’d place it at the very least on a par with Red Dead thanks to a tighter and more compelling storyline, but there’s still a notable leap in quality between this and Grand Theft Auto IV.

If you haven’t given Max Payne 3 your time yet, then I highly recommend you take advantage of it.

Video Games in the Mainstream

I always maintain that knowledge is power, but maybe gaming is less of a niche than it originally was. The industry is now far more mainstream than at any other point in history. Long gone are the days of bedroom teenage programmers, violence seeking Mortal Kombat enthusiasts and the 14-hour a day World of Warcraft players. Now the market is so much more diverse.

Don’t get me wrong, these fractions of the gaming demographic still exist, but now there are so many more people (and more importantly, different classes of people) playing video games. Today, it is not uncommon for the very young and the very old to get involved. Now, it doesn’t seem so strange for your Mother to sit down for a session on Brain Training or 1-2-Switch.

12

For decades these markets existed relatively untapped, but currently, gaming has become accessible for anyone and everyone.

This has got me thinking about where the medium stands in society. Lest we forget the controversial Alan Titchmarsh show debate that enraged many for varying reasons. One side buying into Julie Peasgood’s evocative anti-gaming rally, the other feeling angered by a certain lack of awareness and understanding of video games.

Halo

Yet now we have a BAFTA awards ceremony for video games, a pastime, that has brought joy to millions. The industry makes more money than music and films combined. The Halo franchise brings in more revenue than Harry Potter. It is a hugely profitable, and now widely accepted digital nirvana.

So I don’t think parents are particularly dumbfounded so to speak, but it can be easy for those who don’t play to have certain misconceptions about the industry, especially when misinformation is circulated.

I like to look at video games in the same way I view films. I genuinely believe there is something for everyone. Yes, you can criticise violent or adult themed games, in the same way, you could criticise violent movies. And I am 100% behind not letting 18 rated titles fall into the hands of children, in the same way as I am with an age restricted DVD. But it’s a partnership here.

GTA 5

When it happens and it will (kids are notoriously good at disobeying the rules), it is simply no good to point the finger. We all need to take a share of the responsibility and be as aware of gaming as we are with music, TV and film.

Resident Evil Revelations 1 and 2 for the Switch includes HD Rumble and motion controls

Resident Evil Revelations Collection for the Switch will include HD Rumble support and optional motion controls, it has been revealed.

Here are all the new details:

Takeaways

  • Capcom is including optional Joy-Con motion controls and HD Rumble compatibility. For example, you can use the right Joy-Con to aim your shots and swing knife attacks and flick it up to reload.
  • You can shake the left Joy-Con to escape enemy attacks when grabbed.
  • The co-op Raid Mode can be played online in each game.
  • In Revelations 2, local co-op is also an option by passing a single Joy-Con to a friend.
  • All DLC and episodes previously released for both games are included.
  • At retail, in North America, the two games will be sold together as Resident Evil Revelations Collection for $40.
  • Revelations 1 will be on the cartridge while the sequel is a digital download. Boo…
  • Both titles are $20 digitally as individual releases.
  • The games will be released for the Switch on November 28th.

If the motion controls are anything like they are in Breath of the Wild, then we’re in for a real treat. It will be interesting to see how HD Rumble is used as well.

Does this tempt you to pick up the Revelations games again? Or, would this be your first time playing through them?

JYDGE, top-down twin stick shooter, coming to PS4 on October 3rd/4th

Indie game developer 10tons has announced that their upcoming twin stick shooter game, JYDGE, will be available for PS4 on October 3rd/4th, in the US and Europe respectively.

In the game, the player gets to build their cybernetic JYDGE to eradicate crime in the “never-sleeping” megacity of Edenbyrg. Judge Dredd anyone?

The playstyle varies according to the selected JYDGE augmentations, Gavel rifle modifications, and companion drones.

Tero Alatalo, CEO of 10tons and JYDGE’s lead designer, said:

“JYDGE features tons of handcrafted levels with multiple missions, and a crazy amount of character customization to give the player the tools to complete each and every one.”

Here’s the reveal trailer for the game to get you in the mood:

Last but not least, you can also team up with a “CO-JYDGE” for some local co-op action. Who could say no to that?

Resident Evil 7: Biohazard Gold Edition is real – out December 12th

Resident Evil 7: Biohazard Gold Edition was first rumoured, and now it’s real. As things tend to go.

The newly announced edition will include all of the content from the original game along with three pieces of DLC.

The previously released DLC packs – “Banned Footage Vol. 1” and “Banned Footage Vol. 2” will be included as well as the upcoming third DLC release “End of Zoe”.

The End of Zoe is a ‘shocking instalment’ where players discover Zoe’s fate. Although it sounds just a little bit clear what happens to her… Owners of the original game will also be able to purchase the content as a separate download for £11.99 /€14.99 / $14.99.

Good news: the “Not a Hero” DLC will be available to download for free for any version of Resident Evil 7, so nobody gets left out. Oh, and Chris Redfield returns.

All of this content can be ‘enjoyed’ on PS VR. Sleep well.

Resident Evil 7: Biohazard Gold Edition hits the PS4, Xbox One and PC on December 12th.

DreamBreak, the Soviet cyberpunk adventure, is coming to PS4 and Xbox One next week

Comrades, listen up: indie title DreamBreak is coming to the PS4 and Xbox One next week.

It’s an alternate post-Cold War “USSR adventure” which sees you control Eugene, an everyman dragged by circumstance from a life of mundane, menial tasks into a baffling world of sudden, inexplicable murder, hidden conspiracy and unrelentingly lethal robots. Why not? It sounds fun.

Using every tool at your disposal, you must help Eugene unpick the knot of mystery that he has become enmeshed within.

DreamBreak will be priced at $9.99/€9.99. If you’re an Xbox One player, you can pre-order the game now from the Xbox Store for a 20% discount.

The game is coming to PS4 on 12th/13th September (NA/EU) and Xbox One on the 15th.

Analyst Michael Pachter predicts Microsoft will sell one million Xbox One X consoles this year

For those of you who are unaware, Michael Pachter is a controversial analyst in the games industry. He likes to make statements that get people talking… (And he gets paid to do it).

His latest? He believes Microsoft will sell one million Xbox One X consoles this year. Sounds like a solid number to us if it happens, right?

But this is where it gets interesting: Pachter believes that figure isn’t very good at all and that ultimately, the console will fail. Although he says he doesn’t want this to the case.

On Twitter:

Pachter

It’s sure to get some fans of the Xbox and the upcoming “X” system worked up, but what do you think about Microsoft’s beefy new hardware, and will you be buying one?

The debate, as ever, rages on.

Still Time Review – Rewinding Its Way Back to 2D Puzzle Solving (PS4)

Still Time is a 2D pixelated puzzle game – created by game developer Alan Zucconi, and co-published by MixedBag – where players take control of the existing timeline of your character in each level. Falling deeper and deeper into the mysterious testing chambers of time control, you’ll have to solve your way out of dozens of challenging puzzles, manipulate time and interact with previous versions of yourself to escape the secrets that await in, Still Time.

Placed in the vaults of time manipulation and experiments, our protagonist has no other option but to continue into the depths of the test chambers, which act as the introduction levels of the game. Going over the basics, you’ll be required to open locked doors by switching levers, placing boxes on switches, avoid threatening obstacles – all while tampering with the fabric of time itself.

05_big

The puzzles at first seem remarkably easy and transparent, however, once the usage of time becomes a factor, the mechanics start to change drastically. Flipping various switches to open doors or leaving weighted boxes on switches to help hold the exit open seems easy enough, but the catch soon starts to play its role.

In many levels the exit doors will only stay open while the switch to activate it is occupied. Cleverly rewinding time will leave your present character in place, while creating a secondary AI character who will run along your previous path – exactly as you did before. Using this method, players will flip open doors in advance so you’ll be able to turn back time and take advantage of your past self’s actions.

STILLTIME_04

Unlike other time manipulating 2D puzzle titles – cough, Braid, cough – Still Time only controls the time itself, not the physical beings and space around involved. Meaning, your character doesn’t rewind along with time, but a second, or third, or even fourth portrayal of your character will appear and complete the tasks exactly as you performed them before. This approach leaves new tactics and strategies in solving these tedious puzzles, and makes for a overall new experience in the time manipulating genre.

Death doesn’t even stand in the way of our brave protagonist. Once the player has met an untimely demise, you are given the chance to rewind time back to before you collapsed to your death. This action is only available after a life terminating action, and does not create a past version of the character. Finding an appropriate time to “revive” your character is an important detail, as once you’ve faltered once in the level, your current run will restart from the beginning.

still time2

Of course, restarting is always an option, and not always a bad one at that. With the constant flow of time being rewound to unlock specific doors, it’s easy to go a bit overboard with “time clones”, flipping switches at wrong times, or otherwise losing a valuable object in the often times hectic levels. A quick restart from the menu is easy, as well as encouraged when things become a little too busy, or otherwise impassable.

Still time offers 40 different puzzling levels with unique gameplay mechanics, a challenging new way of approaching the puzzle solving platformer, and something many puzzle titles lack, an intriguing story of a man looking for his freedom, while uncovering truths about the time that surrounds him. If you’re looking for an inexpensive way to stress your brain and dive deep into a “timeless” adventure, Still Time provides a fresh experience with complex puzzles and level designs, waiting to be solved by using casual and simple puzzle solving capabilities in classic pixel art style.

Look for Still Time on the PS4 and PS Vita systems available now as a crossbuy purchase, and coming to Steam for PC at a later date.

techtroid-rating6

The Initiate Review (PC)

I wake up in a bedroom, and everything is silent, except for a radio that plays some tunes on the piano. I start to look around, and nothing this bedroom contains actually belongs to me. If this isn’t my room, whose is it? Suddenly, a voice begins to talk to me over an intercom, saying that I have a mission, to use my intelligence and escape. I am on a trial, where I have to unravel the mystery behind my captivity and escape whatever is going on.

The Initiate is a puzzle game with horror elements made by Deceptive Games Ltd. You are playing as Nathan Rockford, whom has lost his memory and has awakened in an unknown house full of traps and puzzles. Discover the truth. The rules are simple: complete the trial, and escape.

The puzzles are the main focus of this game. There are several phases of each trial, and you may only proceed if you have completed the previous phase. There are intricate puzzles within puzzles, and you really have to pay attention to everything around you in order to solve them, as well as listening to every single sound. Make sure you are wearing a headset when playing, or turn up the volume on your speakers. The ambience in the game was surprisingly good if you look away from the repetitive sounds of opening doors and cabinets.

the-initiate-pc-screenshot-www.ovagames.com-5.jpg

The story is interesting. You find yourself in the midst of this trial, which is an initiation for a cult named The Enlightened. So either I join them or… what? Solve a puzzle, and you get one more piece of information. The story, in many ways, works as a motivator in this game. Which is fine, because that is just following the rules, but I wish that there was a little more story to it all. I felt that after all my work, I got paid by the minimum.

Considering the game’s main attraction is the puzzles, leaves a lot to be said in regards to gameplay. The Initiate is highly interactive, but I wish that instead of only being able to look at the items, I wish that you could move some of the things around, physically. Because I got stuck on objects a lot. There is the possibility of it being a texture problem because I also got stuck in doorways and cave exits and entrances. However, if you shimmy enough, you manage to get out, eventually. One of the things that really brought the game down for me, was the lagging. Lots of it, from start to finish. Playing around with the graphic settings didn’t help, and with my current computer setup, this problem should not exist.

Peering our view away from that, each room of the house changes as you solve the different puzzles so that you have to rediscover the rooms several times and really pay attention to new details because you unlocked something new about them. It’s a cool detail, and it’s important to acknowledge the awesome job on the level design here.

The narrator guides you through the house (or at least he tries to, with different degrees of success), commenting as you go along. Which is nice, because it breaks with the eerie, whispering ambience, and the voice-actor does a good job in making you feel like you’re doing the right thing… whatever that thing might be. He also works as a nice indicator when you’ve made it to the important parts, which is sometimes difficult to establish in this game. Since it’s kind of a puzzle-inception deal going on in this house, it became too easy to lose track of which ones you are solving.

i3__large

A game that characterizes itself as a horror puzzle game should have more horror elements in it than The Initiate has. I wonder about this, because yes, the ambience definitely kept me on my toes, the narrator was a bit creepy. And a small section of the game also plays with claustrophobia. But nothing actually happens. The game never gave me a reason to be scared. Which to a horror-geek like me is disappointing.  

Coming to a conclusion, I wish that there was a deeper, more immersive story here. The Initiate is a game about cult societies, conspiracy theories and mystery, which are all interesting themes. So give us more. I was left with more questions than answers, which always makes me sigh and rub my temples out of a light frustration. Aside from the lagging and getting stuck, we cannot look away from the fact that the puzzles were interestingly designed, with various difficulties – and were extremely satisfying if you managed to solve them. The Initiate should receive high praise for its level design, and its concept – which makes me interested in what Deceptive Games has in store for their next game.

techtroid-rating6

Sledgehammer fights COD: WWII bugs on the beaches with post-beta update

Beyond allowing series veterans to gain a tantalising taste of the full product and drum up hype – not to mention pre-orders – ahead of release, multiplayer betas generally serve a wider purpose for developers, allowing them a near-unparalleled insight into gameplay faults which sorely need remedying before the rest of the public plunge into the finished package.

Take Sledgehammer Games, who appear to have jotted down notes aplenty on potential areas for improvement over the course of historical FPS Call of Duty: WWII’s PS4-exclusive first private beta. Only so many changes can be made in the three months remaining until release, of course, but suffice to say the developers don’t look set to rest on their laurels…

Takeaways:

  • Writing on COD: WWII’s community page, the studio has announced a bevy of gameplay revisions, some likely to have only an incremental effect upon the player experience come November, others sure to be all but unmissable.
  • On the former front, as one would expect Sledgehammer promises to remedy any bugs highlighted by beta participants in recent weeks, along with optimising elements like hit feedback, the strength of imbalanced units like paratroopers and the vulnerability of recon aircraft to rifle gunfire and incendiary shells.
  • More importantly, though, their biggest admission was this: “You know what else would help to improve [WWII]? More maps and modes.” No further details have been provided just yet as to the precise implications of this vague mission statement, but even if the umpteenth COD instalment – we’ve lost count by now – debuts with as many gameplay modes and maps to roam as originally promised, chances are more are forthcoming via DLC packs sooner rather than later.

Sledgehammer clearly intend for this evolving learning process to continue throughout the final stages of WWII’s development too, since September 1st-4th saw a second beta weekend in operation for the studio to gather further data on the strengths and weaknesses of the project in its current form.

Time will tell whether the team tasked with restoring faith in the Call of Duty brand after 2016’s space-bound Infinite Warfare failed to reach its recent predecessors’ lofty commercial heights – despite its Special Edition’s inclusion of a long-awaited Modern Warfare remaster – though that they’re so intent on constantly learning from their mistakes could if nothing else bode well for a franchise too often obsessed with maintaining the status quo.

Look out for plenty more coverage of Call of Duty: WWII, gameplay tweaks and all, in the run-up to its November 3rd release on PS4, Xbox One and PC.

Yoshiaki Koizumi shows off Super Mario Odyssey’s Luncheon Kingdom

Gamescom 2017 is over for another year, but in case you missed it, there were some real treats in there.

One, in particular, was our first look at the Luncheon Kingdom in Mario’s latest AAA game for the Switch, Super Mario Odyssey.

The producer, Yoshiaki Koizumi, showed off the new culinary kingdom that looks as inventive and delightful as you might expect. You can check out the footage below:

[amazon_textlink asin=’B01MUA0D2A’ text=’Super Mario Odyssey’ template=’ProductLink’ store=’geali01-21′ marketplace=’UK’ link_id=’6afa53f7-95bc-11e7-b761-7785b974a607′] isn’t far away now, somehow, and launches for the Switch on the 27th October. It’s looking rather spectacular…

Sonic Forces spin dashes onto consoles with Bonus Edition in tow

What with nostalgic 2D platformer Sonic Mania’s sudden success in restoring the previously rock-bottom reputation of SEGA’s most prized mascot, earning itself a full 5/5 score from D-pad Joy and an 86% Metacritic average so far, one would’ve hardly blamed the publisher if they’d lounged out on a hedgehog-shaped reclining sofa for the remainder of 2017.

But even if Mania’s development team at PadogaWest Games intends to take a well-earned rest along those lines, that notion evidently hasn’t occurred to SEGA. Quite to the contrary, their game plan is seemingly to keep capitalising on the newfound success of gaming’s most iconic non-Italian protagonist, rolling out another AAA Sonic adventure before year’s end…

Takeaways:

  • Enter Sonic Forces, a current-gen hybrid platformer combining Mania’s side-scrolling escapades with the oft-explosive 3D hijinks for which the franchise has – for better or for worse – become known since its Adventures and Heroes iterations in the late nineties and early noughties.
  • This spiritual successor to 2015’s roundly applauded Sonic Generations will hit Xbox One, PlayStation 4 and Nintendo Switch on November 7th worldwide, launching both in physical and digital form for a healthy reduced RRP of $40 / £30 rather than the usual $60 / £50 price tags most of the autumn’s big-hitters pack.
  • Anyone who pre-orders Forces in its boxed incarnation is in for a pleasant bonus surprise, though. On top of the main campaign, they’ll get Bonus Edition content such as a free themed controller skin and costumes for the title’s third playable hero – a customisable companion to Modern and Classic Sonic – based on classic SEGA characters like Super Monkey Ball’s AiAi and NiGHTS’ eponymous magician.

Make no mistake, launching in November presents SEGA with a huge uphill battle, even if they want to seize upon the substantial goodwill generated by their best Sonic entry in years. Between Call of Duty: WWII, Need for Speed Payback, LEGO Marvel Superheroes 2, Pokémon Ultra Sun and Ultra Moon and The Sims 4’s PS4 and Xbox One ports, even the bravest studio might consider moving their release date elsewhere to save face.

There’s an admirable sense of carpe diem bravado about their move, though, and while we sincerely hope the franchise doesn’t once again fall flat on its face – critically or commercially – after finding such rare light at the end of the tunnel this summer, SEGA has just guaranteed that whatever happens, this’ll be an autumn for the industry to remember.

Take a gander at the full offerings of Sonic Forces’ Bonus Edition below. D-pad Joy will stay abreast of all the key news surrounding the project leading up to November 7th.