Party Hard Tycoon [PC] – A Strategy Game Sorely Lacking In Strategy

Party harder

Some of the best ‘tycoon’ games put you in tough spots and force you to make decisions. Theme Hospital and Theme Park would ask you to make choices about what items you wanted to buy and where you wanted to place them whilst also asking you to take care of hiring staff and dealing with events, like flu pandemics or broken down rides before they got out of hand.

Party Hard Tycoon is aiming to capture that Theme Hospital vibe here. It asks you plan a party, get the right equipment, food and entertainers into the right venue and then place them accordingly so your bash goes off without a hitch. Sadly, the game is littered with problems, the worst being that there’s no interesting decisions to make and throwing parties isn’t as fun as curing someone of ‘Bloaty Head’.

Some positives firstly though. Party Hard Tycoon sure has a style to it, similar to the developer’s previous game ‘Party Hard’. The characters are tiny, pixelated caricatures that are pretty recognizable even though they’re barely larger than 20 pixels tall. Punk rockers, the members of The Village People and a whole host of pop culture icons are recognisable as they rock up to your rocking party.

Throw a party that’s ‘hype’ enough and you’ll eventually have Darth Vader turn up.

The loading screens also contain some lush visuals and the music is pretty good too. Which is handy given that this is a game all about partying, where music is vital, and also given the fact that you’ll be hearing the same tracks quite a few times over.

It’s a setup

So the setup is that you’re a party planner, new to the scene, and you’re looking to make a name for yourself. You set about doing this by… planning parties, obviously. You’ll start with small venues, like houses and rundown squats where only 10 or 20 people will show up.

Along the way, you’ll get some messages from random people who are all about partying and will want you to throw a shindig that meets their certain criteria. For example, some woman wanted me to throw a party that had 2 laser projectors installed at the venue whilst another time a Rastafarian chap wanted me to throw a reggae-themed party that had 4 dining room tables placed for the party goers.

You see, these challenges aren’t really complicated and they don’t force you to do anything ‘exciting’. Placing laser projectors and dining room tables is all about clicking twice and making sure you have enough money to buy the items in question. They don’t really change anything.

Which can be said of pretty much every decision you make in this game. Sure, you’re tasked with hiring a venue, selecting a theme and then hiring three members of staff to help you with the party, but these decisions aren’t interesting. They all make basic sense – if you’re hiring a rundown squat, a punk theme will be good. If you’re hiring a fancy country house, maybe a more ‘classical’ theme would be better suited? The obvious answer is yes.

You’re then also asked to place some decorations if you want, but I couldn’t see any tangible benefit to this. Green lines were drawn between the two palms tree I just plonked down, which I assumed was good, but I honestly had no idea.

Buying better gear means you can throw better parties. Which isn’t really much of a strategy, is it?

More importantly, you need to place music equipment and food stations. This is also a boring decision to make because it’s not much of a decision at all. If you can afford a better speaker and if your venue has enough electricity to power it, then you buy the better speakers. If you can buy the fancier food table, do that. The more expensive lasers are more ‘effective’ so grab them. There’s no trade-off, no tough dilemma and no engagement from doing any of this. The better things are better, so it’s better to use them.

Let’s get this party started

After you’ve placed all this stuff you click ‘start party’ and watch as those nicely drawn pixel partiers strut into the venue. This is where a frantic game of plate-spinning kicks off as you try and keep the party running smoothly, right?

No.

The party takes care of itself as whether it goes well or not has been decided already. Remember those ‘better speakers’ I mentioned? They add to the ‘hype’ of the party, with more hype leading to happier revellers. So if you could afford the better gear, your party will be better and if you couldn’t then it won’t. Simple as.

You can do a bit of fudging to make your party go better by telling your staff what to do, but this is, again, a totally unfulfilling series of clicks.

There’s just no reason not to keep telling your photographer to keep taking photos as soon as his cooldown stops. There’s no strategy to ‘using him at the right time’. None. Keep snapping away, Mr Photographer. Keep dancing for everyone, Mr Dancer. Keep refilling the tables, Mr Waiter. Keep on keeping on.

After the party’s finished you get told how many people ‘liked’ it and as a result, you can ‘level up’ as a party planner. This means you can unlock a new venue, a new theme or a new member of staff to use at your next party. This could be interesting, but whilst the venue, theme and staff members differ from party to party, the game never changes.

Does it matter what day you throw a wild party out in the middle of the woods? Yes.

On top of the throwing parties, part of the game has another layer where you stare at a calendar and a map. The idea is that on different days there are different ‘types’ of partier ready to have it large in different parts of the town. So this would be an exciting chance to plan just where you’re going to throw a party and just what sort of party to throw, right? You can see that all of the rich kids are going to be up for it on Tuesday, in the Upper East side of the city. Time to plan a big bash!

Nope.

Waiting to throw the perfect party isn’t actually a part of this game at all. This is because the ‘hot spots’ of where people are actively are pretty random, meaning there’s no planning and no decision making. Also, the venues you have at your disposal don’t move about, meaning that if there’s a large crowd of punk rockers looking to mosh in the South of the city, that’s tough luck. Because the ideal venue is located in the North. So there.

In the end, you’re left with a game that’s really repetitive and doesn’t ask you to do anything of real consequence. There’s no strategy, no decision making and very little impact to your actions. You simply throw bad parties until you can afford better speakers.

Looking Back at Rayman Origins [PS3]

In a world where popcorn-shooters like Call of Duty and Battlefield reign largely dominant over their industry despite their tiresome linearity and woeful storylines, it’s refreshing every once in a while to find a game that doesn’t rely on a formulaic template set down by the past legends of its genre. Those of us who aren’t waiting for the midnight launch for the next COD look to a select group of prized developers who will offer us consistently innovative and thought-provoking experiences: developers like Valve, Rocksteady, CryTech and Capcom, all masters of their respective trades rarely given enough attention by the wider gaming community, but treasured by those with a keen eye for talent. We added Ubisoft Montpellier to the list with the release of Rayman Origins…

Origins tells a simple tale – Rayman and his buddies are fast asleep, and their snoring awakens a menacing granny and her army of Darktoons, who then precede to capture a handful of Glade Kings and run off into the distance, just begging to be chased. Sound familiar? Yep, there’s more than a hint of the Mario franchise about this one; from the whimsical soundtrack to the fast-paced, rhythmic gameplay, countless elements that have made the iconic plumber’s recent escapades such captivating romps are present here, and as you might expect the whole experience plays out all the better for it.

However, what might come as more of a surprise is just how much Origins has to offer of its own accord. For starters, there’s a great variety in the styles and themes of each of the levels on offer, ensuring that the player won’t ever be stuck with the same repetitive gameplay mechanic for too long, but equally that they’ll get enough time with the thrilling flight sections, the incredibly addictive bonus chase sequences and the oft-hilarious boss battles that they won’t ever be left feeling short-changed either.

Take that generic shooters!

Perhaps even greater an achievement than that, though, comes in the simply sublime animation. The in-house UbiArt Framework engine made specifically for this project works wonders, giving a distinct visual flair to characters, locales and objects throughout every level, and is rendered stunningly in high-definition. You need only watch a trailer or gameplay demo of Origins to get a glimpse at the sheer level of attention and detail that’s gone into each aspect of its graphical style. This was undoubtedly a trend-setter for any development teams who dare to take a new approach to their animations and artwork.

I would offer a word of warning: Rayman Origins is not for the faint of heart. Like the Mario Bros and Prince of Persias of old, this game is not afraid to have you throwing your controller across the room as you fall down that same pit you’ve been trying to conquer for the past hour for a hundredth time. Ubisoft made the opening half of the game deceptively accessible, providing players with a fairly simple bunch of levels that can be breezed through in the best part of five hours, but once you’ve reached the midway point (and believe me, you’ll know when you’re there), the difficulty ramps up dramatically, as you’re forced to scour back through past levels to desperately search for more Electroons that can open up the path to new worlds.

Such an unprecedented shift in challenge is likely to alienate a significant proportion of the game’s younger audience, simply because there are so many titles out there right now which don’t pose so much of a struggle or require as much time to be invested in order to complete them. Personally, I would say that the team at Montpellier should really have balanced out the learning curve of Rayman Origins’s later levels a little better to make the idea of putting the disc back into our consoles for one more go seem a little less daunting.

That said, I commend the studio for sticking to their guns and giving us a ‘hardcore’ platformer that gloriously harkens back to the days of the Mega Drive and the SNES, packing all of the challenge and innovation that made the classics such a joy to play in their heyday. Whether you’re able to beat it or not, there’s absolutely no denying that Rayman Origins is a stunning pinnacle of modern platforming and visual design. Above all, it’s a cracking showcase of what consoles can offer (besides first-person shooters).

Dustbowl Review [PC] – A Point-and-Click Apocalypse

Just as one should be careful of judging the contents of a book by the cover art, anyone who grew up in the early days of gaming knows it also isn’t wise to judge a game by its pixel count. Dustbowl, developed by The Pompous Pixel, might look like a blast from the past, but don’t let first appearances fool you. This post-apocalyptic RPG boasts a challenging quest for survival and surprisingly fleshed out gameplay along with the old-school overlay.

Aliens have invaded the Earth, leaving the surface a dust-covered wasteland filled with nightmarish mutants and anyone crazy or desperate enough to remain above ground. You are the son of one of the survivors who helped establish a colony under the earth known as the HUB. Your father is sent out on an important mission that might affect the future of your little, underground community. Not one to wait for your fate, you decide to join the militia and hopefully locate your father and help bring him safely home.

Navigating the world is as simple as clicking on the direction or location you’d like your character to go. Scrolling over a given item, container or location will let you know if you can interact with it. Clicking on a door will either move you in or out or inform you if entry is blocked. Though I was never a particular fan of point-and-click adventures, this works well, especially when investigating your surroundings. You can also toggle walking speed under settings to help make moving around the world map or strolling across rooms a little quicker.

Survival will be your highest priority and the greatest challenge you will face in Dustbowl. There are separate meters for water, food and health. Another meter keeps track of the day and night cycle, ensuring you remember to get enough rest or face the negative consequences. This, of course, means you will need to make certain you have enough supplies as you wander, including basic essentials, health items, armour repair kits, weapons, and tents so you can rest when not back at the HUB. Eventually, this becomes a balancing act between what you need and what you can carry.

You will have a limited number of items you can keep in your pack based on overall weight. Later in the game, this becomes the biggest challenge to your survival. Thankfully, you can buy and sell items when encountering a vendor, or craft certain items when at a workbench,

Dustbowl
Crafting is simple and intuitive.

Crafting is simple and surprisingly robust. When you reach a workbench you will see a list of items that can be made and which items will be needed to complete the task. It actually feels quite a bit like something straight out of Fallout 1 and 2, an impression I carried with me throughout the game.

However, while the crafting system is intuitive, the only downside is, as with all the items you collect, scrolling over an item does not provide a description of what it does. For instance, you don’t really know how restorative one health item is over another except through trial and error. This means when crafting, especially initially, you have to make a best guess with some items rather than going off of stats or descriptions.

The only other complaint regarding items, aside from lack of descriptions, is an inability to sort items by function. Instead, all items are displayed in a way that does feel very much like digging through a backpack. The ability to sort items based on function would have helped me track what I had more efficiently, But, perhaps that is more a matter of preference than necessity.

Enemy encounters are randomly generated and combat is simple, but a challenge to perfect. Anyone who played PGA Tour for the SNES will be somewhat familiar with it. Choosing to attack sets off a line that scrolls quickly over a meter marked by three colours: grey (miss), blue (normal hit), and red (critical hit). You can select what body parts you would like to target. The three areas shrink or increase based on the body part you select for attack. For example, the head has a much smaller critical hit area than the torso.

Combat is turn-based and aside from using different types of weapons that allow for higher or lower hit points, it has little variety. That is not to say it necessarily gets old quickly, but the turn-based system does not work quite as well for this type of combat. Once you have the timing down, there is not much of a challenge left. Adding a more tactical approach or changing the combat style to quick turns and adding a block/parry function would add an additional challenge. Adding pros and cons to the weapons would also allow the player to make more informed decisions regarding which weapons to use, particularly if enemies displayed certain weaknesses based on type of assault.

Thankfully, the survival elements overshadow and outweigh anything the combat lacks. But, the major driving force behind your decision to take one more step into the dangerous unknown is the thrill of exploration which Dustbowl captures perfectly.

The world of Dustbowl is rather large considering the game’s engine and is divided into six different quadrants, each having their own style. Aside from the overarching story, you will also have the option to accept quests from NPCs throughout the world, some more outlandish than others. For instance, one of the first requests you are given is locating four stuffed bunnies misplaced by a small child. Complete the quests, and you will receive loot and experience points.

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Becoming effective at combat means mastering the timing.

Due largely to the fact your character initially seems rather run-of-the-mill for an adventure title (and looks a bit old to be in his early 20s), it took me a little bit to be able to put myself into his shoes. The dialogue can sometimes fall a bit flat and occasionally suffers from spelling and grammatical errors. Nothing anywhere near as memorable as “All your base are belong to us,” but something that needs to be taken into account for future studio endeavours.

After spending a short time with the game, however, I found myself getting sucked in. Dustbowl manages to tap into the most basic instinct of any curious gamer: I wanted to know what was going to happen next. I wanted to see how far I could go, what new places there were to explore, and what new characters I could meet. Each new character seemed to have a backstory, even ones with whom I spent little time. I could tell the developers invested great amounts of time into considering how these people had lived in this world up until the moment we met, who they were, and what their motivations are.

The game also does a fantastic job of conveying a sense of isolation, particularly in the sound design. Most of the time, you hear only wind or white noise interrupted only by the sound of your own footsteps. Among the old, worn down structures and amid the dust-strewn landscape, the sense of loneliness is palpable.

From the numerous sci-fi easter eggs to the obvious inspiration from games like Fallout and Metro 2033, and the clear level of care put into making Dustbowl a robust and engaging survival/adventure experience, there is no doubt the developers know their audience and are themselves fans of the genre.

Sure, Dustbowl isn’t perfect. A world map would have been handy, but at least the game marks out places you have already explored. Adding item and weapon details, the ability to sort items in the inventory and perhaps greater use of the crafting system regarding weapons would be a welcome addition. A more robust combat system would add a great deal to the game’s overall enjoyment simply due to the fact that you have to engage in it so often. But, the areas Dustbowl gets right (story, a sense of exploration, interesting characters, and a complex survival system), adds up to an impressive entry into the RPG/survival genre.

Dustbowl is available on Steam.

Super Mario Odyssey Review [Nintendo Switch]

Super Mario Odyssey Review [Nintendo Switch] – Pure, Unabashed Joy

Let’s get this out of the way: Super Mario Odyssey is the next true 3D Mario game. While the Wii U’s Super Mario 3D World was largely impeccable, there’s no denying it catered towards a more casual audience with its multiplayer-centric focus. The same can be said about New Super Mario Bros. U, and Super Mario 3D Land on the 3DS. With those titles, Miyamoto and co. were looking at ways to make Mario more accessible, while retaining the staples that defined the series. They achieved this outright, but some of the core audience wanted that focus to shift back onto them. Enter Super Mario Odyssey then, a game specifically designed for veterans of the series with a single player-centric focus. It’s fair to say that Mario hasn’t been this good for quite some time… around 7 years in fact.

Super Mario Odyssey Review: Marrying The Princess

Odyssey’s story quickly becomes one we all know and love… Can you guess? Yes, Peach has been kidnapped by the King Koopa but this time there’s a twist: Bowser is now intent on marrying the princess as well, presumably to anger Mario more than anything else. After a crushing defeat then, the plumber finds himself in the Cap Kingdom of Bonneton, a moonlit, fog-shrouded land inhabited by ghosts in hats who speak in old British English – jolly good show, old bean. It’s here that Mario befriends newcomer Cappy and the duo set off to rescue Peach and Cappy’s sister Tiara. That’s pretty much your story. You didn’t expect anything else, did you?

Super Mario Odyssey Review [Nintendo Switch]
If the games are this good, please keep getting kidnapped.
The first thing we were pleased to discover upon controlling Mario was that he has all of his classic moves in this adventure. We mean all of them: the long jump, triple jump, side and backward somersault, the spin jump, the dive forward, you name it, it’s here. The new roll move is a welcome addition too that helps you more easily traverse the larger environments. Most importantly, he feels good to control as he “wahoos!” his way around, with even the pitter-patter of his feet, in some odd way, gratifying. There’s no doubt in my mind that Charles Martinet had a lot of fun with the new material as well – brace yourself for more ravioli-fuelled, dream-dialogue.

Sublime Platforming That Innovates

As for Cappy, he’s much more important to the gameplay than the story, as you’d expect, and adds a range of new moves to Mario’s arsenal, including the cap throw. The cap throw, as you’ll get accustomed to over the course of the game, enables you to attack enemies as well as possess 52 different entities – some of which we simply must not spoil. And it’s superb. The new capture mechanic effortlessly breathes new life into the series, making Odyssey feel fresh, wacky and full of vigour without overshadowing the sublime platforming the series represents. Frogs, Goombas, tanks, Bullet Bills and even a T-Rex, almost everything around you can be captured in the Kingdoms you visit, which serve as the ‘power-ups’ in the game.

Super Mario Odyssey Review [Nintendo Switch]
The T-Rex’s realistic design was influenced by Super Mario World.
The sandbox-style Kingdoms are magical. Tightly packed, and beautifully designed with secrets galore, they house the Power Moons you need to fuel your eponymously titled ship, the “Odyssey”. Collecting enough Power Moons in each Kingdom allows you to travel to the next one in pursuit of Bowser, and is the central objective of the game. You earn these Moons by completing tasks, often small, which range from helping the locals to completing 2D, 8-bit sequences (damn good), to taking down one of the many bosses – there are superb platforming sublevels in every Kingdom to boot. You’ll also notice elements from 64, Sunshine and Galaxy in there.

The gameplay is so varied that none of this ever feels like a chore. It feels immensely rewarding, but deftly balances that sense of challenge as well, ensuring that it’s not a walk in the park either; those that go the extra mile are always rewarded for doing so. The Kingdoms change based on your actions too, which evokes an ongoing sense of progression that beckons you to continue; you will want to explore every nook and cranny. The sense of discovery rivals that of Super Mario World back on the SNES.

Brimming With Creativity

Odyssey is easily the craziest Mario title to date. We know during development that Miyamoto had a hands-off approach, instead offering advice about certain elements, but never fully taking charge. It’s as if the new captain of the ship, Yoshiaki Koizumi, (producer of both Galaxy games) told his team: “Go wild. We can do what we want here – as long as it works.” This unparalleled creative freedom can be felt, and it creates an abundance of ideas, some of which could be used for full games on their own. Yes, the series has always brimmed with creativity, but Odyssey takes it even further. Certain points of the game will genuinely surprise you, and things take place that you wouldn’t necessarily expect in a Mario game, in the best possible way.

Super Mario Odyssey Review [Nintendo Switch]
Producer Yoshiaki Koizumi – Miyamoto’s apprentice.
Odyssey does have a slight niggle though. The motion controls generally compliment the on-screen action very well and are satisfying to use, but every now and then they’re not as precise as they could be.

It’s also worth noting that every single motion-controlled move is not compulsory, you can complete the entire game without them, but they do add extra power to moves. A few of these ‘powered up moves’ are required to get all of the Power Moons. This means that when holding the Switch in handheld mode the motion controls, and a few Power Moons, are off limits unless you shake the entire system. It’s not even close to a serious issue, but isn’t particularly practical out and about and means that playing in tabletop or docked mode is the way to go if you want to get every last collectable. Considering the otherwise flawless production here then, this seems to be overlooked. A minor update turning off motion controls completely could fix this, however.

A Masterpiece

There are so many positives things to say about Odyssey that you couldn’t possibly fit into a single review, but here’s an effusive list of a few of them (no big spoilers, trust me): the pause menu that Mario reacts to, the increased, and highly detailed expressions on his face that further the relationship between the both of you while playing (Nintendo specifically worked on this), the holiday brochure-style maps, the costumes, the assist mode that guides younger, more inexperienced players, the stunning soundtrack full of whimsy and heroism, the fact that it’s the best looking Switch game to date running at a rock solid 60fps, the satirical humour, the bonus mini-games, Pauline, that particular festival, that particular Kingdom, the better than expected two-player mode where one of you controls Cappy – really fun. I could go on…

That’s without mentioning the incredible post-game content: if you want fan service and more to do after seeing the credits roll, you’re in luck. Odyssey may finish at around the 10-hour mark, but what comes next will keep you playing for days on end.

Super Mario Odyssey Review [Nintendo Switch]
Bringing back 1985.
It’s worth buying a Switch for alone. As for being better than Galaxy, well, I’ll be having an internal debate about that one for quite some time. Simply put: this is why we play video games.

Middle-Earth: Shadow of War Review [Xbox One] – Bold New Heights?

Cast your minds back a few years – not to the Third Age, but instead to 2011 – and you’ll undoubtedly recall the release of a licensed superhero epic going by the pseudonym of Batman: Arkham City. Developed by British studio Rocksteady and published by Warner Bros Interactive Entertainment, the follow-up to 2009’s Game of the Year award-winning Arkham Asylum set itself quite the audacious task, aiming to better its forebear via a larger yet densely detailed open-world, enhanced combat mechanics, a wider array of enemy types and above all a canon-eschewing but captivating core storyline.

An Unenviable Challenge

If this unenviable challenge seems vaguely familiar, then it’s with good reason. Fast forward half a dozen years and we find Monolith Productions – again with WB’s stalwart backing – taking much the same approach with their latest project, and surely hoping to reap similarly copious critical praise to that which Rocksteady received upon succeeding in their endeavours. Just as Arkham City took every element of Asylum which worked – the gratifying Freeflow combat, the fascinating exploration of Batman’s psyche and countless other USPs – and expanded upon them tenfold, so too does Monolith’s second action RPG foray into the world of J.R.R. Tolkien up the ante on every front.

Whereas 2014’s largely acclaimed Shadow of Mordor confined the escapades of its half-Ranger, half-undead Elf protagonist, Talion, to a couple of grimly-lit cities based within the titular region, Shadow of War takes us from Seregost’s snow-capped peaks to the precipice of Mount Doom in Gorgoroth, from Minas Morgul’s sinister cityscape to Núrn’s open forest plains. Whereas Mordor’s intoxicating Nemesis System showed huge signs of potential, War develops this intricate mechanic exponentially, adding dozens upon dozens of extra enemy classes, arenas where victorious Orcs can become spies for your army and seismic fortresses in dire need of new management.

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Elevating The Middle-Earth Saga?

But can this unquestionably ambitious follow-up match City’s next-to-universally renowned success in taking its franchise to bold new heights, elevating the Middle-Earth saga to the video game industry’s Hall of Fame? Not quite, yet one can’t possibly accuse Visceral of resting on their laurels either. For instance, aesthetically speaking, some of the human character models – including that of Talion, along with the courageous soldiers he encounters – appear bland and unfinished in cut-scenes, their facial animations a little undercooked. Yet the open-world regions themselves brim with graphical pizazz, Seregost’s snowfall a mystifying beauty to behold and Mount Doom a pitch-perfect copy of that seen in Peter Jackson’s Lord of the Rings film adaptations.

Missions prove equally mixed when it comes to variety and unpredictability. On the one hand, many of the main campaign’s quests prove disappointingly mundane, centring on generic follow-the-AI-leader, stealth antics with none of Metal Gear Solid’s scope for anarchic chaos should the player get spotted or repetitive Nazgul boss battles. On the other, venture off the beaten track and you’ll discover electrifying side ventures such as Balrog showdowns, voyages into Mordor’s past and future via the visions of spider-turned-temptress Shelob or attempts to wrest back control of Middle-Earth’s status quo with its equivalent to Mother Nature (yes, really), to the point where one craves for the core campaign to offer the same level of structural creativity at times.

Simplified Narrative Approach

Indeed, while we’re on the subject of the campaign, the eagle-eyed readers among you might’ve noticed that this reviewer hasn’t dedicated much time to War’s narrative as of yet. Suffice to say that in the wake of having forged a new Ring as the credits rolled last time around, Talion wastes little time – barring a frustratingly inconsequential detour to meet Shelob early on – kick-starting a Mordor-wide resistance to Sauron’s rule, rallying hundreds of possessed Orcs to his side in order to take back each of the realm’s lofty fortresses before overthrowing the Dark Lord once and for all. Now, that might sound like a premise for the ages, particularly to the Tolkien avids here, but unfortunately said plot receives scarce attention throughout War, largely taking a back-seat while you influence the foes of each region, topple its Overlord, rinse and repeat for hours on end.

This simplified narrative approach – or indeed the obvious constraints placed upon Monolith by having War take place within reaching distance of The Fellowship of the Ring – wouldn’t matter so much if the script at least dedicated more time to fleshing out the supporting characters like Gondorian soldiers Idril and Baranor, returning fan favourite Gollum (whose needless cameo barely registers), or even the head Orcs whom Talion possesses like the hilarious Bruz. Instead, those looking to see their relationships with the similarly soulless – no pun intended – Talion developed had best look to the aforementioned side missions for further meat. Acts III and IV reveal how our hero’s antics factor into the events of LOTR, in what frankly comes off as one of the most ridiculous fan faction-esque retcons in recent memory, but little else of note actually happens to any of War’s ‘key’ players, protagonistic and antagonistic alike.

SOW 3

A Dense Open-World

Perhaps story depth isn’t what many fans hoped for here, though, with War’s main draw of course being its overhauled Nemesis System. If LOTR fanatics want to immerse themselves in Middle-Earth, then here lies the most substantial means by which to do so, with the contrasting Orc cultures, fortress defences, enemy weaknesses, tribe dynamics and Warchief challenges of each region providing more than enough of an excuse to plunge hundreds and hundreds of hours into this sprawling RPG’s rich world and become its eventual commander-in-chief. For reasons we shan’t spoil, there’s ample incentive to become an expert in these minutiae by Act IV, where further conflicts mounting in each of your conquered domains put that knowledge fiercely to the test.

With Shadow of War, then, Monolith have largely fulfilled their lofty goals, delivering a dense open-world filled with aesthetic and enemy variety as well as numerous opportunities for total immersion via its staggering Nemesis system and engaging array of side quests. That said, whether its immense strengths on a technical and replayability level are enough to compensate for the disappointing lack of focus paid to crafting a layered fantasy storyline, or multi-faceted characters worthy of Tolkien lore, will depend on what you look for first and foremost out of your gaming experiences; personally, this reviewer could’ve done with more of the latter in order for the second and likely final Middle-Earth outing to stand a chance of topping his Game of the Year shortlist.

It would appear, then, that one developer cannot simply walk into Mordor without struggling to balance the competing elements which they bring along for the ride. Nevertheless, if Shadow of War’s promising improvements upon Mordor’s already potent gameplay formula are any indication of what’s next for Monolith as a studio, then should they choose to return to the world of men, corruptive Rings and cave trolls in the near future, the LOTR franchise’s Arkham City equivalent could lie just around the corner.

Life Is Strange: Before The Storm – Episode 2: Brave New World Review [PS4]

Don’t be surprised, Chloe, if one day I’m just out of here.

It is time to return to Arcadia Bay for the second episode of Life Is Strange: Before The Storm. It’s been approximately two months since the first episode was released, and I’m glad it didn’t take any longer because the first episode left off at a very tense place.

We know more about Chloe, Rachel, and their relationship – and I’m excited to see where their story is headed, and what crossroads they encounter. In the first episode, Chloe and Rachel ditched school and, long story short, they started a forest fire. Now, we see the ramifications of that, as the new episode starts out at the principal’s office.

My actions in the game got me expelled from Blackwell, but I don’t think you actually have a choice regarding that since we already know from the first game that Chloe had been expelled. Luckily, the principal doesn’t know about the forest fire, otherwise, their fates would have had a very different story.

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Chloe, The Exit Wounder.

The new episode is called Brave New World, and that is exactly what Chloe has to adapt to. Along with getting expelled from school, she has to deal with a difficult family situation; the wrath of her mother Joyce and her demeaning stepfather David. Joyce doesn’t know what to do about having a rebelling teenager as a daughter and looks to David for help. Much to Chloe’s despair, he has made the decision to move in. As a result, she drifts even further away.

It’s no secret that our protagonist is leading a challenging life. She repeatedly shows the willingness to sacrifice so much, just in order to feel. Even though Chloe is in many ways the victim here, it is important to note that Chloe continually fails to see that there is actually a world that evolves and exists outside her own. But no, being Chloe isn’t easy. Not at all. Her repeated dreams about her father show how she is still unconsciously dealing with the trauma of losing him. And her dreams are getting more and more messed up.

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Rachel has the main role in The Tempest, a play set up by Blackwell’s students.

On a random note; remember Frank’s dog Pompidou? We get to meet him again! AS A PUPPY! Some quality story-elements right there, folks. However, as a natural yet unfortunate consequence of meeting Pompidou the Puppy, we also have to deal with his d-bag of an owner, Frank.

Being a drug dealer, and messing around with the wrong people, we know that when Frank contacts Chloe, it’s never good news. And this time around is no different. Because Chloe owes him money, she is forced to run some errands for him, which could get her into serious trouble. And it does.

I also want to report that Victoria is still a b- … stupid girl. Teenagers will do whatever it takes to get what they want, and that is shown when the students of Blackwell are setting up a play called The Tempest. However, we end up watching it in a not-so-regular way… because something unpredictable always happens.

Sera, the woman Rachel’s dad is having an affair with, is an ominously recurring figure, and we learn what her role is in Brave New World. A huge secret, which I was not at all expecting, is revealed at the end – it blew my mind. Boom-boom style.

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There is one thing Chloe is particularly good at, and that is speaking her mind. Or in this case, drawing it.

And also, the menu has changed yet again. After the first episode, the forest (which is the background of the menu) was engulfed in flames. After the second episode, the flame has died out, and we see the aftermath of the forest fire. Almost like a calm Before The Storm. Get it?

In all seriousness, though, things are taking off in Arcadia Bay. This is a story about teenagers slipping from the surface, and how they manage – or don’t – to get back up. The dialogue is still cringe-worthy, yet I am still loving it. And the soundtrack… amazing and on point. As always.

I’m very excited for the last episode, yet I am dreading to see the end of it… I am not ready to say goodbye just yet. I feel empty after this episode. I don’t know what to feel, everything is so scrambled and messed up. I’m intrigued, however, and I’m expecting that the game will mess around with my feelings, even more, when the last episode arrives, with as ominous a title as Hell is Empty.

We get to see the many masks that people put up, so they don’t have to deal with the confrontation of their problems. There’s a life lesson to be taken from this: don’t be so quick to judge other people. Everybody’s got some kind of baggage.

The Elder Scrolls V: Skyrim on Switch – Why?

The more I see on this, the less I understand it. It’s like a complex algebra equation, it all seems a little unnecessary and pointless. I loved Skyrim and I love my Switch, but do the two need to be united? Absolutely not. The two are separate entities and can live in complete isolation from one another.

You see, my Switch doesn’t need Skyrim nor does Skyrim need my Switch. Skyrim has had its time, even more so with the recent remake outing, and I loved every single minute of it. But Skyrim fatigue is well and truly in effect; I’ve played enough Skyrim to know I’ve had my fill. There’s nobody out there that hasn’t at least dabbled with it in some variety surely?

The few die-hard Nintendo-only fans out there must (even) have very little interest in this as well. There’s a reason why they buy Nintendo consoles; for their unique experiences. Nintendo offers something different, they don’t conform to the other console cycles or trends. They do their own thing and that’s what Nintendo needs, not to open up the gates to two generation old titles.

Now I’m sure Skyrim will run absolutely fine on Switch and seeing it on a portable platform would be amazing. Sure. But do I need that to justify my purchase by showing how powerful the Switch actually is? I think we all know the answer here. Whichever way I look at it, I just cannot fathom it.

It’s the fact that Nintendo has done the above, by sticking to their guns, that makes them who they are. For better or worse, their loyal fan base will stand by them throughout this as well – I think they’re taking a step away from what they do best though. What I’m saying is: more like Odyssey, less like Skyrim.

It’s not costing them anything to develop Skyrim on their latest console, granted, but surely Bethesda have something better to do with their time as well? You know, like milking us for a re-release of a complete edition of Fallout 4 on PS4/XB1, and not bringing it to the Switch.

Looking Back At Pepsiman – It’s A Real Game, Yes

Japan is well-known for its eccentric commercials and their love for lycra and spandex on their tokusatsu superheroes; and they have taken their idiosyncrasy a step further and fashioned a lycra-donning superhero, whose duty is to quench the citizens’ thirst with Pepsi—Pepsiman! And yes, they made a video game based on this soda superhero.

Like Tony the Tiger from Frosted Flakes, Pepsiman serves as Japan’s official licensed mascot. It’s a shame Pepsiman never reached the other side of the world, or even expanded beyond the Pacific side of Japan because the West is losing out on a worthwhile advertisement.

And there have been countless console games based on licensed advertisements and, almost all of them, do not compare to Pepsiman’s unyielding explosion of unconditional satisfaction. Take, for example, Burger King’s Sneak King, I did not even bother to invest 5 minutes into it before I popped it out of the disc tray; and now, it is probably shoved beneath broken controllers, collecting dust.

Japanese Pepsi commercial hosting Pepsiman.

Just a little backstory between me and Pepsiman: my adventures with this Japanese mascot started when I was still a padawan in video games and my fingers lacked the dexterity I have now. Walking into the living room, I remember my older brother wide-eyed and slightly perspiring, standing in front of the television playing none other than Pepsiman. I kept my eyes glued to Pepsiman and five seconds later, I collapsed on the ground laughing. The amount of absurdity happening in the video game crucified me into a non-stop chain of choking cackles and pig-snorting giggles.

C’mon, whoever is not tickled by the occasional soprano-pitch wailing, “Pepsiman! Pepsiman!” must not have a soul—well, that’s not for me to judge. I digress. Overall, Pepsiman’s cheesy quirks and easy-to-follow mechanics definitely deserves a high-five for a licensed advertisement game.

Almost similar to Sonic the Hedgehog, Pepsiman’s objective is to run from Point A to Point B whilst avoiding obstacles and collecting treasure points, except the obstacles are flying sofas, banana peels, and angry drivers, and instead of rings, Pepsiman gathers Pepsi cans.

Pepsiman passing through the neighbourhood.

All in total, there are 8 stages in the game; totalling a collection of 800 Pepsi cans. For each can Pepsiman collects his health bar increases along with the countdown timer; giving Pepsiman more leverage.

In most stages of the game, the perspective is played behind-the-back of Pepsiman. Take note, Pepsiman does not stop running and he is constantly on the move. Have you ever played Crash Bandicoot: Warped where Coco Bandicoot is riding her pet tiger on the Great Wall of China? Yeah. Pepsiman is very much identical to that.

The ’90s truly loved their platform games and Pepsiman rightfully belongs in that sphere of love.

With that said, if you grew up in the ’90s and missed out on this, it’s never too late to quench that gap with Pepsiman!

Do Indie Games Deserve More Attention… and Money?

The good folks over at Get Good Gaming have posted a new video that discusses indie games, focusing on their place in the games industry, among other things. As you know, we’re no stranger to these types of games ourselves.

– Takeaways –

Some key takeaways from the discussion ask the following:

  • Are we undervaluing indie games?
  • What exactly is an indie game today anyway?
  • Do indie developers deserve more money?
  • Why is there this mentality that indie games are not ‘as good’ as AAA games and don’t deserve as much attention?
  • There’s even a bit in there about TV series True Detective… What’s not to like?

It’s certainly worth a listen – you can check out the full video below.

Who are Get Good Gaming?

At Get Good Gaming, we strive to start conversations that include unique and diverse voices, exploring the many topics that make our chosen field of entertainment so wonderful and, sometimes, so frustrating.

Our Get Good Talks podcast tackles everything. We lay out the facts, and offer up a variety of opinions to incite thoughtful reflection with an engaged audience.

A Visceral End? Thoughts On The Studio’s Closure

Irony’s a cruel mistress and make no mistake. Just last week, we thought indie platformer Cuphead’s near-unprecedented smash success might signal a welcome change in the air for the gaming industry, particularly during a year abundant with studio closures.

But if the latest development in publisher EA’s fraught era at the helm of licensed Star Wars IPs reminds us of anything, it’s that some trends aren’t so easily bucked as one might hope.

Yes, Visceral Games, the studio behind the hit sci-fi-turned-horror FPS saga Dead Space as well as divisive but diverting spin-off Battlefield Hardline, has officially closed its doors on the orders of its EA overlords.

Before this troubling turn of events, the team was hard at work on a new action-adventure set in the universe of Jedi, Sith and Gungans, first teased as a “story-driven” IP upon EA announcing the project in 2016.

Work on said untitled licensed effort will still continue beyond Visceral’s shutdown, however, albeit in the hands of EA Vancouver and with an apparently revised modus operandi: expect less of a “story-based, linear adventure game” and more of a “broader experience that allows for more variety and player agency”.

That’s according to EA’s executive VP, Patrick Söderlund, and while we’ve no idea precisely what he means either, apparently a core focus of the refreshed project will be providing an experience that encourages players to return “for a long time to come”, presumably with extra content atop its “stunning visuals” and “authenticity”.

Shifts in the ‘marketplace’?

Given Söderlund’s emphasis on how much of the rationale behind EA’s tweaked approach has come thanks to the publisher “closely tracking fundamental shifts in the marketplace”, that the move has already prompted more than a few grumbles should come as no surprise.

Relying on focus groups and market trends has its benefits, of course, as anyone on the marketing team for 2015’s controversial Battlefront reboot will surely attest today, but allowing that to hamper creative vision carries equal risks, not least if it means we lose the opportunity for a Last of Us-rivalling tour de force of Star Wars storytelling as a result. And guess what? We like single-player games.

With all that said, it’s worth remembering that we only ever saw brief glimpses of Visceral’s IP in EA’s E3 showreels, so we’ll never know for sure whether the developer’s approach to the project would’ve born fruition or proven misguided in hindsight.

For now, then, let’s keep our thoughts with the enviably creative minds at the fallen studio who’ll now need to seek gainful employment elsewhere. No doubt they’ve bright futures ahead at EA or elsewhere, and we wish them the very best of luck en route.

Figment Review – A Beautiful Exploration Of The Mind [PC]

A music action-adventure set in the recesses of the human mind.

This is how Bedtime Digital Games describe their new game Figment: if you are familiar with Back to Bed, an adorable puzzle game about guiding a sleepwalking man safely back to his bed, you will quickly see the resemblance. (If the title of the game sounded familiar, you probably remember Chris’ preview here).

The first thing that hits you when entering the game is its gorgeous hand-drawn art style, which was one of the most prominent qualities of its predecessor as well. Starting with a pretty little house, we meet our protagonist Dusty, a careless and pessimistic character, who doesn’t care much for anybody or anything. His companion, the bird Piper, works as great opposition to him – cheery, optimistic, and creating bad puns all day long. Well, perhaps some of them are clever, I guess.

Dusty’s scrapbook is stolen by a dark, sullen creature – and we learn later it’s a manifestation of a nightmare. Dusty’s mind is set on getting it back, no matter the cost, and Piper chirps that “something is wrong with the mind,” and that we need to fix it; as a kind of foreboding to what this whole ordeal is about. And so the story begins, as we venture into the imaginations of the mind.

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The puzzles are interesting, and luckily for me, not too hard.

The game uses some interesting terminology; some of which might seem familiar, but on a very different subject than video games; neurology. Collect endorphins so that the “brain will turn back into yourself again in no time,” pulling you out of whatever it is that’s holding you down. Killing nightmares are a way to release these endorphins – which makes perfect sense since endorphins are basically the stuff that makes you happy. One can also collect endurance neurons, which is basically health points. The game also creates new words such as the “remembrane” – which is a ball of light that represents forgotten memories. They can be collected throughout the game and are also a part of restoring your mind.

The terminology is there for a reason; as the game world itself is a manifestation of the brain, Dusty and Piper has to traverse through the different parts of the brain in order to fight the different nightmares. The right side of the brain is the creative side, and the scenery adjusts accordingly, with instruments decorated as flowers, creating an absurd yet playful atmosphere. The logical part of the brain, on the other hand, is filled with cogs and clocks, with darker colours. There are really interesting concepts concerning the brain that make it into the game, such as the “train of thoughts” which is an object used to solve some of the puzzles in the logical part of the brain. Very well done by the developers – very clever indeed!

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This specific puzzle… I was stuck on it for quite some time. *sigh*

The puzzles get more extensive as you proceed in the game, meaning you need to look around everywhere, backtracking and so on. Some of the puzzles that look dimensional like this remind me of the indie game Monument Valley. However, the puzzles are not too hard, which I liked. I am a fan of progress in games and appreciate not having to be stuck on a puzzle for a longer period of time.

The majority of the game is about solving puzzles, but there’s also a bit about battling enemies or so-called nightmares. In terms of gameplay, Figment shows how the hack ‘n’ slash element can be implemented into a relaxing game successfully. It is simple and straightforward – and patience is key when it comes to defeating your enemies. The nightmares come in the form of human fears, such as disease, spiders, etc, which is interesting, because they are both rational and irrational fears – applying to both parts of the brain!

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The loading screen is a map of your progress, which is pretty handy. And it is gorgeous-looking too. The universe actually reminds me of the painter Salvador Dali and his painting “The Persistence of Memory.”
Do you see the resemblance?

It is clear that Figment is a game that focuses on its musical prowess. And with good reason, too. I loved the sound design in this title. The music changes depending on where you are in the brain and which nightmare you are fighting. The instruments that play in the soundtrack are blended into the scenery in a very beautiful way, and one can clearly see how essential music is to the ethos of this game. It gets better: during the boss encounters they sing songs to you – about what they are, and why they are frightening. The songs are catchy and fun – I really enjoyed them for this reason alone.

Figment offers a unique soundtrack, with specially designed songs – if there ever exists a vinyl of the music, be sure to send it my way, okay? Just sayin’.

Though the game doesn’t contain that much action, it sure is a fantastic adventure game. The levels are imaginative, and gorgeous in an absurd kind of way. Moreover, the way Figment chooses to deal with the distress of the mind is fascinating, and very well done.

As of this moment, the game is only available on Mac, PC, and Linux. Hopefully, it will be available on Xbox, PS4 and Switch soon, because more people definitely need to play this.

Gran Turismo Sport Review – An Impressively Polished Racing Sim [PS4]

The Gran Turismo series has always left racing fans feeling accomplished, trained and ready to tackle the toughest racing courses known to man. The enormous selection of cars and daunting content featured in the series’ Career mode were both namesakes in the long-running racing franchise. With Gran Turismo Sport, the series does away with both, leaving long-time fans a bit sceptical to the change. However, Polyphony Digital manages to create something the genre desperately needs to stay competitive and does so with astounding visuals and sounds, ambitious online competition and a campaign mode geared toward making every player a better, more sound racer.

Taking the racing genre to new heights in online competition

If you’ve played through the beta last week, the layout of GT Sport should look familiar. Opened with a beautiful shot of one of the 160+ racing machines featured in Sport, the options on where to first go seem limitless. With various racing modes like Arcade, Campaign and the online hub of competitive racing – Sport, the best way to tackle this daunting racer is to hone your skills on the track. Campaign mode allows you to do exactly that, tasking you with various driving tactics like conquering S-curves, to full lap time trials.

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Without question, GT Sport is easily one of the most breathtaking titles to grace the current generation of video games.

The absence of favourite modes blinded by the glimmer of gorgeous visuals

One thing many fans of the GT series will notice almost immediately is the absence of the traditional career path. While I felt extremely disappointed by this initially, I collected my thoughts, took a few deep breaths and continued forward. The game alone looks and sounds like no other Gran Turismo in the series, which was enough to push me reluctantly further into the game. The exhausts growl, engines rumble and the turbo hiss all breathe fresh life into the series; which before shoved otherwise stale and recycled sounds of below standard racing motors.

The level of detail found in every car featured in Sport is astounding and, above all, quite appetizing to the eye. The shimmer and gloss, the detail when racing in the cockpit view (which is by far the best looking cockpit camera view I’ve seen in any racing game to date) and liveliness of every course immerses the player into every race. The shadows that graze across the road follow the cars effortlessly as you patiently bend and curve around the course. The details and sharpness of Sport are quite possibly above all other racing games, however, there still lie a few hiccups in the overall production and appearance in the gorgeous racing title.

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The courses in GT Sport are lively and beautifully rendered for some of the best racing experiences on current gen consoles.

Dynamic weather – something us racing fans have seen a lot of over the past couple of weeks in other new releases – is missing from the formula altogether. The challenge that comes about from slippery and icy courses or dirt stirred up from off-track racers found in other racing sims, which have recently hit the market, is nowhere to be found in GT Sport. The day-to-night cycles which help add a sense of time and endurance to longer races remain untouched in the Gran Turismo series, which easily could have helped push the latest instalment with even more challenges to conquer for the racer.

Making strides in providing enjoyable online races

That being said, this still doesn’t shred the fact that Gran Turismo provides a true racing experience at a high level of competition. In Sport mode, players are free to enter and participate in online races. From daily challenges to legitimate championships, Sport is (obviously) the centrepiece of what this release tries to narrow in on. However, before entering the ring of professional and dignified racing amongst the eager grid of online racers, the player is forced to complete the Racing Etiquette class for proper racing guidelines on how to – more or less – not race like an ass.

The ‘class’ is simply two instructional videos highlighting what counts as proper racing manoeuvres, and what makes you look like the king of all things awful in the world of online gaming. Bumping other racers in the back, boxing racers out around turns, blocking other racers from passing, cutting corners to gain ground; there are tons of rules to follow in the world of competitive online racing in GT Sport, but they do in fact help to make a much more enjoyable experience when diving in online.

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Boxing out, blocking cars, ramming other racers, as well as a litany of other misbehaviours will not be tolerated in the competitive ring of online racing in GT Sport.

If stuck with a penalty, the driver is then instructed to slow down for a set amount of time. While the cars are ‘in the penalty’ they appear as a ghost car to help alleviate any further burdens for other racers. If the driver fails to follow the penalties, they seconds begin to add up throughout the length of the race, and the total is then tallied to their overall time; in turn losing a few spots in the final standings. However, if one racer spins out or smashes into a barrier/wall by an unfair racer, there’s not much help to retain the position you previously held. Sure the disobedient racer was punished, but that has little effect on the innocent racer at hand.

Drivers are separated by driver rankings and sportsmanship rankings in online competitions. The driver ranking shows off how fast you are and comes in a rank from S-A-B-C-D-E, with an S ranking as the best possible outcome. The sportsmanship ranking keeps track of your penalties and overall etiquette form, helping to place racers in evenly matched competitions. The proper racers earn better rankings, increasing their score and rank higher amongst the competition rankings.

Though missing the Career mode, there is still tons of content in GT Sport

Throughout Sport mode, there are a handful of options to choose from, most of which are unavailable at this time. The Daily Races is the only option to dive into right now, but once the online championships begin, there are three other events to partake in. For now, Daily Races will do as it helps to build DR and SR points in your driver’s profile. Each day three different courses are available with a broad range of vehicle classes to choose from. Giving players an evenly matched group of racing machines, players are able to enter the race and begin qualifying rounds. Again, there isn’t much to Sport mode right now, but the promise of taking your online racing career further is inching closer with the approach of competitive championships at stake.

The Campaign mode is where players go to learn the basics, and eventually graduate to more difficult challenges. Like other entries in the series, there are loads of tests taking the player through acceleration/braking, tackling s-curves, out-in-out manoeuvres, as well as tons of other useful skills to help build a better racer.

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Oval courses, street and popular circuit courses, as well as the beloved rally tracks all make their appearance in GT Sport.

Accomplishing all tests with a bronze time or better will reward the player with a car at random. Aside from the new vehicle upgrade, the knowledge of how to conquer turns and other difficult manoeuvres are enough to help push the player a little further into the depths of the multiplayer experience.

Mission Challenge and Circuit Experience are the other two events found in Campaign mode. Mission Challenge gives players difficult situations usually involving the player behind a handful of spots on a specific sector in a course and urged to place the highest position possible before the finish line. Circuit Experience acts as a practice session for every sector, or an entire lap, in every course, with a gold, silver and bronze time to beat. There are tons of challenges and courses to conquer, of which does help to give some of the playability the traditional career mode provided in previous entries.

In Arcade mode, players will finally have the chance to get down and dirty with AI racers in actual full-scale races. Fans of career mode in the other GT games may find themselves hashing out races here, as it provides the closest familiarity to the missing career mode. The course and car selection may be the smallest ever featured in a Gran Turismo title, but the thrill of competing in this expertly handled racer is well worth the downsizing.

Other modes offered in the game are Brand Central, which is the manufacturing market for all of the cars in the game – where players purchase the cars of their dreams, Scapes which is the shiny and spectacular photo mode and the all-new livery editor. Buying your dream car to take on the road, placing it in gorgeous, jaw-dropping settings, or perhaps covering it with custom wraps and liveries to help personalize your ride, all give Sport a casual approach when the heat of the racing grid is too much to handle. The views and scenery in Scapes present a truly remarkable image, some even looking near identical to real-life photos.

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Scapes mode gives players chance to place their dream car into a gorgeous scenic setting and snap the perfect photo.

Throughout Gran Turismo Sport players will race, crash, learn, and occasionally win; all in repeating order. With a strong emphasis on multiplayer racing, and an even stronger swinging hammer crashing down on racing etiquette, I can honestly say my reluctance has subsided almost entirely to the eSports approach. Earning points for your overall driver ranking and sportsmanship ranking, players are easily matched for a better quality of racing.

Find Polyphony Digital’s latest entry in the popular racing series – [amazon_textlink asin=’B00ZG1SVA4′ text=’Gran Turismo Sport’ template=’ProductLink’ store=’geali01-21′ marketplace=’UK’ link_id=’351cec9e-b40a-11e7-a8a4-63dad7f5c6da’] – out now for the PS4.