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Tuesday, 24 September 2013

GTA 5: Why The Heists Are Wasted Potential



So our GTA 5 review is live and, as you can no doubt see, there’s a lot to love about it. You need to play it.
But one of the big features is the new heist missions, a culmination of the likes of Three Leaf Clover in GTA 4, The Job of GTA: Vice City or Breaking The Bank At Caligula’s in GTA: San Andreas.
Make no mistake, though, these heist missions are great. They’re over-the-top, they’re invigorating and in many cases they give you the freedom to approach it however you like.
Well, for the most part.
See while these missions are undoubtedly brilliant, as we pointed to in our review they’re not quite as great as they could be.
We won’t spoil it for you, but the first heist mission sets up the premise of these sections superbly: a stakeout to see what’s what, a series of choices to pick your preferred option, a handful of preparatory missions to gather the necessary supplies and, finally, the heist itself.
Simply put, it’s superb. The successful heist feels special, thanks in part to the decisions you make. When I played it I lost a gunman and I could’ve lost his stash had I not returned to collect it.
It felt like that was an impact of my decision – I opted for a quiet in-and-out approach, so didn’t want to throw a large chunk of my earnings to a gunman who, in theory, shouldn’t have been needed.
When he died, it felt like it was my fault.






But this first heist was, sadly, not as well replicated in further missions. Again we won’t spoil it because those missions – however limited – are just as entertaining.
On more than one occasion these heist missions failed to even provide an alternative method, and while it’s fine to accept a more linear mission – it’s no different to the majority of GTA 5’s missions, after all – the potential didn’t always match the opportunities initially on show.
Some of my favourite parts of the game were when I was looking for a getaway car. It could’ve been any four-door with working wheels, but somehow I felt compelled to find something ‘discrete’, something that could blend in.
It wouldn’t matter, I knew it wouldn’t; the cops didn’t care if I drove a non-descript family car sprayed black or a bright pink limo with a horn that sang Spanish Flea.
But to me, if I was going to do it I’d do it properly. Replace the engine, add some armour and tint the windows dark black. I’d park it in a spot that was easy to access and escape from, as if it really mattered.
This is how involving the heist missions could have been. But they’re not, sadly.
Looking at it mechanically, after finishing the game, it’s clear GTA 5’s heist missions were little more than a set of binary choices. At least those that allowed choices.



Referring back to the gunman – each one has a series of stats, from weapon choice, accuracy and health. But that didn’t really matter. Sure, when caught in a firefight you’ll need a guy who can take a bit of damage, but it seemed this choice was far simpler than that.
The most important stat, then, was the demand of pay. It was here that the henchman’s survivability was rated. At 7% they’d likely die at the specified moment during the heist, but at 12% or above they’d also guarantee their life.
Outside of that, the freedom to stakeout a location and come up with a plan was far more limited than it needed to be. There was only ever two options, a stealthier, concealed method – usually in disguise – or a more brazen all-out assault.
That would be fine, but all it means is that these are little more than picking one of two missions. It’s not as dynamic as it first seems, and that’s a wasted opportunity.
The potential of that first heist mission is never truly realised and though it doesn’t stop the missions themselves from being brilliant, it does mean the initial tease leaves you wanting more.
Thankfully there is room to see this potential come to fruition – not in the single-player but, instead, in GTA Online.



A large focus of the multiplayer mode is the ability to take part in heists. Here, outside of the AI scripting of story mode, Rockstar will be forced into being a little more dynamic.
Rockstar even suggested that the reason for the delay to GTA Online’s release – which is 1 October 2013 by the way – was to give players the chance to familiarise themselves with the mechanics of GTA 5 before heading online.
If true, this could mean the single-player’s heist missions are little more than tutorials, examples of some of the ways you’ll be able to assault banks or stores online with your friends.
The potential for heists lies with GTA Online, then, where Rockstar plans to continually update the game with new content and, perhaps, new, more dynamic heists.
Because it’s impossible to plan every inch of a heist perfectly when you’re playing alongside other players who could, in theory, be out to claim the money all for themselves.
We’ve seen the promise that heist missions could bring to the GTA franchise, let’s hope that GTA Online will give us that since the single-player doesn’t quite manage it.

FIFA 14 Review

Who will finally win the football? Will it be FIFA 14? Find out in our FIFA 14 review.

 

We always greet a new FIFA title with both a buoyant sense of excitement and a lurking feeling of disdain. After a colourful history of annual FIFA releases spanning nearly 2,000 years, we can be forgiven for occasionally succumbing to the latter.
However, FIFA 14 has shown us that, although it’s easy to write off any football title as an arbitrary big seller that will appeal to the proverbial ‘lads’ and just about no one else, there really is room for widespread acceptance of FIFA 14; even among those that normally wouldn’t touch it with a shitty stick.
We say this because, no matter its shortcomings, the FIFA franchise has been a leading light in the genre for a long time and has become one of the most satisfying multiplayer experiences around – a pure, brilliant form of no-frills competition.
FIFA 14 is the Rubber Soul of football games. It’s reached the tipping point where another carbon copy just isn’t enough, and so EA has decided to be a bit odd and has thrown some new things around that have turned out to be close to genius.





FIFA 14’s Technical Revolution

In gameplay terms, FIFA 14 is a world away from the last couple of games in the franchise, bearing more resemblance to the slower, more deliberate FIFAs of a few years ago.
Gone is the shoddy and unrelenting emphasis on sprint speed and acceleration – a combination of strength, ball control and vision is the new elixir for any budding participant.
No more sticking Theo Walcott up front and hoping for the best, as FIFA 14 is reliant on close control and a pass-and-move structure that is far more reminiscent of real-life football.
The physical side of the beautiful game is conveyed extremely well here.
The clunky physics that marred FIFAs 12 and 13 have been all but nullified, and receiving the ball in the middle of the park and holding off an over-eager opponent until a teammate can offer you support is an interesting and well-realised feature.
Passing has been tweaked yet again to add more of a technical feel to the game. Gone are the days when a simple tap of a button would suffice – FIFA 14 is all about picking your moment well and ensuring that the angle and weight of your pass is tip-top.
If it isn’t exactly right then expect to see the ball trickling into touch or being swiped at by an opportunistic opponent.
At long last the through-ball has been made more difficult to execute properly, something that will greatly change how you play the game.
It’s become more difficult to open up space with a pass, requiring you to act quickly when passing to ensure that your men can free themselves up, receive a pass and offload it before getting clobbered.
Achieving the desired amount of ‘liquid football’ is totally up to the player and the decisions they make while on the ball, rather than just hitting and hoping.
These are not new features, but they have been honed and re-shaped brilliantly to provide a more immersive and tactical experience. As a result, FIFA 14 is much more of a sports ‘simulation’ than a lot of EA’s recent output.
Graphics, on the other hand, have seen little change. FIFA 14 very much looks like its predecessor, and although we’d have liked to see some improvements, the game’s graphics are still passable.





 



FIFA 14’s Game Modes And Presentation

Ultimate Team has undergone another minor overhaul and has become far more reliant on player chemistry, while the excellent competitive Seasons mode also features. [We were unable to play FIFA 14 online for the purpose of this review and, as such, were unable to test the new features.]
FIFA 14’s Career Mode has returned yet again and stands out as an addictive and rewarding feature.
Career Mode offers a comprehensive(ish) insight into the life of a manager and allows you to spend hours poring over transfer statistics, struggling to appease the board and crying every time you lose a simulated game.
The new Global Transfer Network feature in Career Mode is a bit of a non-starter though, and doesn’t appear to make much of a difference to the experience, only really serving to inundate you with a huge amount of in-game emails that start to become a pain very quickly.
However, in spite of more complicated modes, local multiplayer is still the biggest highlight of FIFA. Going head-to-head with one of your mates is vital, exciting and occasionally heart-breaking.
Every shot that rattles the bar, every pass that doesn’t quite make it and every mistimed run is more than made up for by the fact that, at any point, that optimistic 30-yard drive might just find the top corner.
FIFA 14’s menu interface leaves a lot to be desired. Blocky sections have taken on the form of a less colourful Windows 8, each one having a sub-menu that has to be navigated through with the right stick.
It’s an unclear menu system that definitely looks slick, but at the expense of functionality.
Despite this, in-game presentation is wonderful as usual, and looks like it’s been pinched straight from Sky Sports and just given a new paint job.




 

Attack Of The AI

If you are a bit of a Billy-no-mates then playing the AI will be the only solution. When you attempt to beat it on Professional difficulty or higher, bear in mind that no FIFA game would be complete without psychic AI.
After an AI-controlled opponent has skipped a graceful and astutely timed tackle for the 400th time in a game, you do start to get the impression that it’s just taking the piss out of your inferior human brain by reacting to every button press before your player’s requisite animation has even kicked in.
We like a challenge here, but sometimes it becomes difficult to put a brave face on things when a series of algorithms and binary calculations has made you look a tit.
There are a few lingering AI issues in the defending department, but not nearly on the scale of FIFA 13.
Last year’s game was rife with AI difficulties whereas FIFA 14 is a much tighter affair and a lot more in line with the ‘intelligent’ teammates that EA has promised us. It’s still a little wooden, but marks a vast improvement.




 

FIFA 14 – By The Numbers?

The inexorable march of the annual football title labours on without pausing for breath and we’re left with another title that, despite its flaws, has ticked a lot of the boxes that the last few iterations of the franchise have struggled to.
If a frenetic arcade experience is your bag then this is not the game for you – FIFA 14 is a deliberate and calculating football sim that punishes mistakes and rewards brilliance whenever it can be mustered.
This franchise still remains vital in the sports genre, and this iteration is very much the strongest since FIFA 10, boasting a vigorous physics overhaul and a wealth of positive gameplay changes.
Although it remains to be seen how different the next-gen version of FIFA 14 is from what we’ve played, you’d be forgiven for snapping up a copy at release rather than waiting until November.
FIFA 14 is not a perfect football game, but it’s much closer to one than most of its predecessors – and most of its rivals.
As usual, it can be fairly infuriating at times; however, the added depth to FIFA 14’s wonderful gameplay more than makes up for the franchise’s residual idiosyncrasies. A true return to form.
Version tested: PS3

Monday, 23 September 2013

Xbox One Game DVR clips shareable only through Xbox Live at launch

Microsoft's Albert Penello says support for YouTube and Facebook will be added by 2014.

Video clips created using the Xbox One's Game DVR feature can be shared only through Xbox Live at launch, senior director of product planning and management Albert Penello has said.
In an interview with Destructoid, Penello said support for sites like YouTube and Facebook will be offered "by next year."
Xbox One Game DVR clips are captured in 720p at 30 frames-per-second. The Xbox One will automatically record the last five minutes of gameplay. Gamers can say "Xbox Record" at any time to begin recording content at any point.
Players can then edit their video and spruce it up with voice-over and even picture-in-picture through the Kinect. The Xbox One also supports external video capture devices.
The Xbox One launches on November 22 for $500.

Apple sells 9 million new iPhones in three days

Company touts record-breaking launch of iPhone 5s and iPhone 5c models; more than 200 million iOS devices now running iOS 7.

Apple sold a record-breaking 9 million new iPhone 5s and iPhone 5c devices in three days, the company announced today. Both new models went on sale on Friday, September 20.
Apple also announced today that more than 200 million iOS devices are now running iOS 7, making it the "fastest software upgrade in history," the company said.
iOS, the "most significant iOS update since the original iPhone," launched on September 18, introducing a new user interface, color palette, and free radio service called iTunes Radio.
Over 11 million listeners have already used iTunes Radio, Apple said, noting the most popular song is "Hold On, We're Going Home" by Drake.
Demand for the iPhone 5s has "exceeded the initial supply," with many online orders expected to be shipped in the coming weeks, Apple said.
"This is our best iPhone launch yet--more than nine million new iPhones sold--a new record for first weekend sales," Apple CEO Tim Cook said in a statement. "The demand for the new iPhones has been incredible, and while we've sold out of our initial supply of iPhone 5s, stores continue to receive new iPhone shipments regularly. We appreciate everyone's patience and are working hard to build enough new iPhones for everyone."
The iPhone 5s is the first smartphone to feature a 64-bit processor. It also includes a fingerprint scanner. The iPhone 5s is available on contract starting at $200 for a 16GB model. The lower-cost iPhone 5c is available in numerous colors beginning at $100.

Street Fighter legend Daigo smashes EVO 2012 champ at Tokyo Game Show

 Daigo "The Beast" Umehara beats Street Fighter 25th Anniversary and EVO 2012 Champion Lee "Infiltration" Sun Woo 10-2 during a Tokyo Game Show showmatch.

Weeks after Street Fighter and fighting games legend Daigo Umehara dismantled current EVO Champion Kun "Xian" Ho 10-0 in Street Fighter IV AE 2013 during a showmatch at PAX Prime, Umehara has done it once again to last year's champion at this past weekend's Mad Catz Unveiled event at Tokyo Game Show.
While not a complete shutout, Umehara's Ryu handily defeated Sun Woo Lee's Akuma 10-2. This is the first time Umehara has defeated Sun Woo Lee in their last four meetings, with Sun Woo Lee eliminating Umehara from EVO 2013, defeating him in the finals of the Street Fighter 25th Anniversary tournament, and sweeping him in the winners bracket of EVO 2012.
"Ever since I became a pro, I've been to a lot of tournaments, but this exhibition match was the one match where I thought about 'how to win' the most," Umehara said, discussing the match after it was over. "I was thinking 'If I've come this far and still lose…, I'd have to throw away all of my past experience and start again from zero.'
"I watched videos of Infiltration, and myself, and I noticed when watching myself 'Oh, this has become a habit,' or 'I should've done more of this,' and tried to work on it."
In the second day of showmatches, Umehara also defeated longtime American rival Justin Wong from Evil Geniuses 3-1. Umehara would lose in the second round of the Japanese Capcom Cup qualifier later that weekend.
Watch the matches between Umehara and Sun Woo Lee, and Umehara and Justin Wong below.

PES 2014 Review

Modern football, that overblown and ongoing soap opera, is built on a mix of loyalty and nostalgia. That team, that goal, that year – the fan sticks with the badge through countless squads. This even seems to apply to football videogames; I wanted to play PES 2014 because the memories of its predecessors, like ISS Deluxe and Pro Evolution Soccer 2, play through my mind like a Cruyff highlights reel. This is why it's important that, as the title screen appears for the first time, Nessun Dorma starts to play. This is Proust's madeleine cake for the pie-chomping masses, the evocation of a particular era and all it means, a callback to Italia 90. It is a promise; here is not just football, but romance.
The ongoing alphabet war in football games is PES versus Fifa, the Old Firm of the digital age with its legions of fans queuing up to buy one and decry the other. EA's flagship title has recently ruled the roost and, with Fifa 14 seemingly offering more of the same but better, the onus is on Konami to up its game. PES 2014 does that and then some. This is a new beginning for a series that was looking timeworn, and one where the first principles are absolutely bang on.
For the first time I can remember, PES 2014 looks better than Fifa 2014. It's not a simple matter of comparing screenshots or the various player likenesses, but how everything moves. Players constantly track the ball, and their every twitch reflects the situation – crowded, open, one on one, holding off a defender – the range of animations and the sheer liveliness of the spectacle is astonishing. The crowds and stadiums are a gigantic improvement over recent PES titles, and the match introductions for competitions like the Champions League recreate the television presentation perfectly.
The visual upgrade aside, the far more important change is in how this feels. Suffocated beneath PES 2014's marketing ballocks about a Motion Animation Stability System (geddit?) and Trueball tech is the colossal achievement of approximating player momentum and movement – the 22 men on the pitch feel like 22 individuals.
PES 2014 PES 2014 doesn't have the license for certain clubs or players, but a handy feature means you'll be able to download fan-made 'corrections' easily enough. Photograph: Konami In slow motion you can see the extraordinary precision of this system, and how every limb's animation flows fluidly out of another, every kick working and looking like football. First-time shots are caught sweetly on top of the toe, boots wrap right round the ball for swerving crosses, and the bad tackles make you wince in sympathy. The feeling of control this creates is remarkable: things like knowing when you have time or don't feed into simple actions such as cushioning the ball. Being man-marked is suddenly a massive deal. And thinking about what you're going to do next is as important as knowing what you're going to do now.
This creates a slower pace than the style of Fifa and recent PES, where with simple inputs players can ping the ball around with first-time passes. The way PES 2014's players move and act is from another world. Receiving the ball in midfield, for example, your first consideration is collecting the pass cleanly, then shielding the ball or turning, then picking the pass and only then pressing the button and getting the weight right. Players cannot swivel on a sixpence and slot a through-ball when they're running away from goal, nor can they effortlessly gather an over-hit pass or suddenly switch direction for an under-hit one. These might be the first videogame footballers I've ever controlled that vaguely resemble humans in motion, rather than just running through human animation cycles.
This has an acclimatisation period. The manually aimed through-ball system initially seems like a mess of waving cursors and lost possession, then after some practice a calmer head starts to prevail. This is also a supreme example of why PES's idiosyncrasies are so well thought out; the execution of a through-ball in this needs the same combination of split-second execution and cool planning as doing the real thing in a game. These little illusions or overlaps, call them what you will, permeate the advanced controls of PES 2014 and create an increasingly firm connection between you and the players.
Still, it's not all glory. The AI in PES 2014 is generally very good, especially on higher settings, but it has blind spots where defenders turn into Titus Bramble, gormless ball-watcher extraordinaire; specifically, a simple chip through on goal often leaves the AI flailing. More worryingly, it seems the developers have 'solved' this issue by giving defenders the odd speed boost in such situation. The goalkeepers also retain a tendency to drop the odd clanger, often from deeply unpromising situations like a lofted pass forwards, and online especially it's rather an embarrassment to score goals like this.
There are other aspects of PES that make Fifa look good; it could use an overhaul of the menus throughout, especially for mid-game changes, and faster transitions when the ball goes out of play. There are also some frame rate drops at the beginning of matches and after close shots, which are rather annoying but not detrimental to the football.
PES 2014 These flaws should not be ignored, but nor can they detract from what a monumental game PES 2014 is. Calling it a simulation doesn't quite feel right, but this captures the look and action of a football match better than anything else I've played. It even has an air of mystery in the form of its 'heart' system, which is supposed to mimic players' reflections of the way a match is going. This didn't have any impact that I could see until, in a Champions League semifinal, Celtic were at home to Barcelona and trailing by two goals. In the second half, an early goal for Celtic took the roof off – and for the next ten or fifteen minutes every player seemed a little more pumped-up, and first to the ball. The mighty hoops soon equalised, and went on to win 3-2. Was that the 'heart' system? I have no idea but, you've got to say Clive, what an atmosphere that was.
So what are the new battle lines between Fifa and PES? Where the first is brash, slick, easy to pick up and filled with pop songs, PES 2014 is slower and more solid, with all the focus on the pitch and what happens there. One of Fifa 2014's cover stars is the direct and thrilling Gareth Bale. That works. But if PES 2014 had a cover star it would be more like Andrea Pirlo as described by Barney Ronay; the space-conducter, the maestro, the artist capable of "filleting out the spaces between the people".
PES 2014, for all of its flaws, takes a different direction to Fifa. More than anything, its sensitivity in how it interweaves deep mechanics with the feel of its controls leads to a much more satisfying experience, and in its way delivers on that promise of romance. Technology in the service of atmosphere and animation. A feeling PES 2014 rewards the head as much as the hands. In these matches you have some unquenchable conviction that – whether you win or lose – there is a right way to play, and it is PES 2014. This is a beautiful game. This is Total Football.
• The game was reviewed on a PS3

TGS 2013: World of Tanks Cooperates with Girls und Panzer

At this year's Tokyo Game Show, the famous strategy game developer Wargaming.net has taken part in the event for first time teasing for their hot military game World of Tanks. Wargaming is also famous for World of Warplanes and World of Warships.
In order to get more attention in the Japanese game market, Wargaming works with the popular Japanese animation Girls und Panzer(ガー ルズ&パンツァー)by combining the different elements between the animation and the game. Panzer and tanks have gathered enough attention in the show. 
During the event, Wargaming Japan has announced that Japan will be the seventh country added to the World of Tanks, with Chi-Ri, Type 61,Type 95 Ha-Go and Chi-Ha in the team.

Sony Considered TV Connectivity for the PS Vita, Then Scrapped the Idea and Made the PS Vita TV

Many asked for the possibility to connect their PS Vita to their TV, and that possibility almost became a reality but was ultimately discarded, as explained by Sony Director of the Second Division of Software Development Muneki Shimada and Hardware Planning Division Manager Kiyoto Shibuya in an interview on the Japanese tech website AV Watch.
The question was prompted by the revelation by Shimada-san that the upscaler used by the PS Vita TV to adapt games to 1080i resolution for display on a TV screen is already included in the current model of the PS Vita. At that, the interviewer asked if the original PS Vita was supposed to feature TV connectivity:
Shimada-san confirmed, and Shibuya-san clarified further.
With the PSP, connection with a TV was available since the PSP-2000. At that time there was a discussion on whether it was good to have a cable attached to the back of the console going to the TV with motion controls.
At the end of that internal debate, we decided that splitting between the “portable Vita 2000″ and the “PS Vita TV” was the ideal solution.
Personally, I would have preferred the option to attach a cable to my Vita, with no real care for motion controls, But I guess I’ll take the Vita TV. It’s much better than nothing.

GTA 5 Review


There was reason to worry about GTA 5.
GTA isn’t the same it was in the PS2 era of the series, it just isn’t. There’s a sense of self-importance about the series now, perhaps an expectation of its hyper-popularity or perhaps a maturing Rockstar looking to do something ‘serious’.
So there were concerns - after GTA 4 - that Rockstar was taking a different, unwanted direction, and many gamers were bored by GTA 4’s missions, the surface-deep appeal of Liberty City or the not-so-tongue-in-cheek characters.
None of that matters, though, because GTA 5 is exceptional. This is GTA, as we know it.



 

GTA 5’s Los Santos

As is often the case with any GTA, the star of the show with GTA 5 is its city. Los Santos is something else entirely, a world brimming with detail and as much a technical achievement as anything else.
Sure, it’s not nearly as smooth-edged as the GTA 5 trailers suggested, but it’s impressive all the same. It’s rare for a game to stop you in your tracks these days, but there are a number of moments where GTA 5 does just that.
It could be the glaring light of sunrise as it peeks over Mount Chiliad, racing through the Los Santos sewer basin at sunset or simply watching a realistic world just happen as the lights of distant tower blocks switch on.
GTA 5’s world is something else, with a level of detail we haven’t seen since Sleeping Dogs – but on a considerably larger scale.
Pick any point on the map and there will be some finite – and inconspicuous – piece of the world to absorb.
GTA 5 is easily one of the most impressive creations this generation, if not for high-end graphics – the likes of Crysis 3 and Battlefield 3 win on this front – than for its scale.
But make sure you check out the water – especially out at sea – it is uncanny.


 

Things To Do And See In GTA 5

But any world – however impressive – is useless without things to do. Learning from the mistakes of GTA 4, however, GTA 5 has countless things to do and see.
This could be the incidental games of tennis or yoga sessions, competing in triathlons or races on the dusty trails of Blaine County or even the far grander events in the form of parachuting or hunting.
Then there’s the myriad collectables, Red Dead Redemption-style bounty missions or the numerous dynamic events that appear within the world.
Or the Freaks and Strangers that litter Los Santos, from an elderly couple collecting celebrity underwear or a two-man Border Patrol crew who hunt down and arrest suspected immigrants for no reason other than their own sense of prejudice.
Then, of course, there’s the general dicking about. GTA 4 was too sombre an experience; as great as Niko Bellic was, he wasn’t someone you could live in. He was too serious, too melancholy.
Thankfully it’s not such a task to get hold of weapons and it doesn’t feel quite as horrible to gun a random citizen down in cold blood. If genocide was your favourite pastime in GTA then know that you’ll have hours of pointless murder to look forward to.
And we all love pointless murder, right?


 

Three Characters, Three Points Of View

Unless you’ve ignored every mention of GTA 5 since its reveal – if so, why are you reading this? – then you’ll already know you can play as one of three characters, at any point.
There’s Michael, the retired crook who’s far more psychotic than he lets on. There’s Trevor, who’s far more psychotic than he lets on, even despite making it clear to the world just how deranged he is.
And then there’s Franklin, who will likely become known as ‘the other one’.
Rockstar’s finally managed to create a set of characters outside of its usual template: you know, the inherently bad guy who just wants to be a good guy, but The Man just can’t let him escape his past crimes. That Rockstar template.
Michael is perhaps the closest fit to this typically Rockstar protagonist – with the exception that he’s already settled down, and actually prefers the moments where he’s a little more anarchic.
Trevor is the complete opposite. He isn’t settling down any time soon, and revels in the bloody chaos. By far the best character of the three – and not just because of his penchant for murder – Trevor is surprisingly deep as a character, too.
And Franklin, the humble would-be gangsta that acts as a sort of neutral ground for Michael and Trevor. He’s as happy to kill as the other two, but somehow manages to come across as quaint, friendly, nice even.
Like a puppy killing a bird Franklin somehow seems pleasant in spite of his brutality, immune to the otherwise highly-strung nature of Michael and Trevor.


 

GTA 5’s Switching Mechanic

Of course the big selling point here is that you can play as any of these three characters however you want.
You can dress them up (or down, if you really want), kit them out with a selection of weapons while each has unique hobbies and pastimes to enjoy while out and about in Los Santos.
The switching mechanic works surprisingly well. Though it’ll take up to 30 seconds to switch, it does so almost seamlessly, hiding its loading behind a Google Earth style zoom-in, zoom-out function.
It’s all very slick.
But in GTA 5's missions there are far more restrictions. We were promised complete freedom as to who we played as and when, but this most certainly is not the case.
It’s not necessarily an issue since such a feature allows Rockstar to handpick the most entertaining part of a mission, but rare are the times you’ll have total freedom to pick who you want to play as.
It’s a shame, admittedly, but it never really feels like a worthy criticism. There will be those who only want to play as one of the characters – and sadly that’s not possible – but everyone else likely won’t find this restriction too limiting.


 

GTA 5’s Missions

But what about the missions you undertake? Well, they’re a varied bunch. Some, especially early on, are more about introducing features or unlocking elements of the open world. Drive from A to B, your usual GTA fare and all that.
It’s a problem since the majority of gamers have played a GTA game before. We know ammo is bought from Ammu-Nation, we know how to buy clothes. It doesn’t always need a tutorial.
But there’s still a large selection of spectacular missions. They’re often set-pieces in an open world, but they’re nonetheless more flexible than GTA 4’s restrictive waypointed missions.
If you want to use C4 to lay a trap instead of a sniper rifle, then do it. Now you have objectives, and aren’t reigned in to dance to Rockstar’s tune when it comes to the missions.
And yes, checkpoints mean you won’t ever get frustrated about driving back to a location again.
The heists are undoubtedly the showcase here. These special missions tend to have a build up of sorts as you collect the necessary parts – a fire truck, a getaway car, knockout gas or what have you – making the execution all the more exciting.
It’s when these heists give you a choice that you really feel empowered, even if it does turn out that they’re more binary than they might seem on the surface. The low-ranking gunman will always die, regardless of how many times you attempt the mission.
It’s in their potential that the heists disappoint then, a set of missions that could be exemplary forms of sandbox GTA that, instead, become little more than a choice of scripts to read from.
Nonetheless the missions themselves are entertaining – some of GTA’s finest – and for that reason it feels unfair to criticise GTA 5 for its potential, especially when GTA Online could see this feature expanded exponentially.
We've talked a little more about GTA 5's heist missions, why they're wasted potential and what it means for GTA Online.


 

GTA 5 Review

GTA 5 is what GTA 4 should’ve been. Its world isn’t nearly as empty, its characters are solid and entertaining and you’ll have as much fun making the most of Los Santos in your own time than you will in the carefully crafted missions.
It’s true that GTA 5 – at least on the surface – isn’t quite as humorous as its predecessors, but it’s there for those who want to look for it.
It’s a story that Rockstar has taken seriously, so it has smartly opted to sticking the ‘funny’ bits to the sidelines: the TV stations, the random missions or the peripheral details in billboards and adverts.
While it is a whole new beast GTA 5 perhaps won’t convince those few gamers who don’t ever care about GTA, though it is the most finely tuned GTA game yet.
Driving, flying, shooting and even walking are now smoother than ever, enabling you to do exactly as you want instead of struggling around corners or climbing to your feet.
GTA 5 is one of the best open world games this generation, with a level of quality that few – if any – developers could ever hope to match. It’s GTA as we know it, and what that really means is that it’s a place to escape to.
Los Santos is GTA 5: it’s a world you want to explore, you want to exist in, you want to experience. There’s more to Los Santos than meets the eye, and you’ll gladly put in the hours to see it all.
Version tested: PS3
Note: GTA Online - the multiplayer mode for GTA 5 - is not yet live and, as such, could not be reviewed.
However, we have scored GTA 5 as a complete package including GTA Online, and will create a separate hands-on verdict when the online component goes live on 1 October 2013.

Sunday, 22 September 2013

Grand Theft Auto V Now Available

Today we are proud to announce that Grand Theft Auto V is now available worldwide for PlayStation 3 and Xbox 360.
 
Developed by series creators Rockstar North, Grand Theft Auto V pushes the series forward in exciting new ways. For the first time, players can jump in and out of the lives of three simultaneously playable lead characters, experiencing all sides of an interwoven story. Set in a satirical reimagining of modern Southern California, Grand Theft Auto V offers players the freedom to explore the dense urban metropolis of Los Santos and the wide open countryside of Blaine County; plan and execute a series of epic heists; meet a vast array of strangers and freaks; or participate in a host of activities, from golf to arms trafficking, base jumping to yoga and much more.
 
Grand Theft Auto V also includes access to Grand Theft Auto Online, the revolutionary new open world online game launching October 1st that comes free with every copy.

Friday, 28 June 2013

Just Cause 2 Multiplayer mod is back with another test weekend

The manic Just Cause 2 Multiplayer mod is holding another public test this weekend, after adding a selection of features sure to amplify the absurdity. Well, mainly one feature: improved hit detection – transporting over the single-player aiming system, for gunfights that are more responsive and lag-free. There’s a trailer showing the new system in action. Warning: dubstep.

The other big change might actually reduce the bullet-spam death hell of populated areas: finite ammo. “From day one of on-foot hit sync, we’ve had infinite ammo as a stop-gap solution. No more! From now on, you’re going to have to conserve your ammo. Think you can get away with shooting forever? Think again!”
For a complete round up of what’s new in this version, head to the test’s announcement post.
The public weekend will kick off tomorrow and end on Monday. You can find the exact start for your timezone at this handy page.

Thursday, 27 June 2013

Free To Play: first impressions of Valve’s Dota 2 documentary

I visited Valve early last month, and while I was there I was treated to a world-first, last-minute screening of the first part of ‘Free To Play’, the Dota 2 documentary that the devs have been working on since prior to the first International tournament.
The version I saw was so raw it was being shown directly from the editing software, and there were a lot of first-pass effects that undoubtedly be finished by the time the film comes out. That said, I’m in a position to provide a sense of where Valve are going with it, as well as a few of my concerns over things it might be missing. I’m going to run through my first impressions below, but bear in mind that I will talk about a few specifics of what the movie covers – if you’d like to go in completely spoiler-free, consider this your warning.
They’re using lots of inventive ways to explain Dota 2, but could take this further
The film opens with a montage of people explaining Dota: its history, its popularity, and what you actually do in the game. It’s compared to basketball and chess, and at one point a speaker describing the game as branching network of decisions is accompanied by a diagram illustrating the kinds of choices players make over time. Interviewees range from pro players, community members like TobiWan, developers, and fans outside the games industry.

To illustrate the game, they’re using a mix of in-game footage, new Source Filmmaker animation work, off-screen footage from the International and other tournaments, and even parts of the Gamescom trailer from 2011. At the time I told Valve that I thought this approach was a little scattershot: if the film was your first introduction to the genre, it might be difficult to tell exactly which footage was from Dota 2 and which wasn’t. That said, it’s exciting and emphasises Dota’s legitimacy as a sport, which is important.
Their access to players and their families is really impressive
The bulk of what I saw was concerned with establishing the stakes leading up to the first International. In part this is handled as you’d expect: the history of competitive DotA is covered in order to set up the reveal of the tournament’s astonishing $1m prize pool, and there’s even a montage of shocked YouTube comments from the day the figure was announced.
The heart of the film, however, are Valve’s interviews with players and the people around them. They didn’t just sit down players in front of a greenscreen and get a few soundbites: they followed players as far apart as North America, the Ukraine and Singapore, seemingly for weeks if not months. To give one example, the film covers not only Dendi’s homelife but his childhood and relationship with his parents and siblings. There’s also close attention paid to the attitude of different players’ families to their chosen sport and what success means to each of them. It’s affecting and, crucially, it’s very human – exactly what e-sport coverage needs to achieve to find a wider audience.

There’s also footage of Dendi dancing around during a school play. So you’ve got that to look forward to. The guy, unsurprisingly, can dance.
They could do more to explain what makes each player talented as an individual
My only reservation about the documentary’s depiction of pro players is that it tells the viewer that they’re very talented without really showing why that’s the case. I understand that not everybody is going to be able to look at a bit of Dota footage and figure out what makes someone skilled, but this is where a slower, more explanatory approach could be useful.
One of the things that makes the Daigo Third Strike comeback so legendary in the Street Fighter community is that even if you know nothing about SF it’s possible to watch that video and get that not only is this guy skilled, but that he’s skilled because he’s calm, accurate, and has masterful timing. Hopefully this is something that Valve will also factor in for Free To Play: don’t just describe Dendi as talented, describe him as creative.
It’s kind of heartbreaking when you know how it ends
There’s something strange about watching a sports movie when the tournament itself happened almost two years ago: particularly when you’re watching players talking about how important winning is to them when you know they’re going to lose. This isn’t a criticism of the documentary, and it won’t be relevant for every viewer, but Dota die-hards should expect a degree of cognitive dissonance.
Valve are taking this seriously
Valve do very little by halves, and their filmmaking crew treat Free To Play as their full-time job. They’ve got a dedicated editing suite set up, and I would be surprised if Valve don’t continue to produce movies after this. It’s definitely in-keeping with Valve’s general shift from developer to wide-ranging media company.
Finally, and perhaps most importantly, the film treats Dota 2 – and games in general – as if they’re worthy of coverage by default. No “it’s only a game, but…” or “look at this novelty sport.” The only doubt about gaming’s legitimacy on the competitive stage is expressed by parents, and it’s heavily contextualised. This is great for e-sports in general: it doesn’t ignore the fact that they’re still a relatively niche pursuit, but it never questions Dota’s right to be taken seriously or the enthusiasm of its fans. For that reason alone, I’m really excited to see how Valve’s first foray into filmmaking turns out.

A new 20v20 battleground is coming to TERA

TERA, which only just finished up its kooky birthday celebrations last month, is already rousing itself from its cake coma to pump in new content. Today En Masse announced a new battleground, Corsairs’ Stronghold, which looks stylishly piratey in this trailer.
To be honest, it’s hard to believe this is only a 20v20 battleground, because the map looks massive. Your job is to break into the stronghold; you can wimpishly scale the ladders, but way cooler is the ability to drop in via airship, or bust through the walls with a siege engine. Players at level 30 or higher can partake in the cannonball-slinging “test of your ability, not your gear.”
Corsairs’ Stronghold isn’t just a PVP map, though—all sorts of related goodies are included, like unlockable titles and a “Black Pearl” mount. There’s also a peg-legged costume available in the in-game shop, if you want to take cheerful piracy to the extreme. It hits July 2.

PlanetSide 2 to include user-generated missions from August

Top news for bossy players: PlanetSide 2 will be introducing user generated missions. SOE’s MMOFPS is set to give those carrying the correct command certs the ability to specify objectives, letting others browse and pick a player-made mission that takes their fancy. It certainly sounds a more elegant system then spamming “ATTACK THE THINGS!” in chat.
“PlanetSide 2 has always embraced the idea that the core game content is totally player driven,” writes developer ‘JGood’, “so the mission system just takes that idea a little further. We want to give players (with appropriate command certs) the ability to create mission hotspots on the map that can be viewed by their entire Empire.”
SOE have provided examples of how the system might push players towards participating in missions:
Air Strikes at location:
  • XP bonus to ground kills/assists while in aircraft at this location
  • Greatly increased gunner XP bonus (for Lib Pilots)
  • Greatly increased XP bonus for Sunderer kills
Deployment to location:
  • Large XP increase to deploy-bonuses
  • Large XP increase to AMS spawn bonuses
  • XP bonus for repairs to any deployment vehicle (Galaxy & Sunderer)
  • XP bonus to squad-deploy bonuses
  • Increased weight on Instant-action values
SOE plan to release the new mission system in August.

Bioshock Infinite review


When I finished BioShock Infinite – don’t worry, I won’t spoil anything – I was dumbfounded. I wanted to tell someone what I thought, but for a moment I had absolutely no idea. I’d experienced a kind of excited panic, then total delight, then momentary confusion, and then a rush of extraordinary sights, powerful scenes and sudden twists that left me struggling to keep up.
It’s a spectacular ending. It’s just a shame it doesn’t make a lick of sense.

“The plot really does jump the shark. It jumps a lot of sharks. It jumps BioShark Infinisharks”

Infinite is wonderful. Every single person who can play it, should play it. It’s a fascinating and gruesomely fun adventure in a genuinely unique, magnificent place. But the plot really does jump the shark. It jumps a lot of sharks. It jumps BioShark Infinisharks. That’s not uncommon in cinematic first-person shooters, but I mention it now because the game’s mysteries are such a big part of its appeal.
You’re on a flying city of magical racists in 1912, and that soon drops to being only the fifth or sixth most puzzling thing about your situation. Who are those two? Why are they talking about me? What’s with the giant cyborg bird? What does AD stand for? How does he know… why does she think… when did they… why can I shoot crows from my hands? And how do these pants help me reload?

The intro says you’re Booker DeWitt, a private investigator tasked with retrieving a girl named Elizabeth. But I played more like a crazed amnesiac looter, scouring the city for spare change and story clues. In cheerful contrast to the original BioShock’s deep-sea madhouse, the flying city of Columbia is still thriving, still beautiful, and still populated – albeit with magical racists. That means it can give you little pieces of these puzzles in more interesting ways, and hoovering them up into a wonky jigsaw is a joy.

“You get to know Columbia as a tourist: a dazzling dream of an impossible city in an impossible place – tranquil, prosperous and happy.”

I think it still would have been, even if a tear had opened in the fabric of spacetime and future alterno-Tom, stroking his goatee, had told me that the plot ultimately doesn’t add up. So I’m telling you in the hope that you’ll still enjoy the process of assembling that wonky jigsaw, without being quite so disappointed when the game itself cuts all the nobbly bits of the pieces so it can cram them together the way it wants to.
Really, it’s just a pleasure to have a game this substantial to explore – and one that gives you the breathing room to do so. You still spend a lot of time killing things in BioShock Infinite, but it knows when to give you space. You get to know Columbia as a tourist: a dazzling dream of an impossible city in an impossible place – tranquil, prosperous and happy.
Shops, blocks and districts waft wonkily through the air, listing as they cruise in to dock with each other. Bells chime, children play, locals picnic. There’s a fair on, and everyone’s out in their 1912 Sunday best. The sun is dazzling, the views are breathtaking, and everyone you meet is chattering happily. As heavy metal clamps lock a tailor’s shop in place, I realise the times on the sign outside aren’t their opening hours: they’re arrivals and departure times.

Your arrival is one of gaming’s few truly perfect scenes: a chapel, floors awash with holy water, stone walls echoing with the calming harmony of a gospel choir. Stained glass dioramas flood the space with brilliant gold light, and the heat from a hundred candles creates a gentle haze. The only hint that you’re not actually in the afterlife is an occasional, very distant clanking, as some chunk of the city drifts against its restraints. It’s more than atmospheric; it’s exquisite. That kind of ridiculous artistic flair runs throughout: staggering works of sculpture, transformative use of light, perfectly judged ambience, and music that both nods to the plot and subtly changes the mood. The mileage this game gets out of the song Will The Circle Be Unbroken alone – all four times it’s used – deserves some kind of award.

“Your arrival is one of gaming’s few truly perfect scenes”

Columbia is a less restrictive setting than BioShock’s Rapture, and each district has a different vibe. That makes your adventure through it fascinating, and each new area exciting to discover. Even close to the end, you’re visiting remarkable new places with radically different moods.
I keep wanting to say that it’s ‘directed’ brilliantly, the elements fit together so well. But that’s not the right word, because the other thing it does well is keeping you in control. There are no cutscenes, no switching to third person, no agency-limiting tropes like mounted gun sections. The few times you’re not free to move are generally when your character physically wouldn’t be.
Maintaining that respect for the player, even when you need to tell a character-driven story, is a rare and wonderful thing. Like Half-Life 2, Infinite doesn’t feel like a game made by frustrated filmmakers. It feels like a game made by people who know how to make films, and decided to make something else.

Early on, the times when combat does break out are the low points. There seems to have been some internal rule against adding any exotic weapons, so Infinite’s guns stick religiously to convention: pistols, shotguns, three types of machinegun, rifles, grenade launchers and a rocket launcher. None of them let you choose an ammo type the way BioShock did, and only the revolver and shotguns are really satisfying to use. Those aren’t available in the early fights, when guns are your primary tools.
It gets better the more you drink. You acquire magical abilities by downing Vigors, which come in beautiful custom bottles relating to what they do. A lot of the early ones just let you disable and damage a group of enemies – by swarming them with crows, setting fire to them, or floating them into the air. But they get more interesting.

“There seems to have been some internal rule against adding any exotic weapons, so Infinite’s guns stick religiously to convention”

Charge lets you dash to a group of enemies and hit them with explosive force. Return to Sender absorbs incoming damage while you hold the button, then releases it as a projectile when you let go. Undertow can knock enemies back with a wave of water – often the end of your day, in a flying city. Or you can hold the button down to reach out with Donnie Darko-style tendrils and yank distant snipers to your doorstep. The water even holds them still while you line up a headshot.
Some of them form natural combos: soaking wet Undertow victims are really hoping that you’re not going to- oh, you’re electrocuting them before they can get up, classy. Enemies currently being pecked to death would like to request that you don’t set the crows… well, they’re on fire now, but for future reference.
There are only eight Vigors, and they’re all free when you find them. You only specialise when you buy upgrades: expensive but significant perks for each, some of which introduce new rules.
I wasn’t wild about Murder of Crows until I bought the perk that creates a nest every time someone dies during the pecking process. If anyone steps on it, that nest erupts in a new flock of crows. If anyone dies during that crow storm, you get new nests! Plenty of fights involve new waves of enemies flooding into the same area, and this self-perpetuating cycle of flapping and screaming and dying is a guilty pleasure.


You can tweak your abilities a little more with Gear – like the aforementioned pants that mysteriously help you reload. I also carry three magical hats, two spare shirts, a spare pair of shoes, and I’ve now upgraded to pants that make me explode when I land from a great height.
The system is insane and wildly incongruous, but it does allow for some entertaining configurations. If someone walks into one of my crow traps, I can then land on them to set the crows ablaze. If they try to hit me, my hat electrocutes them. And by then they’ve taken enough damage that my shirt will let me break their neck with one blow. This causes my shoes to heal me, as a reward for getting a melee kill.

“I’m wearing pants that make me explode when I land from a great height.”

Vigors are very similar to BioShock’s Plasmids, of course, and Gear is the new version of its Tonics. Alone, they’re not enough to make Infinite’s combat much better than BioShock’s. But it is, and for a different reason: space.
The game’s biggest fights take place in huge open areas, sometimes several city blocks, and metal Sky Rails snake through the air between them. These rails are inverted rollercoasters: you hold a magnetic wheel gizmo that lets you dangle from them, then ride their curves with improbable speed. This changes the format of combat completely: instead of ducking behind cover when you’re in trouble, you leap up and ride off, too fast to be hit. As you zoom along you can aim for a landing spot, pounce on an enemy, switch to a different rail or – best of all – leap onto a hoverboat.
These boats swoop in at the start of a fight, touring the combat space before settling on a spot from which to pelt you with rockets. If you’ve got the sea legs for it, you can leap onto one of them as it’s cruising around, smash all its troops off, then jump off when it drifts near enough to another Sky Rail. The battlefield itself is in motion.

The final new element in Infinite’s fights relates to Elizabeth, the woman you’re here for. She can open ‘tears’ in space that lead to alternate universes. In combat, those universes seem to be full of heavy weapons, medkits, and turrets that are mysteriously on your side. She can only do it at predefined points: you see a ghostly image of the various things she can bring in at different spots, and you press ‘use’ on one to order her to make it real.

“If this isn’t sounding contrived yet, I’m not explaining it properly.”

If this isn’t sounding contrived yet, I’m not explaining it properly. These tears are the very heavy hand of the level designer offering you a menu of choices, and they often make the fights feel staged. You can only open one at a time, but that decision is almost always an easy call: of course you want the turret. When you need health, opening the medkit tear is just one more press of the ‘use’ key, then you can bring the turret back. These things might as well be part of the level.
Elizabeth herself is nice. I liked her. If you were hoping for something more – perhaps even the fabled Strong Female Character™ – you might be disappointed. When you’re together, she’s relegated to the role of caddy, limited to passing you a new weapon when you run out of ammo, and only ever using her own abilities when you command her to. And when you’re separated, the plot repeatedly underscores how helpless she is without you. Again, this is not unusual in videogames, it’s just that the sublime introduction to Infinite’s story led you to expect more from it.
You do have a handful of really lovely character moments with her. But the few times that she does something of her own free will, the significance of the act is undermined by the plot’s broken logic, and so is the chance of building a more interesting relationship.

It’s awkward: I want to tell you why the plot failed for me, but I have to be vague. It has many, many leaps of questionable logic, but the ones that really hurt are when your terrible predicament seems to be the direct consequence of decisions that didn’t make sense at the time.

“your solution to a simple logistical problem is the equivalent of setting off an atom bomb to clear a cobweb”

At one point, your solution to a simple logistical problem is the equivalent of setting off an atom bomb to clear a cobweb. So when anything bad happens from then on, you’re thinking, “Boy, it almost seems like setting off that atom bomb was an insane, unnecessary and irrational thing to do.”
You don’t set off an atom bomb. That was a metaphor.
The worst culprit is the ending. The plot’s final emotional sting is an action that just doesn’t seem like it would achieve anything. It seems to be assuming some new rule about how this world works – but since those rules were never established, any drama that hinges on them feels arbitrary.
That completely deflates the ending’s potentially enormous impact. And not just for me: two other reviewers and I discussed it at length, trying to come up with a compelling version of the logic, and none of us could find one.

But all these scenes, even the stupid ones, are depicted with the same artistic flair I gushed about earlier. Even as you’re wondering why the hell anyone is doing any of this, you’re thinking, “God, that is beautiful, though.”
In a sense, that beauty makes it even more of a shame that the writing doesn’t manage to put all this spectacular work to better use. But it also means that these moments end up being emotional anyway. It’s like a surreal arthouse movie where nothing really makes sense, but where each scene is strangely compelling nonetheless.
It’s a weird note to end on, after a game that’s so magnificent in so many other ways. But it doesn’t change the conclusion: BioShock Infinite is something extraordinary, and no one should miss it.
I cover the techy and practical side of the PC version specifically in a separate article on the PC version of BioShock Infinite – performance, FoV, 1999 Mode and the rest.
  • Expect to pay: $60/£30
  • Release: Out now
  • Developer: Irrational Games
  • Publisher: 2K Games
  • Multiplayer: None
  • Link: Bioshock Infinite