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ISSUE 103 DECEMBER 2014 £5.99<br />

officialplaystationmagazine.co.uk<br />

LAUNCH SPECIAL<br />

Murder-mysteries! Dismemberment! China!<br />

Epic 16-page feature no fan can miss<br />

all-new info!<br />

Inside the PS4 version:<br />

new cars, animals,<br />

music + more<br />

FIRST<br />

LOOK<br />

FINAL<br />

FANTASY XV<br />

Witness the shock rebirth<br />

of the JRPG enigma<br />

25<br />

UNMISSABLE<br />

PS VITA<br />

FUTURE HITS<br />

DESTINY<br />

Upcoming events in PS4’s biggest<br />

game + new DLC for your Guardian<br />

METAL GEAR SOLID V GOES TO AFRICA<br />

BORDERLANDS, ALIEN, FIFA 15,<br />

DRIVECLUB + MORE REVIEWED<br />

30 YEARS OF NAUGHTY DOG


ISSUE 103 / DECEMBER 2014<br />

Future Publishing Ltd, Quay House, The Ambury,<br />

Bath BA1 1UA, United Kingdom<br />

Tel +44 (0) 1225 442244 Fax: +44 (0) 1225 732275<br />

Email opm@futurenet.com Twitter @OPM_UK<br />

Web officialplaystationmagazine.co.uk<br />

WANTED DEADITORIAL OR ALIVE<br />

Editor Matthew Pellett @Pelloki<br />

Managing art editor Milford Coppock @milfcoppock<br />

Production editor Dom Reseigh-Lincoln @furianreseigh<br />

News editor Dave Meikleham<br />

Games editor Phil Iwaniuk @PhilIwaniuk<br />

CONTRIBUTORS<br />

Writers Louise Blain, Nathan Ditum, Joel Gregory, Ben Griffin,<br />

Daniella Lucas, Louis Pattison, Rob Pearson, Chris Schilling,<br />

Matthew Sakuraoka-Gilman, Rob Taylor, Paul Weedon,<br />

Ben Wilson, Iain Wilson, Richard Wordsworth<br />

Designer Rob Speed<br />

Ice sculpture kings Duncan Hamilton, Nick Smith<br />

ADVERTISING<br />

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MARKETING<br />

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CIRCULATION<br />

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FUTURE PUBLISHING LIMITED<br />

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A member of the Audited Bureau of Circulations<br />

Freeze!<br />

<br />

GAME OF THE MONTH<br />

Alien: Isolation<br />

FAVOURITE ASSASSIN<br />

Martin Q Blank<br />

“I’M BOTH VERY<br />

EXCITED AND<br />

EXTREMELY<br />

SORRY TO SAY<br />

THAT IT’S GOING<br />

TO BE A VERY<br />

EXPENSIVE<br />

HOLIDAY.”<br />

Before you start reading, have a quick<br />

flick through this issue. Don’t worry, I’ll<br />

still be here when you come back.<br />

Done? It looks fantastic, right? The smallest<br />

of PS Vita titles… The biggest PS4 games on<br />

the horizon… That gorgeous, gorgeous<br />

Naughty Dog artwork… We’ve rammed this<br />

issue full of visual treats, and once again<br />

proved that PlayStation’s the undisputed<br />

champion of all things gaming.<br />

But why am I made of ice this month, you<br />

ask? You can blame Borderlands’ freeze<br />

guns for that. With winter on the horizon<br />

we’ve got the first wave of Christmas<br />

games in our Reviews section, and I’m both<br />

very excited and extremely sorry to say that<br />

it’s going to be an expensive holiday for us<br />

gamers – there’s a ridiculous wealth of<br />

quality titles coming in the next few weeks.<br />

So to help save those pennies we’re going<br />

to save you some cash for the<br />

second month in a row. Turn to<br />

p28 to grab a free digi version<br />

of OPM, or one of our sister<br />

titles. Enjoy the issue(s)!<br />

Matthew Pellett<br />

EDITOR<br />

matthew.pellett@futurenet.com<br />

@Pelloki<br />

003<br />

Future produces high-quality multimedia products<br />

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All information contained in this magazine is for information only and is, as far<br />

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Dave Meikleham<br />

NEWS EDITOR<br />

Arsenal-mad Meiks tackles<br />

FIFA this issue. Having<br />

played with him in our fivea-side<br />

league, we’re sure<br />

it’s a studs-up leg-breaker.<br />

GAME OF THE MONTH<br />

Alien: Isolation<br />

FAVOURITE ASSASSIN<br />

Vincent (Collateral)<br />

Phil Iwaniuk<br />

GAMES EDITOR<br />

On p84 our Sam Rockwellwannabe<br />

heads up to the<br />

Moon for his Borderlands<br />

review. He’s promised to<br />

tread Caerphilly.<br />

GAME OF THE MONTH<br />

Driveclub<br />

FAVOURITE ASSASSIN<br />

Ivan Basso<br />

<br />

Milford Coppock<br />

MANAGING ART EDITOR<br />

Not just PhotoShop wizard,<br />

Milf’s in line to be crowned<br />

OPM’s pun king. His Unity<br />

title rescued you from the<br />

dire ‘Beret St Deadmans’.<br />

GAME OF THE MONTH<br />

Driveclub<br />

FAVOURITE ASSASSIN<br />

Léon<br />

Louise Blain<br />

GUEST WRITER<br />

OPM’s Creed expert<br />

travelled to Paris for a<br />

lengthy sesh with Unity.<br />

She now insists we call her<br />

The Louvre. (We won’t.)<br />

GAME OF THE MONTH<br />

Destiny<br />

FAVOURITE ASSASSIN<br />

Ezio Auditore da Firenze


HIGHLIGHTS<br />

The big 10<br />

006 THE FUTURE IS<br />

BRIGHT FOR PS VITA<br />

We take a look at the fleet of incoming games<br />

poised to revitalise Sony’s handheld progeny.<br />

pREVIEW<br />

030 BATTLEBORN<br />

The studio that sired Borderlands gives rise to a<br />

new shooter-RPG with a taste for the MOBA.<br />

feature<br />

046 ASSASSIN’S CREED UNITY<br />

Alongside our coverage of Assassin’s Creed<br />

Rogue, we parkour-up and -down Ubisoft<br />

Montreal’s new-gen-exclusive instalment.<br />

featurE<br />

064 GRAND THEFT AUTO V<br />

New music! New weapons! New… foliage?<br />

Discover why Los Santos is poised to<br />

become PS4’s number one vacation hotspot.<br />

review<br />

076 DRIVECLUB<br />

Now that the delays are in its rear-view mirror,<br />

can Driveclub power through to a podium finish?<br />

review<br />

090 ALIEN: ISOLATION<br />

The xenomorph returns to PlayStation – and all<br />

without a colonial marine or plasma rifle in sight.<br />

retrostation<br />

106 MONKEY ISLAND 2:<br />

LECHUCK’S REVENGE<br />

This month’s Classic Game is a treasure chest<br />

full of witty gags and adventurey goodness.


SUBSCRIBE NOW<br />

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on pages 62-63. Go print, go<br />

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digital or even try a bundle…<br />

THE<br />

BIG 10<br />

All the hottest news<br />

034<br />

105<br />

019<br />

080<br />

PREVIEWS<br />

Latest info, screens<br />

and playtests<br />

SECTIONS AT A GLANCE<br />

FEATURES<br />

To-the-point,<br />

detailed analysis<br />

REVIEWS<br />

In-depth verdicts on<br />

every big new game<br />

NETWORK<br />

Max out your PS4,<br />

online and off<br />

RETRO<br />

STATION<br />

Classics revisited<br />

006 029 046 075 097<br />

106<br />

030<br />

040<br />

099<br />

<br />

090<br />

038<br />

044<br />

042<br />

THE Games index<br />

090 ALIEN: ISOLATION<br />

046 ASSASSIN’S CREED UNITY<br />

030 BATTLEBORN<br />

014 BLOODBORNE<br />

114 BIOSHOCK INFINITE<br />

084 BORDERLANDS:<br />

THE PRE-SEQUEL<br />

034 CALL OF DUTY:<br />

ADVANCED WARFARE<br />

036 DRAGON AGE: INQUISITION<br />

045 DEEP DOWN<br />

087 DEFENSE GRID 2<br />

019 DESTINY<br />

083 DISNEY INFINITY 2.0<br />

076 DRIVECLUB<br />

094 DUST: AN ELYSIAN TAIL<br />

020 EARTH DEFENSE FORCE 4.1<br />

038 FAR CRY 4<br />

080 FIFA 15<br />

016 FINAL FANTASY XV<br />

087 FLOCKERS<br />

095 FROZEN SYNAPSE PRIME<br />

006 GALAK-Z: THE DIMENSIONAL<br />

064 GRAND THEFT AUTO V<br />

045 HELLRAID<br />

006 HOTLINE MIAMI 2: WN<br />

045 LITTLEBIGPLANET 3<br />

044 LORDS OF THE FALLEN<br />

010 METAL GEAR SOLID V:<br />

THE PHANTOM PAIN<br />

088 MIDDLE-EARTH:<br />

SHADOW OF MORDOR<br />

106 MONKEY ISLAND 2:<br />

LECHUCK’S REVENGE<br />

083 NHL 15<br />

006 PAPERS, PLEASE<br />

011 PES 2015<br />

099 PLANTS VS ZOMBIES:<br />

GARDEN WARFARE<br />

040 PROJECT CARS<br />

018 RESIDENT EVIL<br />

REVELATIONS 2<br />

087 SHERLOCK HOLMES:<br />

CRIMES & PUNISHMENTS<br />

083 SKYLANDERS TRAP TEAM<br />

094 SLEEPING DOGS:<br />

DEFINITIVE EDITION<br />

094 SLENDER: THE ARRIVAL<br />

105 SURGEON SIMULATOR:<br />

ANNIVERSARY EDITION<br />

045 TALES OF HEARTS R<br />

044 TINY TROOPERS: JOINT OPS<br />

006 TITAN SOULS<br />

012 TYPOMAN<br />

006 VOLUME<br />

045 WWE 2K15<br />

005


Titan Souls on PS Vita<br />

may be the closest you<br />

ever get to a 2D Shadow<br />

Of The Colossus.<br />

<br />

006<br />

CAST A CURSORY<br />

GLANCE INTO PS VITA’S<br />

FUTURE AND YOU’LL SEE<br />

HOW BRIGHT IT IS.


10 JUNGLE BUNGLE<br />

MGS V footage ups the foliage.<br />

12 SPELLING BEE<br />

Indie gem Typoman gets wordy.<br />

19 INTO DARKNESS<br />

Destiny’s DLC future revealed.<br />

TheBig10<br />

STORIES EVERYONE’S TALKING ABOUT<br />

PS Vita finds its<br />

Soulsmate as<br />

great games flow<br />

Handheld hits new heights with a flood<br />

of brilliant upcoming portable pleasures<br />

007<br />

Reports of<br />

01<br />

your little<br />

pal’s demise<br />

have been<br />

greatly<br />

exaggerated.<br />

Sony’s<br />

E3 and<br />

Gamescom conferences bizarrely<br />

brushed PS Vita’s bright future<br />

under the shag rug like the creepy,<br />

Scotch-swigging uncle who never<br />

gets invited to Christmas dinner.<br />

We’re here to put that right. Cast a<br />

cursory glance into the palm-friendly<br />

system’s upcoming release schedule<br />

and you’ll see the floodgates are<br />

about to open on a wave of exciting,<br />

often brilliantly subversive new<br />

games that the dearly departed<br />

PSP would have axe murdered for.<br />

You think we’re hopping on the<br />

Exaggeration Express, don’t you?<br />

Fine, let us answer such doubt by<br />

spending the rest of this paragraph<br />

listing PS Vita games we’re<br />

genuinely and justifiably pumped<br />

for. Here goes… Hotline Miami<br />

2: Wrong Number; Volume; Titan<br />

Souls; Papers, Please; Nidhogg; Pix<br />

<br />

The Cat; Flame Over; Hyper Light<br />

Drifter; Minecraft: PS Vita Edition;<br />

Forget Me Not; Risk Of Rain; and, of<br />

course, Super Exploding Zoo. No –<br />

we didn’t make that last one up (see<br />

We Blew Up A Zoo over the page).<br />

PORTABLE OPS<br />

“It’s really a pretty great device,”<br />

says Acid Nerve’s Mark Foster; one<br />

of the main creators of upcoming<br />

indie, Titan Souls. A granite-hard<br />

adventure equally inspired by<br />

Shadow Of The Colossus and<br />

Demon’s Souls, the game’s 16-bit<br />

influenced art assets look gorgeous<br />

on a certain OLED/LED screen.<br />

“Titan Souls is going to be a perfect<br />

fit for PS Vita,” Foster tells us. “It’s<br />

possibly the best platform for it to<br />

be on. The game has bursts of really<br />

tense gameplay that you can pick up<br />

and play quickly. It will look awesome<br />

on PS Vita’s screen.” No doubt…<br />

just steel yourself for all the death.<br />

One of the game’s main draws<br />

is its one-hit kill system. Cast<br />

in the role of a teeny pixelated<br />

archer, Titan Souls conjures toasty<br />

memories of Towerfall Ascension,


TheBig10<br />

STORIES EVERYONE’S TALKING ABOUT<br />

<br />

WE BLEW UP A ZOO<br />

It’s the suicidal wildlife game you’ve<br />

been waiting for. From the team behind<br />

Hohokum, Super Exploding Zoo sees<br />

you tackling an alien menace by sliding<br />

exploding animals next to them in a<br />

darkly funny take on tower defence.<br />

008<br />

as you repeatedly retrieve your<br />

single arrow. Like Matt Thorson’s<br />

local multiplayer sensation, your<br />

pointy projectile packs a punch –<br />

hit a boss’ weak spot and they’ll<br />

go down quicker than Arjen Robben<br />

after running into a light breeze.<br />

Of course, like Team Ico’s<br />

monster-garotting classic, finding<br />

these vulnerable areas is quite the<br />

challenge – especially when your<br />

screen-filling foes can also off you<br />

with a single hit. Thankfully, Foster<br />

found porting the game to PS Vita<br />

a far less searingly tough prospect.<br />

“It’s relatively straightforward<br />

developing for the device, especially<br />

compared to previous hardware<br />

generations.” You can look forward<br />

to Titan Souls boarding the HMS<br />

Vita early in 2015.<br />

Hungry for more tasty handheld<br />

dishes? Step right this way, you<br />

insatiable portable enthusiasts.<br />

We’ll start sir/madam off with a<br />

delicious nibble on Hotline Miami<br />

2: Wrong Number. The sequel to<br />

Dennaton Games’ Florida-based, 2D<br />

machete romp slips you back into<br />

the Piggsy mask of Jacket, fresh<br />

from the hitman wiping out the<br />

entire Russian mob. Now seen as<br />

an icy veined serial killer, the bathappy<br />

antihero has been labelled<br />

the ‘Pig Butcher’; attracting a cabal<br />

of copycats called the Fans who<br />

are eager to follow the trail of his<br />

homicidal boots.<br />

Gameplay-wise, you’re still in<br />

fiendishly fast stealth territory, with<br />

every death acting as a trial and<br />

error primer to nailing sociopathic<br />

speedruns – perfect for fast and<br />

furious sessions. Though publisher<br />

Devolver Digital confirmed to us<br />

no release date has been set for<br />

Wrong Number as of yet, at least<br />

there’s the enticing prospect of a<br />

new level editor to look forward to.<br />

Oh, plus the addition of duel wielding<br />

to tackle those ever-aggressive<br />

attack mutts. Stay down, Rover!<br />

RAIN OVER ME<br />

There are promising PC indie ports<br />

headed to PS Vita as well. Risk Of<br />

Rain and Papers, Please haven’t had<br />

official release dates set, but they<br />

should both rock your size-conscious<br />

world when they hit your handheld.<br />

The former is a delightfully<br />

twisted, procedurally generated<br />

action-platformer, while you’ve<br />

surely heard of the red tapeobsessed<br />

escapades of Papers,<br />

Please. If not, it’s a gloriously<br />

subversive puzzler, following the<br />

degradation of an immigration<br />

Ten future PS<br />

Vita games set<br />

for greatness<br />

Poltergeist:<br />

A Pixelated Horror<br />

Forget Me Not<br />

Nuclear Throne<br />

Jungle Rumble<br />

The Hungry Horde<br />

Final Horizon<br />

Nom Nom Galaxy<br />

Nova-111<br />

Broforce<br />

Axiom Verge<br />

USING REMOTE PLAY<br />

TO PLAY PS4 TITLES IS A<br />

REVELATION – NEW-GEN<br />

GAMES ON THE GO!<br />

officer’s soul as he decides who<br />

gets over the border. Trust us:<br />

bureaucracy has never been so fun.<br />

But wait: we’re not done. There’s<br />

the ‘almost too pretty’ Galak-Z: The<br />

Dimensional; a strikingly attractive<br />

twin-stick shooter that secured a<br />

PS Vita release after its studio 17-<br />

Bit saw the success of Spelunky’s<br />

handheld treatment. Expect to<br />

shoot its many attractive ships to<br />

smithereens before the year is out.<br />

PUMP UP THE VOLUME<br />

Volume, Mike Bithell’s ode to MGS, is<br />

also headed to a shiny 8-inch screen<br />

near you. The Thomas Was Alone<br />

creator told us he hasn’t yet started<br />

porting it to PS Vita, so it will most<br />

likely release after the PS4 version<br />

in 2015. Still, those delicious Tron<br />

visuals have us very excited.<br />

Don’t forget about the strength<br />

of the hardware, either. It may get<br />

forgotten about, but using Remote<br />

Play to experience PS4 games is<br />

a revelation – Destiny on the go!<br />

PlayStation TV, which launches 14<br />

November for £84.99, also proves<br />

your fave portable titles can be<br />

lookers even when blown to big<br />

screen proportions. With such a<br />

glut of top games headed PS Vita’s<br />

way, now really is the time to holler<br />

about your handheld.<br />

For more good PS Vita vibes, read our<br />

review of Frozen Synapse over on p95.<br />

When you find a boss’<br />

weak point in Titan Souls,<br />

you can down it with<br />

a single hit. Kaboosh!<br />

Galak-Z is unique in that it’s a twin<br />

stick shooter with plenty of stealth.<br />

<br />

Pix The Cat is heavily influenced by<br />

industry great Pac-Man. Waka waka…


Hotline Miami 2 is still<br />

inspired by Drive’s<br />

‘80s-fuelled love for<br />

colours and violence.<br />

009<br />

Games such as Nova-111, with its turn-based battling, and Poltergeist: A Pixelated Horror (part Ghostbusters/part Cluedo) are charmingly creative.<br />

The Binding Of Isaac is<br />

exactly as disturbed as<br />

it looks and hits your<br />

PS Vita on 4 November.


That hand appears to<br />

differ from the red mitt<br />

seen at Gamescom.<br />

Also, crack climbing!<br />

<br />

010<br />

Snake gets ready<br />

to jungle boogie<br />

MGS V hits the bush as Kojima confirms 2015 release<br />

02<br />

Welcome<br />

to a Guns<br />

‘N’ Roses track. The<br />

momentous MGS<br />

milestones keep on<br />

a comin’, with Hideo<br />

Kojima revealing<br />

an amazing new environment for<br />

The Phantom Pain at the Tokyo<br />

Games Show, just a month after<br />

wowing the world<br />

with Mother Base<br />

multiplayer. The<br />

visionary developer<br />

also confirmed<br />

his baby would be<br />

released at some<br />

point next year.<br />

Too. Much. Excite. What next: a naked<br />

Raiden statue ‘balls cupped MGS2<br />

style’ as a 12-inch pre-order bonus?<br />

Finally, after a year of seeing<br />

nothing but (admittedly gorgeous)<br />

FOX Engine desert, Snake says<br />

sayonara to sand with the first<br />

SNAKE SAYS<br />

SAYONARA TO<br />

SAND IN MGS V’S<br />

NEW JUNGLE.<br />

unveiling of MGS V’s new jungle.<br />

Thought to be set in Africa, the<br />

sweltering, lushly rendered foliage<br />

immediately invites comparisons<br />

with MGS3: Snake Eater; arguably<br />

the series high watermark. The<br />

scale is something else, as sweeping<br />

canyons dominate the beginning of<br />

a fresh and lengthy real-time demo,<br />

while a canopy<br />

of trees stretches<br />

as far as the eye<br />

patch can see.<br />

Konami also<br />

unleashed a<br />

separate story<br />

trailer, revealing<br />

a surprising side to The Phantom<br />

Pain’s seemingly mute sniper, Quiet.<br />

While many presumed she would<br />

be yet another mad Metal Gear<br />

antagonist, perhaps cast in a Sniper<br />

Wolf-style mould, it now appears<br />

she’s actually an ally of Big Boss.<br />

dev talk<br />

“Seeking reality<br />

in the video world,<br />

the next [stage is]<br />

framerate, not only<br />

resolution. Just like<br />

Douglas Trumbull's<br />

‘Showscan’, which<br />

only [James] Cameron<br />

understands. On that<br />

point, the games<br />

industry is moving<br />

ahead. That’s why<br />

we’re so obsessed<br />

with 60fps.”<br />

Hideo Kojima<br />

Game director,<br />

Kojima Productions<br />

<br />

Watch the trailer and you see<br />

a hint of the Boss/Naked Snake<br />

dynamic, as the legendary soldier<br />

protects Quiet from his Mother Base<br />

troops. She could still do with putting<br />

a few more layers on, of course. But<br />

it’s pleasing to see Koj go down a<br />

less obvious route for her character.<br />

SNIPE DOWN<br />

You can call the slinky shooter in<br />

as sniper support or even adopt<br />

an orphan wolf pup, cutely named<br />

Diamond Dog. The bundle of fur<br />

eventually grows into a full-sized<br />

White Fang wannabe, complete with<br />

eye patch. D’awwww. Other new<br />

features revealed at TGS include:<br />

an Active Decoy that creates a<br />

Snake blow-up doll; a golden hand<br />

that zaps baddies; and using a<br />

cardboard box as a changing room<br />

after a shirtless Big Boss Fultons<br />

in a new Sneaking Suit. All that, plus


FANTASTIC MR FOX<br />

Most PES improvements courtesy<br />

of FOX Engine are, “unseen,” says<br />

Konami’s Adam Bhatti. “FOX allows<br />

us to tweak key parts without the<br />

entire game needing to be<br />

rewritten.” Shirt sponsors, say..?<br />

TheBig10<br />

STORIES EVERYONE’S TALKING ABOUT<br />

Gareth Bale’s €100m<br />

likeness is spot on, along<br />

with many other amazing<br />

hand-drawn stars.<br />

Can PES finally<br />

rake FIFA’s shins?<br />

Konami’s kickabout aims to reclaim its trophy<br />

011<br />

the delights of ‘crack climbing’ with<br />

Snake now able to scale rock faces.<br />

The fact FOX Engine generates<br />

such detailed worlds and still hits<br />

60fps is testament to the strength<br />

of Konami’s tech. Our MGS<br />

excitement is growing to new,<br />

unhealthy obsessions every month.<br />

With desert and jungle now both<br />

out in the wild, we can’t help but<br />

fantasise where Hideo may jet us<br />

off to next. We’ve still got our robot<br />

fingers crossed for Big Boss’ Outer<br />

Haven stronghold, to bring the three<br />

decade-spanning plot full circle.<br />

If there’s a concern, it’s that this<br />

globe-trotting could make the story<br />

unfocused – a common criticism<br />

of MGS4. Right now, though, Snake<br />

looks the hero to beat on PS4. Come<br />

at him if you dare, Drake.<br />

Check out youtube.com/user/<br />

metalgearsolid for the latest MGS videos.<br />

03<br />

Football<br />

in 2014<br />

has been absurd.<br />

Man Utd suck.<br />

Brazil suck harder.<br />

Wenger actually<br />

wins a trophy.<br />

Taken in that context, the idea PES<br />

may finally fell FIFA isn’t unthinkable.<br />

Indeed, Konami’s debut PS4 footy<br />

feast already plays a crisper game<br />

than any of<br />

the PS3 titles.<br />

From our<br />

hands-on with an<br />

advanced preview<br />

build of PES 2015,<br />

we’re happy to<br />

report the race<br />

for this season’s<br />

PS4 Paint Trophy<br />

could go to the wire. PES is unlikely<br />

to play in the same sales division as<br />

EA’s Goliath – how could it when FIFA<br />

15’s marketing budget is funded<br />

by a conglomerate of Richie Rich,<br />

Donald Trump and Mr Burns?<br />

But there are areas on the pitch<br />

where it tackles its rival to the turf.<br />

For one, Konami’s shooting and<br />

passing models are more nuanced<br />

than FIFA 15. Unlike last year, you<br />

THE LIKENESS<br />

OF EACH PLAYER<br />

WAS DRAWN IN-<br />

ENGINE BY A TEAM<br />

OF ARTISTS.<br />

<br />

can truly feel the benefit of the FOX<br />

Engine. Animations have been<br />

significantly improved and look more<br />

natural. Players also feel more<br />

individual than in FIFA, both visually<br />

and to control; top stars such as<br />

Ronaldo sport bespoke animations.<br />

And while FIFA may have scanned<br />

hundreds of pros’ faces this year,<br />

PES’ best likenesses are in a league<br />

of their own. Quite<br />

the feat seeing<br />

as PES European<br />

brand manager<br />

Adam Bhatti<br />

confirmed to<br />

us, “they are all<br />

drawn in-engine<br />

by our artists.”<br />

Admittedly, the<br />

new MyClub twist on Master League,<br />

which supports microtransactions<br />

to buy better players, is a bit of a<br />

worry. The licensing gap is also<br />

cavernous in FIFA 15’s favour (read<br />

our review on p78). Yet there’s a<br />

reason the cult of PES persists: it’s<br />

still a damn good football game.<br />

PES 2015 is out 13 Nov for PS4/PS3<br />

and will be reviewed in #104, out 21 Nov.


SEND A ‘D’ CAREERING<br />

INTO THE WORD ‘RAIN’ TO<br />

DRAIN A POOL OF WATER<br />

BLOCKING YOUR PATH.


HERO’S QUEST<br />

You begin the gramatically correct<br />

adventure as a rolling ‘O’. Shortly<br />

after bumbling past the word<br />

‘EVOLVE’, your sentient letter<br />

merges with an ‘H’, ‘E’ and ‘R’ to<br />

fittingly form the game’s hero.<br />

TheBig10<br />

STORIES EVERYONE’S TALKING ABOUT<br />

This trap puzzle was created as an<br />

homage to Limbo’s snapping spider.<br />

Platforming sections have a distinctly<br />

heavy yet pleasing sense of momentum.<br />

Typoman has the<br />

last word on PS4<br />

Speling mistaks meat Limbo phor indee treet<br />

013<br />

This is the<br />

04<br />

game Carol<br />

Vorderman<br />

would have<br />

given all<br />

her vowels<br />

for back in<br />

Countdown’s<br />

heyday. If you challenged Limbo’s<br />

arachnid a-hole to Scrabble, the<br />

resulting wonderful mess of hairey<br />

legs, devilish platform puzzles and<br />

jumbled words would no doubt<br />

resemble indie creator Bilal Chbib’s<br />

extraordinary new project. Now, can<br />

anyone spare us a ‘Q’ or two?<br />

ALWAYS BE SPELLING<br />

The influence of Playdead’s<br />

Purgatory quest can be felt in<br />

every R-rated swing of Typoman’s<br />

arms (literally: they’re formed<br />

by Jonathan Ross’ most hated<br />

consonant). As you jump on, yank,<br />

or throw letters together to create<br />

contraptions or environmental<br />

actions that help you traverse<br />

the game’s 2D levels, a sense of<br />

weighted inertia follows every action.<br />

Swaying from letters attached to<br />

<br />

rope swings also owes much to<br />

Limbo’s playfull physics challenges.<br />

At one point, you send a ‘D’<br />

careering into ‘RAIN’ to drain a pool<br />

of water that’s blocking your path.<br />

TYPO CAST<br />

Typoman is really bloody clever, then.<br />

Its wordplay is darkly funny – we<br />

‘accidentally’ spell a swear related to<br />

genitalia early on in our demo<br />

(nothing happens, just so you know)<br />

– and don’t underestimate just how<br />

disarming seeing words form in<br />

‘ta-da!’ moments can be. We grin like<br />

an inebriated Cheshire Cat while<br />

joining an ‘S’ to an aggressive,<br />

snapping ‘TRAP’ to forge a helpful<br />

lasso. Mr Marston would approve.<br />

In just 15 minutes, the evocative<br />

wordsmith showcases numerous<br />

epihnany moments with its letters,<br />

and its three-to-four hour journey is<br />

sure to be filled with clever puzzles<br />

that’ll have you reaching for the<br />

dictionary. It’s a road we, Carol and<br />

Big Bird can’t wait to travel down.<br />

Pop quiz: there’re four hidden typos on<br />

this page. Tweet @OPM_UK the answers!


the big shot<br />

eagle-eyed analysis<br />

<br />

Attack the<br />

block… button<br />

Bloodborne Alpha nixes shields<br />

014<br />

Ye olde Dark<br />

05<br />

Souls fans are<br />

gaming folk of<br />

the sturdiest<br />

resolve. Granite<br />

thumbs; Jedi<br />

reflexes; nerves of steel… What<br />

do you mean Hidetaka Miyazaki<br />

has taken away the block button?<br />

It’s only become fully clear with<br />

the advent of Bloodborne’s recent<br />

online Alpha, but the PS4-only title<br />

radically redefines the combat of<br />

its spiritual predecessors. If you<br />

were lucky enough to nab a code<br />

to sample the murdery Victorian<br />

delights of Yharnam, you’ll notice<br />

blocking (and seemingly shields<br />

in general) have been dropped in<br />

favour of an evasive roll. Ruh-roh.<br />

The changes don’t stop there.<br />

Player messages are now<br />

delivered by skeletons that<br />

scuttle from the ground, while<br />

that iconic soul-gathering system<br />

has apparently been cut. Fret not,<br />

though: despite the shake-up,<br />

Bloodborne’s combat remains<br />

exemplary. Hurry up, February.<br />

Bloodborne hits the UK on 6 Feb,<br />

just a day after the Japanese release.<br />

The Alpha had four<br />

character classes:<br />

Standard, Heavy, Sword &<br />

heavy attack, and Agile.<br />

Your warrior sports a<br />

torch boasting a limitless<br />

flame, which can be drawn<br />

with a dab of 4. Burny.


With tough foes such as<br />

this chap, using the Regain<br />

system to win back health<br />

via timed attacks is key.<br />

You can summon up to<br />

three other players for<br />

online co-op. Sessions end<br />

when you kill area bosses.<br />

Certain weapons go<br />

through transformations,<br />

such as a hammer that<br />

swings into a sword.<br />

<br />

number game<br />

we do the maths<br />

$1m<br />

Amount of free GTA Online coin you’ll<br />

100<br />

rake in for pre-ordering GTA V on PS4.<br />

Max number of Crucible or Vanguard<br />

Marks earnable per week in Destiny.<br />

02/06/15<br />

Batman: Arkham Knight’s latest release<br />

date. Please Bats, no more delays.<br />

210015<br />

Weight in grams of your DualShock 4.<br />

That’s 18g heavier than PS3’s pad.<br />

25,404<br />

Capacity of Hull’s KC Stadium, one of 12<br />

17%<br />

new EPL grounds to feature in FIFA 15.<br />

PS4 owners who didn’t own a last-gen<br />

console, according to Sony reports.<br />

1.82m<br />

Height of Sigourney Weaver. Kick xeno<br />

ass with her in Alien: Isolation’s DLC.<br />

8,386<br />

Converted figure Italian jeweller Gatti is<br />

selling solid gold PS4s for in Dubai.


Yes, the ‘boyband in a car’<br />

vibe makes us feel weird.<br />

Yes, it’s already spawned<br />

multiple online memes.<br />

<br />

016<br />

FFXV hits top<br />

gear for 2015<br />

Get ready to test drive Final Fantasy XV’s cars next year<br />

06<br />

Are<br />

you ready for<br />

some Junctioning<br />

of a different kind?<br />

After more than a<br />

year off the radar,<br />

Final Fantasy XV<br />

has raced back into our lives with<br />

news that a voucher code for a<br />

playable demo, entitled Final Fantasy<br />

XV: Episode<br />

Duscae, is on its<br />

way. Want in? Then<br />

you’ll need to pick<br />

up the PlayStation<br />

4 HD remaster of<br />

PSP game Final<br />

Fantasy Type-0,<br />

due out 20 March.<br />

It’s been a long and very winding<br />

road for the project, so it’s great to<br />

have the chequered flag in sight at<br />

last. Once known as Final Fantasy<br />

Versus XIII when it was announced<br />

more than eight years ago in 2006<br />

FFXV WAS<br />

ANNOUNCED IN<br />

2006 – BEFORE<br />

PS3 LAUNCHED<br />

IN JAPAN.<br />

(let’s put that in context – this was<br />

before PS3 launched in Japan, even),<br />

Final Fantasy XV has undergone<br />

multiple development changes while<br />

parked in the Square Enix garage.<br />

The latest in a long line of under-thehood<br />

adjustments sees previous<br />

director Tetsuya Nomura removed<br />

from the project and moved onto<br />

Kingdom Hearts<br />

III, leaving Type-0<br />

director Hajime<br />

Tabata to take<br />

the wheel for<br />

the game’s<br />

final stretch<br />

of development.<br />

The reason for<br />

all the car puns? Well we haven’t<br />

gone mad: in a move that will upset<br />

some Final Fantasy purists, the<br />

15th core entry is aiming to, um,<br />

accelerate [sigh, that’s enough – ed]<br />

the transition from tactical battler to<br />

dev talk<br />

“We have decided to<br />

assign Hajime Tabata<br />

as the new director<br />

for Final Fantasy XV.<br />

Tabata and the entire<br />

development team<br />

are working,<br />

whole-heartedly,<br />

towards completing<br />

the production of<br />

Final Fantasy XV and<br />

ensuring the delivery<br />

of the highest quality<br />

Final Fantasy title<br />

to date.”<br />

Yosuke Matsuda<br />

CEO,<br />

Square Enix<br />

<br />

all-out action eyeball-assaulter by<br />

featuring full-on driving sections.<br />

Yep, Final Fantasy XV is one long<br />

road trip through monster-infested<br />

lands, starring lone playable star<br />

Noctis and his NPC buddies. You can<br />

assume control of the vehicle to<br />

steer the plot forward, or sit in the<br />

back seat and relax as your AI<br />

companions take you for a ride. At<br />

Tokyo Games Show 2014, director<br />

Tabata explained how the car is like<br />

a party member all on its own, and<br />

how you can use it to explore XV’s<br />

open-world at your leisure.<br />

FASTER THAN LIGHTNING<br />

Welcome back to the words<br />

‘open-world’, by the way. How we’ve<br />

missed you so. The Final Fantasy XIII<br />

saga did terrible things for the<br />

franchise, so we’re relieved<br />

to discover that XV is smashing<br />

through the barriers from the off.


TYPE-0 TO HERO<br />

The PS4 remake of Final<br />

Fantasy Type-0 is more than<br />

just a way to grab the FFXV<br />

demo. Many consider 2011’s<br />

Japan-only PSP hit to be one<br />

of the best FFs in years.<br />

ORIES EVERYONE’S TALKING ABOUT<br />

info patches<br />

update your brain<br />

The demo’s set in FFXV’s ‘Duscae’<br />

region and has 3-4 hours of gameplay.<br />

we’ve ever seen – in an extended<br />

TGS demo we watch Tabata spin<br />

the camera around characters so<br />

gorgeous it’s hard to believe they’re<br />

in-engine models and not simply<br />

parts of a pre-rendered cutscene.<br />

Individual raindrops falling in<br />

the scene soak our future friends,<br />

wetting their hair and dampening<br />

their clothes before pooling in<br />

puddles that evaporate when the<br />

sun comes out. And is that… Is that<br />

a tiny frog we see emerge in the<br />

rain to splash about on the sodden<br />

ground? Yes, yes it is. Ribbit.<br />

HUNGRY AND HOME-LESS<br />

The awkward digital dancing news just<br />

keeps on getting worse. Following on from<br />

last month’s announcement of PS Home’s<br />

impending Japanese closure in this very slot,<br />

Sony has confirmed the service will be shut<br />

down globally next March. From 12 November,<br />

no new content will be posted on Home.<br />

017<br />

Here at OPM we’re big fans<br />

of classic Fant’ combat. Give us<br />

turn-based scrapping any day and<br />

we’ll be happy. Final Fantasy XV<br />

doesn’t do that. Actually, it makes<br />

it more action-y than ever with you<br />

seamlessly drifting in and out of<br />

scraps whenever you want. You’ll<br />

have full, real-time control of Noctis’<br />

every move, rather than queueing<br />

up attacks Lightning-style.<br />

So why aren’t our alarms blaring?<br />

Because this system transforms<br />

combat into sequences that could<br />

have been taken directly out of a<br />

Kingdom Hearts. It may not be true<br />

to the pre-XII Final Fantasy titles, but<br />

if the series must continue to evolve<br />

in the combat space, making it more<br />

like Kingdom Hearts is no bad thing.<br />

Mercifully, it looks every part the<br />

new-gen proposition, too. There’s no<br />

PS3 hangover in sight for what’s one<br />

of the most visually arresting games<br />

ONE FOR THE ROAD<br />

The thought of crossing the world<br />

via a motor with an all-male party,<br />

hopping out and adventuring<br />

whenever we choose, is so far<br />

removed from what we’re used<br />

to from the series that we’re sure<br />

it’s not for every FF fan out there.<br />

Do we pine for a return to the old<br />

formula or, dare we say it, the longrumoured<br />

VII remake? Of course.<br />

But after more failed starts than<br />

the average RAC worker fixes in<br />

a morning, FFXV’s final stretch is<br />

something to be celebrated. Doubly<br />

so because it looks ruddy brilliant.<br />

We’ll have much more on Final Fantasy<br />

Type-0 HD in OPM 104 out 21 November.<br />

Though you can grab the voucher on<br />

20 March, the demo date itself is TBC.<br />

<br />

PUT YOUR FOOT IN IT<br />

Throw those Converse in the bin – we’ve just<br />

found you the must-have footwear of 2014.<br />

A designer called John Barry has made ten<br />

pairs of limited edition ‘PS4 Air Jordans’.<br />

Aside from rocking your favourite console’s<br />

logo, the trainers come with a sodding HDMI<br />

port in the heels. To you, ‘guv? A mere $950.<br />

WATCH (DOGS) THIS SPACE<br />

You may still have the sting of 7/10 in your<br />

nostrils from Pearce’s first peeping quest,<br />

but Ubisoft already has plans for Watch Dogs<br />

2. Speaking to Digital Spy, creative director<br />

Jonathan Morin admits he wants Aiden’s<br />

Profiler expanded to help tell more emergent<br />

tales that could, “push the industry forward.”


Jill sarnies out,<br />

blue cheese in<br />

Revelations 2 revives the one-liner<br />

07<br />

”What<br />

in the COCK<br />

did I just see?”<br />

That is, in case<br />

you’re wondering,<br />

your new favourite<br />

line of gaming<br />

dialogue. Since 1996, Resident Evil<br />

has been the king of cheesy speech<br />

with the likes of, “Stop! [loading<br />

pause] Don’t. Open. That. Door,”<br />

and, “Jill, here’s a lockpick. It might<br />

come in handy if<br />

you, the master of<br />

unlocking, take it<br />

with you.” But 20<br />

years after the<br />

original, the series’<br />

newest outing –<br />

Resident Evil<br />

Revelations 2 – is<br />

aiming to recapture<br />

the lost art of one-liners.<br />

REV ALL ABOUT IT<br />

Or will it? Our poultry line comes<br />

courtesy of Barry Burton’s<br />

daughter Moira, a teenager with<br />

a seriously foul (fowl?) mouth.<br />

When she and Claire Redfield are<br />

first attached by the zombie-like<br />

Afflicted, Moira drops the c-bomb.<br />

At least, she does in our early<br />

preview code. But it might not<br />

THE INFAMOUS<br />

LINE COMES FROM<br />

BARRY’S FOUL-<br />

MOUTHED<br />

DAUGHTER.<br />

make the final game: we’ve been<br />

warned that Capcom’s R&D team<br />

might change the line to something<br />

less fruity, despite other blue lines<br />

– such as the delightful corker<br />

that is, “Where in a moist barrel<br />

of f***s are we?” – staying as is.<br />

So consider this a plea from<br />

OPM to Capcom to preserve<br />

history and #saveourcocks. Join<br />

us on Twitter to help fight the good<br />

fight and keep<br />

Resi’s dialogue as<br />

cheesy as can be.<br />

BRACE YOURSELF<br />

Our new handson<br />

demo did<br />

more than reveal<br />

hilarious swears,<br />

however. In a new<br />

area we also discover that the<br />

bracelets Claire and Moira wear<br />

aren’t virus indicators but fear<br />

detectors. Green = calm; red =<br />

scared. It seems more a narrative<br />

device than a gameplay mechanic,<br />

and right now the DualShock 4<br />

lightbar doesn’t mirror the colours.<br />

That, we hope, is changed by R&D.<br />

Join the fight to save the classic line by<br />

tweeting #saveourcocks to @RE_Games.<br />

“The demo features text<br />

& VO that was not 100%<br />

representative of the final<br />

game,” says Capcom.<br />

the rumour machine<br />

our sources understand…<br />

Hollywood tittle-tattle<br />

says the Assassin’s<br />

Creed film has been<br />

delayed until 2016.<br />

Guerrilla is reportedly<br />

working on an openworld<br />

RPG called Horizon.<br />

Supposed leaked art<br />

shows the game’s female<br />

hero battling robot dinos.<br />

Oh. Hells. Yes.<br />

Sony Bend is<br />

said to being<br />

making an<br />

openworld<br />

PS4<br />

horror.<br />

An HD remake of<br />

PS1 town-builder<br />

Constructor<br />

has been<br />

listed on<br />

GAME’s<br />

website.<br />

The Wall Street<br />

Journal reports<br />

Sony is launching<br />

an internet TV<br />

service which will<br />

broadcast shows<br />

to its consoles.


BREAK THE CODE<br />

Want two more emblem codes?<br />

Here goes… X9F-GMA-H6D and<br />

N3L-XN6-PXF. To claim ‘em, head<br />

over to Bungie.net, sign in, then<br />

hit ‘Redeem Code’. Collect them<br />

from the Special Orders Vendor.<br />

PlayStation<br />

voices<br />

the month in<br />

mouthing off<br />

The Dark Below will<br />

send you back to the<br />

Moon to see off a<br />

rising Hive threat.<br />

“The WWE 2K15<br />

trailer is finally<br />

here, and yours<br />

truly is laying it<br />

down in<br />

high def.”<br />

John Cena<br />

proving<br />

that<br />

the<br />

chump<br />

is still<br />

here.<br />

Hitting Dark Below<br />

the belt in Destiny<br />

Leaked DLC plans lift the lid on upcoming expansions<br />

More Destiny,<br />

08<br />

we say! MORE!<br />

Good news for<br />

Guardians hungry<br />

for fresh content:<br />

Bungie’s DLC plans<br />

have hit the interwebs. While we<br />

already knew two expansions were<br />

on the horizon, an in-game bug has<br />

given overt details on the packs.<br />

Due out in December, The Dark<br />

Below is Destiny’s first major postlaunch<br />

DLC, and features timed<br />

PlayStation-exclusive content.<br />

The House Of Wolves hits at a later<br />

date, with the leak suggesting the<br />

packs house four story missions,<br />

two Strikes and a fresh Raid each –<br />

we’ve not even *gulp* got through<br />

the Vault Of Glass’ front door yet…<br />

Bungie responded to the leak via<br />

a short statement, refuting reports<br />

both DLC packs were already on<br />

the disc. “Neither of the expansion<br />

packs we’ve announced are<br />

finished,” reads the post. Still, it’s<br />

great to know a fresh serving of<br />

Destiny is due down PSN’s pipes.<br />

While you wait for the DLC, join<br />

our Official PlayStation Mag group<br />

on Bungie.net. Destiny currently<br />

caps clan members at 100, but<br />

we’re looking to rotate new<br />

Guardians in so that more of you<br />

can play with us. If you think you’re<br />

worthy of joining our 100, tell us<br />

why you deserve to be in our clan.<br />

“Great to play<br />

(and win)<br />

against Olly<br />

Murs at the EA<br />

Sports FIFA<br />

15 launch last<br />

night.” Eden<br />

Hazard gives<br />

the abject X<br />

Factor act<br />

a beating.<br />

“If you’re lucky<br />

enough to own<br />

a PS4, buy TLOU<br />

Remastered.<br />

It’s a miracle.”<br />

Peter<br />

Serafinowicz<br />

hearts<br />

Joel.<br />

019<br />

The first DLC sees those undead-aping<br />

ETs merging around the Hellmouth again.<br />

To join our ‘Official PlayStation Mag’<br />

Destiny group, go to bit.ly/TeamOPM.


instant<br />

opinion<br />

strong vs<br />

wrong<br />

<br />

020<br />

HOUSE IN THE HOUSE<br />

Stephen Fry’s been<br />

blessing LittleBigPlanet<br />

with his soothing tones<br />

since day one, but we<br />

can finally reveal that<br />

his comedy partner in<br />

crime, Hugh Laurie, will<br />

also star in LBP3 – as<br />

villain Newton, no less.<br />

RIBBON A WHILE<br />

At. last. Vib Ribbon is<br />

back. Announced on our<br />

deadline day, the PS1<br />

rhythm-action game is<br />

out now on PS3 and PS<br />

Vita, with a PS4 version<br />

in the works. We’ll have<br />

the review next issue.<br />

A NEW BOW<br />

Lara and Prophet’s<br />

school of archery is<br />

so passé. We’re all<br />

about Far Cry 4’s<br />

(p38) sexily silent<br />

Auto-Crossbow.<br />

DAMNED UNITED<br />

Has Ubisoft broken<br />

the Creed? Although<br />

Black Flag ran at<br />

1080p on PS4, Unity<br />

drops to 900p in<br />

the same year Xbox<br />

gets exclusive content…<br />

EVIL WITHOUT<br />

Japan gets all the best<br />

stuff. To celebrate<br />

the release of The Evil<br />

Within (or Psycho Break<br />

as it’s known out there),<br />

SCEJ’s releasing two<br />

PS4s rocking engraved<br />

horror houses. Where<br />

are ours, eh?<br />

PLUS SIZED<br />

Bad news for South<br />

African PS4 gamers: PS<br />

Plus will now cost you<br />

roughly £12 per month<br />

after a 51% price hike.<br />

You can hop in Balam’s<br />

mighty mech chassis<br />

with a deft prod of the<br />

DualShock 4’s touchpad.<br />

Mech-on-monster<br />

action hits PS4<br />

EDF goes all Pacific Rim for new-gen debut<br />

09<br />

Giant<br />

Robots!<br />

Godzilla’s slightly<br />

emaciated second<br />

cousin! Guillermo<br />

del Toro-inspired<br />

fisticuffs! Lordy,<br />

we’re having a pleasure overload<br />

here. Just when you thought it was<br />

safe to scuttle past the humongous<br />

ant colony, EDF crashes PS4’s<br />

party, throwing skyscraper-sized<br />

mechs into a sizeable insect soirée.<br />

Earth Defense Force 4.1: The<br />

Shadow Of New Despair (sexy!)<br />

marks the first<br />

time the campy<br />

alien bug-blasting<br />

series has hit PS4.<br />

Due out next year<br />

in Japan, with a<br />

Western release<br />

Those ever-enthused ants will still<br />

swarm your thundering ‘bot en masse.<br />

SHOWDOWNS<br />

ARE CAPABLE OF<br />

LEVELLING THE<br />

GAME’S CITIES.<br />

<br />

still to be confirmed, it drops a<br />

colossal ‘bot called ‘Mobile Fortress<br />

Balam’ into the schlocky fray.<br />

Still, what’s a preposterously<br />

proportioned droid without a good<br />

B movie beastie? Enter Huge<br />

Monster Erginus. The fights with<br />

this scaly leviathan appear to form<br />

the core of EDF’s new standout setpieces,<br />

with the monster-on-mech<br />

showdowns capable of levelling the<br />

game’s entirely smashable cities.<br />

We’ve always had a squidgy spot<br />

for Sandlot’s scrappy series at<br />

OPM Towers, but<br />

it’s hard to deny<br />

the last few entries<br />

have been a bit…<br />

buggy. There’s<br />

no faster way<br />

into our tickers<br />

than skyscrapersized<br />

fights, though. And with<br />

PS4 hopefully bringing an extra<br />

layer of technical sheen to the<br />

ant-annihilating action (the longtime<br />

‘framerate’ enemy has been<br />

significantly improved), EDF 4.1<br />

could crawl its way out of ‘bargain<br />

bin curio’ territory yet. Now, let’s all<br />

close our eyes and dream of sweet,<br />

sweet Pacific Rim pummelling.<br />

Are you a diehard EDFer who can’t wait<br />

for 4.1? Tweet @OPM_UK to let us know.


NO. ONE WITH A BULLET<br />

The top selling PlayStation game<br />

in the UK during Xmas week last<br />

year was (and try not to faint)<br />

COD: Ghosts. Folk clearly love<br />

that dog: the FPS sold 363,718<br />

copies on PS3 that week alone.<br />

TheBig 10<br />

STORIES EVERYONE’S TALKING ABOUT<br />

10<br />

just one more question…<br />

the team debate this month’s burning issue<br />

Is the traditional ‘Winter Rush’<br />

good for the games industry?<br />

MATTHEW PELLETT<br />

EDITOR<br />

PHIL IWANIUK<br />

GAMES EDITOR<br />

DAVE MEIKLEHAM<br />

NEWS EDITOR<br />

DOM RESEIGH-LINCOLN<br />

PRODUCTION EDITOR<br />

021<br />

FOR GAMERS, THE<br />

XMAS RUSH IS FAB.<br />

FOR THE INDUSTRY…<br />

NOT SO MUCH.<br />

FESTIVE ROMANCE<br />

ASIDE, IT’S HURTING<br />

ONLINE DISTRIBUTION<br />

PLATFORMS.<br />

DECEMBER WITHOUT<br />

A SANTA’S SACK OF<br />

GAMES WOULD BE<br />

HO-HO-HORRIBLE.<br />

STOP CLUMPING THE<br />

BEST RELEASES<br />

TOGETHER FOR MY<br />

WALLET’S SAKE.<br />

Every year there’s always<br />

a deluge of games from<br />

September onwards –<br />

a period we’ve come<br />

to know as the ‘Winter<br />

Rush’. And every year<br />

there are casualties.<br />

Good games big and<br />

small are released on the<br />

same day as a new Grand<br />

Theft Auto or the latest<br />

Assassin’s Creed and are<br />

just killed in the sales war.<br />

Many a studio’s been<br />

shuttered because of it.<br />

Personally, I love the thrill<br />

of the Christmas run-in,<br />

but more even releases<br />

through the year would<br />

end those drought<br />

months and help more<br />

studios make money.<br />

Anyway, isn’t this moot?<br />

Bloodborne, The Order,<br />

The Witcher 3… isn’t Feb<br />

the new ‘Winter Rush’? <br />

There was a time when<br />

I’d defend the winter<br />

smörgåsbord of<br />

big-hitters with my very<br />

life, so voluminous are<br />

my festive memories with<br />

those anticipated games.<br />

However: it’s an outdated<br />

concept. The Winter Rush<br />

exists because in the<br />

olden days everyone<br />

bought their games<br />

from shops. More people<br />

visited those shops in the<br />

run up to Christmas, so<br />

publishers deployed their<br />

games at the opportune<br />

moment. But online<br />

distribution platforms<br />

are stunted due to this<br />

continuing practice –<br />

we’re all online 24/7,<br />

perpetually one click away<br />

from buying a game, and<br />

publishers haven’t quite<br />

adjusted to that yet. <br />

What’s the best thing<br />

about Christmas? Well,<br />

aside from eating enough<br />

selection boxes to put<br />

you into a sugar coma?<br />

That’s right: ignoring all<br />

friends, family and festive<br />

well-wishers to tuck into<br />

those new PS4 games<br />

Kris Kringle and his merry<br />

bag just unloaded under<br />

your tree. Some of my<br />

favourite ever Xmas<br />

memories centre around<br />

shunning carols for<br />

console time. If publishers<br />

start spacing out game<br />

releases over a more<br />

even annual schedule,<br />

giving me fewer winter<br />

PlayStation treats, I may<br />

actually be forced to talk<br />

to my nan this Crimbo.<br />

God, she’s going to make<br />

me watch an Eastenders<br />

double bill, isn’t she? <br />

Anyone who knows me<br />

will almost certainly dread<br />

my sickening love for<br />

all things Christmas.<br />

Yet even my rabid Noel<br />

affection takes a kick to<br />

the baubles when I see<br />

the crowded, cashchewing<br />

release schedule<br />

that comes as part and<br />

parcel of the bell-jingling<br />

season. Far Cry 4? That’ll<br />

be 50 quid. Dragon Age:<br />

Inquisition? Another half<br />

ton gone. Two Assassin’s<br />

Creeds in one day? 100<br />

sheets, my good man.<br />

Such a high concentration<br />

of big titles crammed<br />

into one itty-bitty launch<br />

window does nothing but<br />

alienate those of us who<br />

can only afford to pick<br />

one (if any) in an already<br />

expensive season. Spare<br />

some change, guv?


REPLIES<br />

F facebook.com/OfficialPlayStationMagazine T @OPM_UK W officialplaystationmagazine.co.uk E opm@futurenet.com<br />

022<br />

Last-gen lover<br />

I’ve been a reader of the<br />

mag for a while now and<br />

I was worried that once<br />

PS4 was released OPM<br />

would focus all of its<br />

energies on PS4, and PS3<br />

and its faithful owners<br />

would be left behind,<br />

feeling obsolete. But<br />

OPM is better than ever<br />

– there’s something for<br />

everyone! Whether it’s the<br />

Hall Of Fame or the Room<br />

101 feature in issue 101,<br />

I can honestly say that<br />

while its new-gen brother<br />

is getting the attention it<br />

deserves, the trusty PS3<br />

hasn’t been forgotten.<br />

Thanks OPM for providing<br />

a magazine for the PS<br />

gaming masses.<br />

Stacey Jenkins via email<br />

#102 30 Games Only<br />

On PlayStation, Destiny<br />

and R Revelations<br />

Thanks Stacey, we’re<br />

getting all the feels.<br />

PS4 is certainly leading<br />

the charge, but PS Vita<br />

and PS3 are far from<br />

forgotten here at OPM.<br />

Pole position<br />

I wrote to you a few<br />

issues ago complaining<br />

about PS4 failing to<br />

deliver on its promises<br />

and a lack of new games.<br />

I then made a rather rash<br />

purchase and bought an<br />

Xbox One. Wow, have I<br />

changed my tune. PS4<br />

is so user friendly by<br />

comparison and the<br />

graphical fidelity of the<br />

console exclusives is<br />

light-years ahead. The<br />

final insult, however, is<br />

Kinect. That thing is simply<br />

awful. No wonder it was<br />

removed. The only thing<br />

that the XO has over the<br />

PS4 is the fact it has<br />

a great racing game –<br />

and with the arrival of<br />

Driveclub that’s hopefully<br />

not an issue any more. If<br />

anyone is left wondering<br />

whether they made the<br />

right choice by choosing<br />

PS4, trust me, you did.<br />

Abe Stocker via email<br />

Who says we’re not a<br />

forgiving bunch, eh?<br />

Come on back into the<br />

fold Abe and bathe in the<br />

warm, welcoming glow<br />

of PS4. Mmmm, toasty.<br />

Rural rage<br />

Why on Earth do Sony<br />

keep coming up with<br />

awesome ideas such<br />

as PlayStation Now<br />

and PS Vita Remote<br />

Play in countries that<br />

IF ANYONE IS WONDERING<br />

WHETHER THEY MADE THE<br />

RIGHT CHOICE BY GOING WITH<br />

PS4, TRUST ME, YOU DID.<br />

Star letter Habitual guardian<br />

Is it possible to sue Bungie? Since Destiny came out<br />

I’ve poured at least six hours a day into its magnificent<br />

sci-fi universe. It’s just so addictive. I find myself<br />

endlessly grinding through thousands of enemies to try<br />

and grab those Legendary Engrams. I stay up ‘til 3am<br />

in the morning sometimes and even get up early on the<br />

days I have work just so I can squeeze an extra hour<br />

or two. Wherever I am, all I want to do is go home and<br />

play Destiny. Damn you, Bungie.<br />

Daniel Gosling via Facebook<br />

Psst, can you keep a secret? We’re addicted, too.<br />

We should start a help group because Lord knows<br />

there aren’t enough hours in the day to satisfy our<br />

Destiny cravings. While you’re waiting, have a year’s<br />

subscription to OPM. It’s good for what ails ya.<br />

don’t have the internet<br />

infrastructure to deal with<br />

them? I live in a rural area<br />

and I struggle to download<br />

the monthly indies, never<br />

mind stream a multiplayer<br />

match from my PS4 to<br />

my PS Vita while I’m at it.<br />

I guess this isn’t really a<br />

moan at Sony, but rather<br />

the state of the net here<br />

in the UK. Sort it out!<br />

Rebecca Hall via email<br />

Net infrastructures are<br />

a sore point for many,<br />

but your future-proofed<br />

PS4 will happily wait for<br />

your ISP to catch up.<br />

<br />

troll of the month<br />

CAN I GET A RT?<br />

Tweet gold (and one troll) from<br />

this month’s @OPM_UK timeline<br />

@Baltes<br />

Bought my little bro a PS4<br />

and Destiny as an early<br />

birthday gift. First thing<br />

he did was take a selfie.<br />

@ms_heartattack<br />

I’m playing Destiny so<br />

much that I dream about<br />

going Bladedancer Super<br />

Saiyan on enemies…<br />

@sambadude<br />

So now I’ve got AC Unity,<br />

WWE 2K15, Far Cry 4 and<br />

GTA V all for November.<br />

I need a job… And a life.<br />

@FuturLab<br />

For those that actually<br />

open their eyes and look,<br />

PS Vita is where it’s at.<br />

@AndyEaston95<br />

Oh @SuckerPunchProd<br />

you make me happy<br />

#InfamousFirstLight<br />

#PS4<br />

@PM94YNWA<br />

Just watching videos on<br />

Metal Gear Solid V and it’s<br />

going to be amazing!<br />

@JackDacreBrown<br />

FIFA because I love money<br />

grabbing companies and<br />

scripted gameplay! I also<br />

get broken mechanics!!!!!!!!<br />

@TimmyShire<br />

So much bloody good<br />

stuff from TGS this year:<br />

Bloodborne, Final Fantasy<br />

15, MGS V. All awesome.<br />

@amboyes<br />

I’m committed to getting<br />

a Legendary item in<br />

#Destiny tonight. Let the<br />

Engram angels bless me!<br />

@Shinogu<br />

I want to play Destiny so<br />

bad, I might even try PS<br />

Vita Remote Play.


est comments from facebook.com/officialplaystationmagazine<br />

“Destiny has so many options to choose<br />

from. Every time I load it up there are<br />

Strikes, Raids, the Crucible and more.”<br />

Sean Kenway embraces his Destiny… then shoots it for engrams<br />

“So… does his<br />

horse get to use a<br />

helicopter as well?”<br />

Luke Roberts trolls Snake<br />

READERS’ MOST WANTED<br />

Which games are bleeping loudest on your radar?<br />

Uncharted 4:<br />

A Thief’s End<br />

While Naughty Dog is keeping the<br />

dirty deets on Nate’s latest tightly<br />

under wraps, it did release some<br />

sexy new concept art – flick back<br />

to p26-27 and soak it all in.<br />

No wonder Uncharted 4<br />

has pilfered first place.<br />

FORMAT PS4<br />

ETA 2015<br />

Bloodborne<br />

What a difference a<br />

date makes, eh? With<br />

a February release<br />

pencilled in and a tidal<br />

wave of gameplay vids<br />

making their way online<br />

following this year’s<br />

Tokyo Game Show, it’s<br />

pretty obvious From<br />

Software’s new project<br />

has bagged your hearts<br />

(and your souls).<br />

FORMAT PS4<br />

ETA 6 FEB 2015<br />

Metal Gear Solid V:<br />

The Phantom Pain<br />

We all gorged on a buffet of Snake at TGS 2014,<br />

with Metal Gear overlord Hideo Kojima showering<br />

us with new footage of Big Boss in da jungle (read<br />

p10 for more info) and an actual Diamond Dog.<br />

FORMAT PS4/PS3<br />

ETA 2015<br />

VOTE<br />

NOW!<br />

Tell us the five games<br />

you can’t wait to play at<br />

opm@futurenet.com.<br />

Grand Theft<br />

Auto V<br />

What’s this? A PS4-<br />

powered GTA V not<br />

adorning the top spot?<br />

Have you lost the run of<br />

yourselves? Well, we’ll<br />

forgive you just this once<br />

as this month’s list is a<br />

huge fleet of new-gen<br />

heavyweights. Now turn<br />

to p64 and check out our<br />

GTA V on PS4 feature.<br />

FORMAT PS4<br />

ETA 18 NOV<br />

Assassin’s<br />

Creed Unity<br />

The Fassbender-starring<br />

AC film may have slipped<br />

on its robes into 2016,<br />

but the first new-gen-only<br />

‘Sass is still set to clamber<br />

up your PS4 in Nov. In the<br />

meantime, check out our<br />

huge AC feature on p46.<br />

FORMAT PS4<br />

ETA 13 NOV<br />

023<br />

EXIT<br />

POLL<br />

Our Facebook<br />

fans answer a<br />

final question<br />

Which game or<br />

franchise would<br />

you like to see<br />

get a reboot?<br />

26% Would take<br />

to the new-gen<br />

skies for a<br />

reimagined<br />

Warhawk.<br />

15% Are all<br />

giddy at the<br />

thought of a PS4<br />

Timesplitters.<br />

28%<br />

Want to see<br />

Naughty Dog’s<br />

PS1 mascot<br />

Crash return.<br />

8% Dream<br />

a dream of a<br />

revitalised Jak<br />

& Daxter.<br />

10% Have a<br />

hankering for a<br />

brand new take<br />

on Syphon Filter.<br />

13% Feel their<br />

pulses quicken at<br />

the thought of a<br />

new Soul Reaver.<br />

NEXT<br />

MONTH<br />

Tell us what you<br />

made of PS Vita’s<br />

upcoming library<br />

of games and<br />

whether Driveclub<br />

lived up to all that<br />

tyre-burning hype.


OPINION<br />

<br />

Ben Wilson<br />

THE WIFE WOULD ATTEND<br />

BABY GROUPS FROM 10 ’TIL 12<br />

ON A FRIDAY, AND THAT SHORT<br />

WINDOW BECAME FRANKLIN,<br />

MICHAEL AND TREVOR TIME.<br />

How rationing GTA V transformed Ben’s gaming attitude<br />

024<br />

Shortly before the birth<br />

of my daughter, a close<br />

friend confided that I<br />

was to be ordained into<br />

a very select group. Its<br />

name? Daddy Gamers.<br />

It was, he explained, a secret society<br />

built upon two important rules: thy<br />

gaming will be limited to the hours<br />

of 10pm until 1am (in order that<br />

baby remain safe from nightmares<br />

about Kane & Lynch), and thou shalt<br />

never finish anything longer than<br />

12 hours. (Because Daddy Years pass<br />

just as hurriedly as Dog Years, only<br />

with more yelping.)<br />

Apologies to papas everywhere,<br />

then, because I long ago flouted both<br />

of these sacrosanct regulations.<br />

As soon as the critical<br />

father-daughter placentasnipping<br />

pleasantries (‘love<br />

your fellow humans, hate<br />

Brighton & Hove Albion’)<br />

had been completed,<br />

Wilson Jr and I agreed<br />

a simple pact: in<br />

exchange for being<br />

lavished with Disney<br />

Infinity figures on<br />

her third birthday,<br />

I’d be given<br />

sufficient time<br />

during her formative<br />

years to finish Grand<br />

Theft Auto V. With a<br />

high-pitched ‘goo goo<br />

ga ga’ the deal was<br />

sealed. As I recall, she<br />

made happy noises, too.<br />

Trouble was, the little<br />

lady turned out to be<br />

one hell of a horrendous<br />

sleeper, and those late<br />

WRITER BIO<br />

Former OPM veteran Ben Wilson is a<br />

father-of-one who earlier this year swapped<br />

Meiks’ FIFA tantrums for his daughter’s wet<br />

nappy ones. He wants no one to know that<br />

he retconned his GTA V save after regretting<br />

Trevor’s fate in Ending A. So we won’t… oops.<br />

evening hours quickly became her<br />

most boisterous. There was no<br />

chance of me packing the missus<br />

off to sort a wailing newborn while<br />

I cavorted through Vinewood in<br />

nowt but Y-fronts. So having<br />

already flouted the rule<br />

about not playing lengthy<br />

games, I was forced<br />

to break the other<br />

one as well. Every<br />

week, the wife would<br />

interrupt my daddy<br />

day care ritual from<br />

ten ’til 12 on a Friday<br />

so she could take the<br />

nipper to an NCT<br />

group. And that<br />

short window<br />

became an<br />

uninterrupted<br />

hangout with<br />

Michael, Franklin and Trev.<br />

<br />

A year and a half later, I’ve only just<br />

completed it. And you know what?<br />

It was the perfect way to enjoy<br />

Rockstar’s greatest game yet. Playing<br />

in such short bursts enabled me to<br />

fully absorb the story developments<br />

once each session was over, yet<br />

feel refreshed and raring to go when<br />

the following week rolled around.<br />

Critically, it also enabled me to<br />

imagine relationships between the<br />

three main characters evolving in real<br />

time – so Franklin’s camaraderie with<br />

Michael felt like something that grew<br />

organically while the console was<br />

switched off, rather than expedited<br />

for the sake of the story.<br />

TO BE FRANKLIN<br />

As a means to luxuriating in a bespoke<br />

world, this was such a revelation that<br />

I’ve now committed to playing all<br />

story-based games in the same way.<br />

Sure, I manage the odd FIFA match<br />

in the evenings, but Watch Dogs and<br />

COD Ghosts have been enjoyed in that<br />

Friday morn spot alone – and when<br />

either does something glitchy, I have a<br />

full week to cool off and regenerate my<br />

interest. The slow-burn experience has<br />

also made me regret rushing through<br />

numerous earlier PS classics: so much<br />

of GTA V has lingered in my memory<br />

in a way even the Uncharteds never<br />

did, simply because I raced through<br />

them at breakneck, instantly-forgethalf-of-what-you’re-doing<br />

speed.<br />

That won’t happen again. Few<br />

games coming in 2015 look as enticing<br />

as A Thief’s End, and I’m excited<br />

beyond words about picking it up on<br />

day one. Tell you what I’m even more<br />

pumped for, though? Finishing it at<br />

the back-end of 2016.


OPINION<br />

Dom Reseigh-Lincoln<br />

IT’S TIME TO GIVE UP THE<br />

SHENMUE GHOST AND PLEDGE<br />

YOUR HEART TO ANOTHER<br />

EASTERN ADVENTURE.<br />

Quit your bellyaching and show its spiritual<br />

successor Yakuza some OPM love<br />

Phil Iwaniuk<br />

WHO’D REALLY SUFFER<br />

IF FIFA HAD A THREE-YEAR<br />

RELEASE CYCLE? NOT THE<br />

GAMER, BUT EA.<br />

The yearly cadence of sports franchises is so<br />

ingrained now we no longer question it<br />

Alright, I’ll admit it: I<br />

really wish Shenmue<br />

III was a thing. I’d<br />

even give a couple of<br />

semi-important organs just<br />

to get my dirty mitts on an<br />

HD collection of the first<br />

two. But deep down there’s<br />

a little voice that whispers a<br />

painful truth: “It’s probably<br />

never going to happen,<br />

kiddo. It’s time to let it go.”<br />

That’s the thing about<br />

hope; it’s a powerful<br />

aphrodisiac, especially when it<br />

comes to a franchise you’ve<br />

loved since you were young.<br />

But even series creator Yu<br />

Suzuki has stressed that Sega<br />

isn’t interested in making<br />

a new Shenmue. Hell, even<br />

Kickstarter was considered,<br />

but with the rights remaining<br />

with the publisher its chances<br />

have never looked bleaker.<br />

YAKETY YAK<br />

Thing is, Shenmue might be<br />

resigned to gaming’s past, but<br />

its legacy – the open-world<br />

setting, QTEs, the recreation<br />

of the mundane alongside<br />

huge cinematic moments –<br />

lives on in a series that’s been<br />

building on those foundations<br />

for almost a decade. One that<br />

blends RPGs, beat-’em-ups<br />

and melodrama and pulls it all<br />

off so damn well just writing<br />

this makes me want to play<br />

one of them again. So why am<br />

I frowning? Because good ol’<br />

Yakuza has become a strictly<br />

Japan-only affair.<br />

Why? Simple: money. In an<br />

interview with Edge last year,<br />

creator Toshiniro Nagoshi<br />

stressed that with such a<br />

small team at his disposal,<br />

he only has the resources to<br />

either localise an entry for<br />

the West or focus his team’s<br />

energy on a new instalment.<br />

Sure, I get the desire to always<br />

press forward, but is prepping<br />

a Western version really that<br />

big a job? If certain pubs<br />

release a slew of bland JRPGs<br />

every year and still deem it<br />

financially viable, then is one<br />

gangster sim really such a<br />

risk? With Sega once again<br />

blanking the West with<br />

upcoming prequel Yakuza<br />

Zero, the chance to enjoy<br />

these amazing games is<br />

getting slimmer by the day.<br />

So come all ye Shenmue<br />

faithful, put down your<br />

pitchforks and step away from<br />

that online petition. Put those<br />

keyboards to good use and<br />

start showing Yakuza some<br />

love. Go buy a copy, shout<br />

about it on Twitter and do<br />

whatever it takes to make<br />

Sega realise Western fans<br />

shouldn’t be an afterthought.<br />

The argument’s<br />

so passé now, it’s<br />

embarrassing to even<br />

raise it. Years ago<br />

there was still a conversation<br />

to be had about the merit<br />

of publishers releasing a new<br />

FIFA, PES, Madden and the<br />

like every year. Were the kit<br />

updates and occasional<br />

changes to through ball<br />

passing weight sufficient<br />

to justify a new game? And<br />

why does Modric look like a<br />

finely polished turnip now?<br />

Today you can go ahead and<br />

include that patter in your<br />

stand-up routine alongside<br />

plane food and long lines at<br />

the post office, because such<br />

words have lost all meaning.<br />

The autumn influx of familiar<br />

sports games bearing next<br />

year’s date in their title has<br />

become such a fact of life that<br />

you might as well question<br />

the necessity of the changing<br />

of the seasons themselves.<br />

YEAR ZERO<br />

They’d never admit it, but<br />

the developers who make<br />

them must wish this practice<br />

never became de rigueur.<br />

Imagine the wild dreams they<br />

harbour for their annualised<br />

series, perpetually unable to<br />

code them into being because<br />

Ultimate Team needs better<br />

safeguarding this year. It’s<br />

an absolute miracle that NBA<br />

2K14 studio Visual Concepts<br />

expanded its MyCareer mode<br />

so far within one release cycle<br />

– an absolute highlight in<br />

sports gaming that devs<br />

elsewhere in the genre would<br />

need similar miraculous<br />

conditions to replicate.<br />

Unfashionable as it may<br />

be then, I feel the need to<br />

ask the old question again<br />

– whose feathers would be<br />

ruffled if FIFA had, say, a<br />

three-year release cycle, with<br />

DLC kit updates and gameplay<br />

tweaks available to season<br />

pass holders? Not the gamer,<br />

but the publisher who relies<br />

on hitting certain numbers<br />

in certain months of<br />

each financial year, and the<br />

shareholders whose dividends<br />

depend on those numbers.<br />

As an obsessive of third<br />

kits, fiddler of rosters and<br />

peruser of DLC sneakers I<br />

think we’re not asking enough<br />

of the franchises we show<br />

such devotion to. I don’t<br />

want a game that matches last<br />

year’s quality, I want a game<br />

that feels more like baseball<br />

and ice hockey than anything<br />

I’ve played before. And I’m<br />

prepared to wait years for<br />

that. Are you? Then let’s have<br />

our wallets do the talking.<br />

025<br />

WRITER BIO<br />

When prod ed Dom Reseigh-Lincoln was fresh out of uni, he booked a week off<br />

from a new job just to play Yakuza 2. He then locked himself in his room with his<br />

DualShock 2, lots of bad food and a ton of Dr Pep. The room never recovered.<br />

WRITER BIO<br />

Phil Iwaniuk loves updated team jerseys as much as the next man – probably<br />

more than the next man, actually. How many hours have you spent teaching<br />

yourself image editing just to make your own, next man? Exactly. *rests case*


NAUGHTY DOG<br />

<br />

1<br />

Naughty<br />

Dog<br />

Celebrating 30 years of elf-eared,<br />

treasure-hunting, Infected-offing magic<br />

2<br />

026<br />

1 ANNIVERSARY<br />

ART ATTACK<br />

Break out the spine-bruising<br />

bumps: it’s time to celebrate<br />

Naughty Dog’s 30th birthday.<br />

PlayStation’s premier studio<br />

recently held an exhibit to<br />

honour its history, filled with<br />

tribute art commemorating<br />

its games; including this<br />

TLOU piece by artist Jose<br />

Emroca Flores, which was<br />

being sold for ‘just’ $1,800.<br />

2 REALLY OLD MUTT,<br />

NEW TRICKS<br />

The developer was formed<br />

in 1984 by Andy Gavin and<br />

Jason Rubin. Though both<br />

co-founders left in 2004,<br />

they’d be proud of an exhibit<br />

that featured over 60 pieces<br />

of production work and<br />

prints from ten artists who<br />

appeared in the recent The<br />

Art Of Naughty Dog book.<br />

3 NAUGHTY DOGS<br />

PLAYING POKER<br />

Read ‘em and weep,<br />

Joel. This homage to CM<br />

Coolidge’s series of pooch<br />

paintings was designed by<br />

artist ‘Pandamusk’. Some<br />

royal flush and Sully-loving<br />

punter nabbed it for $500.<br />

4 CORDYCEPS<br />

AND THE CITY<br />

Nothing says ‘fine art’ quite<br />

like a devastating pandemic.<br />

Anthony Wu’s ‘Nature,<br />

Human’ shows what would<br />

have happened if Ellie wasn’t<br />

immune to the Cordyceps<br />

Brain Infection in The Last<br />

Of Us. The savagely striking<br />

work went for a song –<br />

a song that cost $300.<br />

5 NEW-GEN NATE<br />

It wasn’t all just artisans<br />

drooling over sexy oil<br />

paintings at the event. There<br />

were also TVs set up that<br />

just, oh, happened to show<br />

PS4-rendered Nathan Drake.<br />

Uncharted 4 lead game<br />

designer Kurt Margenau<br />

even tweeted a pic of the<br />

fortune hunter, who now<br />

looks more like Nolan North…<br />

6 THE HARE<br />

NECESSITIES<br />

Turns out, the apocalypse<br />

makes for some damn purdy<br />

pictures. Just take this piece<br />

by Teegan White, depicting<br />

the poor critter Ellie arrows<br />

in TLOU’s Winter chapter.<br />

Someone send a condolence<br />

card to the March Hare.<br />

7 ONE LAST TIME<br />

FOR UNCHARTED<br />

It’s Uncharted 4! In $250<br />

poster form! This sexy print<br />

by Cory Schmitz and Irene<br />

Koh reiterates A Thief’s<br />

End’s 2015 release. It also<br />

contains a passage from the<br />

King James Bible’s Book Of<br />

Luke. Could Nate be chasing<br />

a religious artefact? Please<br />

let it be the Nazi-melting Ark<br />

Of The Covenant.<br />

8 RIGHT JAK TO<br />

THE BEGINNING<br />

Jak & Daxter statues and<br />

trinkets also adorned the<br />

exhibit, which was held in<br />

Alhambra, just outside LA.<br />

The artistic extravaganza<br />

ran between 27 Sep and<br />

12 Oct. God, we miss that<br />

adorable elf and ottsel duo.<br />

9 GET IN THE HOLE<br />

Among the gallery’s treasure<br />

trove of gems lay concept<br />

art for an undeveloped<br />

project – a game, “centred<br />

around a city that had been<br />

built up around a giant hole,”<br />

according to the studio’s<br />

30th anniversary art book.<br />

Maybe ND will return to this<br />

‘Holey’ Grail after Uncharted.<br />

3<br />

AND THE LATEST UNCHARTED 4 NEWS…<br />

No Rose as sweet<br />

Speaking in SFX #254, Emily<br />

Rose said, “I can’t say whether<br />

I’ll be returning to play Elena<br />

Fisher… I can say I hope so.”<br />

Life’s a beach<br />

Dark Horse’s The Art Of<br />

Naughty Dog has U4 concept<br />

art showcasing moody flooded<br />

ruins and stormy beaches.<br />

Show boat<br />

Those concept drawings also<br />

reveal Nate in a dinghy – ah,<br />

memories of Uncharted 1’s<br />

choppy water Jet Ski rides…<br />

What are your favourite Naughty Dog memories? Raid your brain banks and tell us at twitter.com/opm_uk.


4<br />

7<br />

<br />

5<br />

6<br />

027<br />

8<br />

9


Specialist magazine<br />

of the year<br />

Digital Magazine Awards 2013<br />

Try two free issues of our iPad edition<br />

today – search “Edge” in the App Store<br />

You will receive two free issues (the current issue and the next issue) when you<br />

start a no-obligation trial subscription. Available to new subscribers only.<br />

iPad is a trademark of Apple Inc, registered in the US and other countries.<br />

App Store is a service mark of Apple Inc.


38 FAR CRY 4<br />

The peak of the PlayStation FPS? Join<br />

us in the mountains for a hands-on<br />

blast through Ubisoft Montreal’s<br />

colourful safari.<br />

029<br />

|<br />

CONTENTS<br />

BATTLEBORN 30 | CALL OF DUTY: ADVANCED WARFARE 34 | DRAGON AGE: INQUISITION 36<br />

FAR CRY 4 38 | PROJECT CARS 40 | THE CREW 42 | LORDS OF THE FALLEN 44<br />

DEEP DOWN 45 | HELLRAID 45 | LITTLEBIGPLANET 3 45 | WWE 2K15 45


PREVIEW<br />

<br />

030


PREVIEW<br />

“THE VARELSI HAVE<br />

EXTINGUISHED ALL<br />

THE STARS IN THE<br />

SKY – EXCEPT ONE.”<br />

FORMAT PS4 / ETA 2015<br />

PUB 2K GAMES / DEV GEARBOX SOFTWARE<br />

BATTLEBORN<br />

Where the midwives earn<br />

danger money for their troubles<br />

031<br />

A new Gearbox Software game.<br />

Brand new. No numbers following<br />

the title, or any nonsensical<br />

subtitles – oh, hey Borderlands:<br />

The Pre-Sequel, didn’t see<br />

you there. This is a completely<br />

blank slate for the Texan developer, a chance<br />

to flex its creative muscles and pursue a vision<br />

without worrying about upsetting existing fans.<br />

The result? A five-player co-op/competitive<br />

multiplayer RPG/MOBA/shooter by the name<br />

of Battleborn. And not a Claptrap in sight.<br />

You’re confused. How would such a barrage of genres<br />

play as one experience? Is it like Borderlands? What<br />

in cel-shaded Hades is a MOBA? In that order,<br />

and briefly: we don’t know yet, a little bit, and<br />

Multiplayer Online Battle Arena – a scaled-down<br />

strategy game in which you control just one character<br />

working in a small team. What we do know is that<br />

in amongst that divisive art style that seems to be<br />

targeting a youngish demographic is a game with<br />

some exciting ideas that’s still, at heart, a shooter.<br />

The setup: the distant future. Terrible, nasty<br />

idiots known as the Varelsi have extinguished all but<br />

one star in the universe for reasons best known to<br />

themselves. With almost all organic life eradicated,<br />

heroic types from across the galaxy gather in the last<br />

habitable corner of space and join forces against the<br />

Varelsi, hoping to stop them before they snuff out<br />

the last star, Solus. They are… *turns dramatically<br />

to face the camera* …the Battleborn.


PREVIEW<br />

<br />

Left All the co-op gameplay<br />

we’ve seen so far pits you<br />

against these almost cute<br />

robo-types, by the hundred.<br />

Right Each character’s<br />

silhouette is immediately<br />

distinct, and there’s a lot of<br />

colour-coding at work, too.<br />

Never, ever suggest his<br />

head might be a wee bit<br />

on the small side. He has<br />

a thing about it.<br />

Lights, camera, faction<br />

The different species fighting for good<br />

1Peacekeepers such as manmountain<br />

Montana here are<br />

your common ‘hooah’ army<br />

parody. Lots of hollering, chestbeating<br />

and starred regalia.<br />

2<br />

The Last Light Consortium<br />

(LLC) are sharp-dressed<br />

robots who see the war purely<br />

as an opportunity for profit, and<br />

carry weaponised canes.<br />

3<br />

Rath here is reppin’ the<br />

Jennerit Empire, a civilisation<br />

who value power above all<br />

else. They’re kinda the bad guys,<br />

but no-one’s squeaky clean here.<br />

4<br />

Eldrid = elves. Nature lovers,<br />

love a good longbow, always<br />

harping on about maintaining<br />

balance in the universe. An old RPG<br />

trope in a new universe.


PREVIEW<br />

Above Well, no one’s going to accuse it of being just another brown<br />

shooter. Even the most brutal of fights looks oddly cheerful here.<br />

“RATHER THAN WIDE<br />

OPEN SPACES, THE<br />

ACTUAL BATTLES<br />

THEMSELVES TAKE<br />

PLACE IN BIG ARENAS.”<br />

Above Those pesky Varelsi. The bastard children of twigs<br />

and ink splatters, out to extinguish all light from the universe.<br />

Above Miko’s manner and moves are inspired by martial arts<br />

movies. Because how else to humanise a mushroom?<br />

FACTRICK<br />

1. MINUTE MAN<br />

Over the course of a 20-40<br />

minute co-op scenario, your<br />

character levels up roughly<br />

every 60 seconds.<br />

2. DEADLY DIY<br />

You can build turrets on<br />

fixed locations in every<br />

map, enabling you to fortify<br />

your overall defence.<br />

3. FINE LUPINE<br />

The Black Wolf, an end-of<br />

level boss we glimpsed, is of<br />

almost Dark Souls-level<br />

physical stature. Erk.<br />

<br />

Okay, it’s safe to say Gearbox isn’t trying to<br />

out-Dickens Dickens with this game, but the<br />

backstory does at least tee up one of Battleborn’s<br />

most important elements: its massive roster of<br />

playable characters. We’ve seen just a handful so far:<br />

Rath the quasi-vampire, walking bicep depository<br />

Montana, and Marquis the gentleman death-bot<br />

join a mushroom, a combat droid, and an elfish lady<br />

with a thing for bows in this pre-pre-alpha version.<br />

While all characters have broadly the same combat<br />

options – one primary attack and a couple of<br />

specials – the variation between attack types and<br />

equipment is huge. Montana is shamelessly lifted<br />

(presumably using an industrial crane) from Team<br />

Fortress 2 and its Heavy, carrying with him a<br />

minigun the size of King Kong’s pepper mill. He’s<br />

packing Hailstorm ammo for a special attack that<br />

slows enemies, and has an ultimate ability called<br />

Mansformation which transforms him into a<br />

hulking great juggernaut for close-range damage.<br />

Conversely, the aforementioned mushroom Miko’s<br />

attacks are largely spore-based, either sending out a<br />

spray of toxic fungus or deploying healing mushroom<br />

matter to help out allies. His ultimate ability, Fungus<br />

Among Us, does both simultaneously. Each of the<br />

other characters is as different again, which makes<br />

combat in Battleborn resemble a hybrid of Valve’s<br />

TF2 and BASEketball. Weaponised objects<br />

of varying absurdity fly this way and that,<br />

abilities form domes over their affected<br />

areas… it’s quite something to behold.<br />

MARRIED TO THE MOBA<br />

Rather than the wide open spaces of<br />

Borderlands, Battleborn’s actual battles<br />

take place in arenas, connected in the larger<br />

game world via corridors that allow time<br />

for a spot of banter between teammates.<br />

And as you might expect from Gearbox<br />

at this point, the banter is right on the<br />

mark. It’s hard to be genuinely funny in a<br />

videogame, and Battleborn does it without<br />

coming across as try-hard. But its unique<br />

approach to level design, along with the<br />

pacing of enemy appearances, is markedly different<br />

to PlayStation’s current crop of shooters, and it’ll<br />

take many hours of play to determine whether this<br />

experimental blending of FPS and MOBA genuinely<br />

works to create something better than both.<br />

Battleborn’s combination of long-term and midround<br />

character levelling will also play a big part in<br />

that experiment. In every battle you gain points to<br />

spend in the Helix Menu, offering a binary choice<br />

between more ammo or faster running speed active<br />

for that one skirmish. Above that there’s a deeper,<br />

persistent upgrade path to chip away at long-term,<br />

and above that there’s a long game to be played in<br />

upgrading yourself, the holder of all these characters,<br />

to get perks that benefit all your Battleborn.<br />

We’re not really sure who this game is for right<br />

now – there’s a suggestion of depth and strategy<br />

that’ll appeal to the hardcore, but a danger they<br />

could be turned off by the Pixar-esque art direction<br />

(we’re 50/50 in the office) and the fact that they’re<br />

throwing a mechanical owl at a fighting mushroom.<br />

It’s very early days for the project, and there’s plenty<br />

of time for it to find its footing as Borderlands did<br />

over a protracted development period. Gearbox’s last<br />

game might have disappointed (hi, Aliens), but this<br />

has so many new ideas we’re hopeful it’ll shine.<br />

033


PREVIEW<br />

<br />

FORMAT PS4/PS3 / ETA 3 NOV / PUB ACTIVISION / DEV SLEDGEHAMMER GAMES<br />

CALL OF DUTY:<br />

ADVANCED WARFARE<br />

Three years in the making, an invigorated COD aims to impress<br />

034<br />

FACTRICK<br />

1. BIG BANG THEORY<br />

A teleporting grenade was<br />

cut because it broke COD:<br />

AW’s big rule: science fact,<br />

not science fiction.<br />

2. MITCHELL MAN<br />

Rather than flitting between<br />

unrelatable randomers, the<br />

campaign focuses on one<br />

protagonist throughout.<br />

3. FACE TIME<br />

Wondering why Spacey<br />

looks ace? It’s because COD:<br />

AW uses the same facial<br />

animation tech as Avatar 2.<br />

The prime minister of Nigeria<br />

needs your help. Could this be<br />

another email scam? If it is,<br />

Private Jack Mitchell is going to<br />

be really pissed off. Working for<br />

military corporation Atlus, he’s<br />

neck-deep in Lagos with a hostage rescue force.<br />

The level is Traffic, and it’s a first act corker.<br />

A video feed crackles into Mitchell’s left eye. Why,<br />

it’s Kevin Spacey – sorry, Atlus president Jonathan<br />

Irons. “Get him alive,” he smarms through gritted<br />

teeth. “A handshake from me is enough to turn<br />

this entire region around.” The exosuited Mitchell<br />

boots a door with super strength and bursts into an<br />

alley. The wall ahead presents no problems for his<br />

magnetic gloves, and after climbing onto<br />

the roof, neither do the goons in the room<br />

below. With a mute charge to muffle sound,<br />

Mitchell drops through the skylight for<br />

a vertical twist on the traditional slowmo<br />

breach. In the far corner he plants<br />

a harmonic pulse that reads biodensity<br />

through walls then blasts the fuzzy figures<br />

without so much as a ‘Hey, how’s it going?’<br />

SPACEY RACE<br />

Inside it turns out this was all a diversion;<br />

the hostages are being spirited away. A<br />

squadmate peels off a portion of fence<br />

overlooking the motorway. “It’s now or<br />

never,” he grins, jumping onto a speeding<br />

bus. This is where the magnetic grip again<br />

comes into play, Mitchell clinging desperately<br />

onto the side as a bunch of black SUVs give chase.<br />

The hostage van pulls away, so Mitchell and his<br />

mate use their exosuits to hop between buses like<br />

heavily armoured Froggers. Finally, after another<br />

gorgeous slow-motion breach-and-clear on the<br />

vehicle – which on reflection probably wasn’t<br />

the smartest move – it plunges into the harbour.<br />

While heavily scripted (superhuman abilities such<br />

as double-jumping and wall-climbing are contained<br />

within specially designated sections), the sci-fi<br />

structure allows Sledgehammer to tightly craft what’s<br />

essentially another explosive seven-hour action flick.<br />

They’ve had time too. Advanced<br />

Warfare has been three years in the<br />

making. “We were given carte blanche,”<br />

says Sledgehammer founder Glen<br />

Schofield. “It gave us the opportunity<br />

to go through the entire game, from<br />

the HUD system to the cinematics…<br />

We iterated the crap out of [the<br />

exosuit]. The height of the jump, the<br />

distance of the jump, the speed, down<br />

to the inches. It changes Call Of Duty,<br />

but it still feels like Call Of Duty.”<br />

EXOSUITS YOU, SIR<br />

Now it’s time to test Schofield’s<br />

theory in multiplayer. Alongside<br />

returning modes Hardpoint and Kill<br />

Confirmed stands the brand new<br />

Uplink – a frantic and slightly silly<br />

sports-type game in which opposing<br />

teams grab a drone and chuck it<br />

through a circular hologram. There’s<br />

also the four-player co-op mode Exo<br />

Survival – think traditional wavebased<br />

holdouts but with exosuits. Both<br />

co-op and multiplayer are enlivened by<br />

human augmentation, even if the focus<br />

is still very much on run-and-gun.<br />

Maps are also more interactive, each<br />

one with a unique dynamic element.<br />

Some are triggered by you, such as the<br />

defence system in a Baghdad prison.<br />

Some are natural, such as a tidal<br />

wave under the Golden Gate Bridge.<br />

“They don’t always have to be violent,”<br />

says Schofield. Indeed, one features<br />

a crane that alters choke points. “It<br />

was a conscious effort to have more<br />

animation, and to have things within<br />

the world that would normally happen<br />

within that world.” Albeit, rarely.<br />

The COD coaster isn’t coming off<br />

the rails any time soon. But before<br />

fatigue can set in, Advanced Warfare<br />

has picked it up and dropped it into an<br />

exciting and, for once, fresh world.


PREVIEW<br />

To account for your invigorating sense of augmented mobility, some of the multiplayer arenas took a staggering two years to design and perfect.<br />

“YOU LEAP ONTO A<br />

SPEEDING BUS AS<br />

A BUNCH OF BLACK<br />

SUVS GIVE CHASE.”<br />

035<br />

A redesigned HUD shows<br />

ammo counters, threat<br />

detectors and health as<br />

holographic projections.<br />

<br />

Above The new exosuit enables you to cloak,<br />

dodge, hover, double-jump, scale walls, use car<br />

doors as shields and look badass on box art.


PREVIEW<br />

Bigger baddies in<br />

multiplayer will require<br />

special team moves to fell<br />

quickly. Go for the shins!<br />

<br />

“STAY FOR ONE OF<br />

THE MOST DETAILED<br />

CHARACTER<br />

CREATOR SUITES<br />

YOU’VE EVER SEEN.”<br />

FORMAT PS4/PS3 / ETA 18 NOV / PUB EA / DEV BIOWARE<br />

DRAGON AGE: INQUISITION<br />

A breath of fresh (and flaming) air for EA’s action-RPG<br />

Come for the slaying of Smaug’s<br />

fiery chums, stay for one of the most<br />

detailed character creators you’ve ever<br />

seen. Bioware has really gone above<br />

and beyond this time out. Thought your custom<br />

Commander Shepard was all that? Just wait<br />

until you see a system that lets you tailor your<br />

Inquisitor right down to his/her ocular diaphragm.<br />

That’s right: Dragon Age: Inquisition enables<br />

you to tweak both the outer and inner colour of<br />

your character’s iris. Hot! Granted, that’s not exactly<br />

one for the boxart quote (though feel free to prove<br />

us wrong, EA), but its endemic of the panoply of<br />

options at play in Bioware’s grand action-RPG.<br />

Double chins; Adam’s apples; lip liners – you’re very<br />

much in Yuke’s/WWE territory here, fantasy fans.<br />

Detail and choice seem to be the unifying qualities<br />

of Inquisition headed into the final straight before<br />

the game hits shelves on 18 Nov. With four different<br />

races (Human, Elf, Dwarf and Qunari) and multiple<br />

class types, which you can always respec if you get<br />

bored, this is a game in seriously accommodating<br />

mood. Good. Because after the slightly shonky<br />

Dragon Age II, Inquisition should be looking to make<br />

amends. We could use a back rub, Smaug old buddy.<br />

New enemy types have also<br />

surfaced thanks to a recent trailer.<br />

Fresh from the Big Book Of Game<br />

Antagonist Clichés comes The<br />

Elder One; Inquisition’s chief evil<br />

doer, who’s described as extremely<br />

arrogant. There’s also a brief glimpse<br />

at something called an Envy Demon –<br />

imagine if a xenomorph and a skinless<br />

ostrich with six arms drunkenly<br />

stumbled into a Motel 6 and the<br />

resulting abomination would just<br />

about be on the money.<br />

AGE AND WISDOM<br />

All going well, we’ll have a review<br />

of Inquisition next month. Already,<br />

we’re confident this won’t be a repeat<br />

of its disappointing predecessor. The<br />

intervention of Frostbite 3.0 means<br />

you’re dealing with a seriously pretty<br />

addition to PS4’s winter line-up, while<br />

the four-player dungeon-crawling coop<br />

mode appears to be a worthwhile<br />

addition. Here’s hoping Inquisition<br />

taps into Origins’ excellent spirit.<br />

<br />

Above Here’s the Envy<br />

Demon. Handsome chap,<br />

huh? Truly a face… And rib<br />

cage… And overly boney<br />

pelvis only a mum could love.


PREVIEW<br />

<br />

The Himalayan range isn’t all mountains, snow and tundra. Prepare to travel through dense forests, open meadows and more on your way from peak to peak.<br />

038<br />

“OUR TRUSTY KNIFE<br />

EXPLODES THROUGH<br />

THEBAREFLESHOF<br />

EACH POOR VICTIM.”<br />

As you complete missions<br />

in Shangri-La you unlock<br />

new skills for Ghale to<br />

use in the main game.<br />

Above In the modern setting characters refer<br />

to the history of Kyrat. Exploring Shangri-La will<br />

shed light on the legends you hear on your travels.


PREVIEW<br />

FORMAT PS4/PS3 / ETA 18 NOV / PUB UBISOFT / DEV UBISOFT MONTREAL<br />

FAR CRY 4<br />

Staring into the eye of the tiger in Shangri-La<br />

FACTRICK<br />

1. MAXIMUS CHAOS<br />

Ubisoft has revealed an<br />

Arena mode, which sees you<br />

face off against animals and<br />

humans Gladiator-style.<br />

2. WINGING IT<br />

You won’t have to wait long<br />

to access the returning<br />

wingsuit: a good job if you<br />

consider Kyrat’s verticality.<br />

3. MATE’S RATES<br />

Playing in co-op pauses the<br />

solo campaign. You still get<br />

to liberate bases, but Ubi<br />

calls the story “sacred.”<br />

You may have followed Nathan<br />

Drake here once upon a time,<br />

but the Shangri-La of Ubisoft’s<br />

Himalayan excursion is like<br />

nothing you’ve seen before. Ajay<br />

Ghale, the Kyrat native protagonist<br />

of this first-person open-worlder, discards his<br />

gadgetry and contemporary weaponry whenever<br />

he meditates over one of five traditional weavings<br />

(known as Thangkas) found throughout the world<br />

of Far Cry 4. The frigid bright skies and the<br />

dipping valleys vanish as we’re whisked into the<br />

skin of an ancient warrior, Kalinag.<br />

A golden hue soaks this bizarre new landscape as<br />

trees shed blood-red leaves which float ethereally<br />

through the air. A great white tiger, bedecked with<br />

a ludicrous golden crown, stalks through the sward<br />

beside us. You could pause at any moment during<br />

these Shangri-La sequences and end up<br />

with a screen full of artistry akin to a<br />

Zhang Yimou movie or some alluring,<br />

alien world splashed onto canvas.<br />

To progress we need to ring the Bell<br />

Of Enlightenment, which is perched<br />

somewhere beyond a series of sky islands.<br />

En route, masked bowmen, nearly naked<br />

from the face down, patrol with skinand-bone<br />

dogs bounding at their sides.<br />

The occasional flame-throwing Scorcher<br />

shows up for some en-flambé action as<br />

well. When things get hairy, we call upon<br />

our adorned tiger friend to lend a paw,<br />

commanding him to rip out the throats<br />

of stunned foes, or to distract the arrowsponge<br />

Scorchers while we sneak past.<br />

IT’S GRRRRRRREAT<br />

As good as this all looks, once you get down to<br />

business there’s something dirty about Shangri-La.<br />

The fiends you fight here have clearly been up to no<br />

good; the remnants of sacrificial rituals are scattered<br />

all over. Fighting these foes involves getting close<br />

and personal as our knife explodes through the<br />

bare flesh of unsuspecting victims with sickening<br />

squelches. We’re told that experiences in Far Cry 4’s<br />

Shangri-La will inform the story at large throughout<br />

the main game. If that’s the case, expect Ghale’s<br />

excursions to take us to some pretty dark places.<br />

<br />

Speaking of which, our final handson<br />

before next month’s review isn’t<br />

all set in this otherworldly locale. We<br />

also get to tackle one of the returning<br />

mission types from Far Cry 3: a knife<br />

assassination. After wingsuiting our<br />

way across a cloud-filled chasm, we’re<br />

clambering up into a base riddled with<br />

guards and told the chap right at the<br />

back needs a good skewering.<br />

We’re able to take several stabs<br />

at this mission (ahem) and so give a<br />

few different approaches a go. Our<br />

über-stealth attempt goes satisfyingly<br />

swimmingly. We use our old pal the<br />

digital camera to mark enemies, which<br />

is especially important in the middle<br />

of a raging snow storm that whitesout<br />

much of area. We time our breaks<br />

from cover perfectly and take down<br />

our target fairly sharpish. *cough*<br />

GHALE AND HEARTY<br />

During our second playthrough we<br />

rocket though the base with guns<br />

blazing. Weapons have a wonderful<br />

habit of running out of ammo really<br />

quickly, so there’s always a sense that<br />

you have to make each shot count.<br />

There’s no such thing as spray and<br />

pray, it seems, as you wantonly charge<br />

into the corpses of recently killed<br />

guards in order to grab their justdropped<br />

guns for ready-to-go use.<br />

The third attempt… well, we<br />

try to speed-run the base, only to<br />

unexpectedly run into a snow leopard.<br />

We’re forced to take the beast down as<br />

it leaps at our facemeat, only to alert<br />

a gaggle of nearby guards. Cue a seven<br />

minute-long escalation of chaos, which<br />

admittedly culminates in our death,<br />

that leaves us gasping.<br />

Far Cry 3 told a hundred stories<br />

every time you picked up the pad.<br />

Before release this sequel has already<br />

gifted us dozens more, only now<br />

they’re tinged with more mystery and<br />

breadth than we ever dared hope.<br />

039


Pro tip: if your view looks<br />

like this, you’ve fallen out<br />

of your car and are in<br />

immediate danger.<br />

<br />

“IT’S CURRENTLY<br />

FLOUNDERING<br />

FORASENSEOF<br />

PERSONALITY.”<br />

040<br />

FORMAT PS4 / ETA 21 NOV / PUB BANDAI NAMCO / DEV SLIGHTLY MAD<br />

PROJECT CARS<br />

Will the PS4 port be a console-ation prize?<br />

FACTRICK<br />

1. THE STIG LEAGUE<br />

Former Top Gear Stig Ben<br />

Collins has given his input,<br />

along with Lewis’ little bro<br />

Nic Hamilton.<br />

2. DEMAND MORPH<br />

Sony’s Morpheus VR<br />

headset will be supported<br />

– whenever it’s actually<br />

released over here.<br />

3. MARATHON MAN<br />

Don’t tell GT5 24-hour race<br />

vet Phil, but there’s talk of a<br />

24-hour race of Le Mans in<br />

this game, too.<br />

What we have here is a true<br />

anomaly on PlayStation: an<br />

uncompromising PC racing<br />

simulation, delivered in undiluted<br />

form to your PS4. It’s the kind<br />

of proposition that, theoretically,<br />

hardcore driving game fans dream about. But<br />

as OPM’s latest hands-on with the sim reveals,<br />

there’s a reason few developers have offered this<br />

type of experience on consoles before.<br />

To give the game its dues, we must acknowledge<br />

another platform: PC. Development began as early as<br />

2011 with the mighty beige box the game’s<br />

only intended platform, and consequently<br />

it looks tremendous on home turf. Really<br />

incredible stuff. The console-centric<br />

versions of the game simply weren’t part<br />

of the original plan, and it really shows.<br />

Not just in the disappointing and<br />

washed-out visuals on PS4 – which<br />

are admittedly capable of taking some<br />

phenomenal screens under the right<br />

lighting conditions and external camera<br />

views, but do little to set the pulse racing<br />

when the game’s actually in motion. No, it’s<br />

also the ethos of the game that jars with<br />

the PS4 experience.<br />

Because Project CARS is designed<br />

for hardcore racers, and hardcore racers<br />

use steering wheels, not gamepads. Connecting a<br />

DualShock 4 to control your vehicular experience<br />

is tantamount to asking for a knife and fork in<br />

Wagamama, so a considerable amount of Project<br />

CARS’ hugely detailed physics<br />

simulation is simply lost in digital<br />

translation from wheel to controller.<br />

GET A GRIP<br />

That’s important, because the handling<br />

itself is absolutely central to this<br />

game’s appeal. And sure – there’s a<br />

chance you actually have a steering<br />

wheel for PS4. But with the market<br />

much smaller and less abundant with<br />

quality force feedback devices, it’s<br />

a slim possibility at that.<br />

Pad control itself works fine, but<br />

it doesn’t feel wildly different to<br />

previous Slightly Mad games such<br />

as Shift 2 Unleashed and Test Drive<br />

Ferrari Racing Legends – whereas<br />

it feels transformatively better when<br />

using a steering wheel.<br />

All this boils down to a game that’s<br />

destined for greatness elsewhere, but<br />

is currently floundering for a sense<br />

of purpose or personality on PS4. We<br />

can but hope Slightly Mad’s keeping<br />

a massive Gran Turismo-esque career<br />

mode under wraps, and is capable<br />

of turning up the sexy a bit in visual<br />

terms before release. It’d be a shame<br />

for the enormous collection of over 70<br />

cars and 80+ track layouts, and indeed<br />

Slightly Mad’s obvious talents in<br />

creating realistic driving models,<br />

to go to waste. Cross everything.<br />

<br />

Above Both time of day and<br />

weather are dynamic, and<br />

you can speed up time to<br />

create dramatic changes<br />

in conditions as you drive.


PREVIEW<br />

Currently the AI has a<br />

habit of swiping at you<br />

on straights, which is a<br />

bit unsettling at speed.<br />

Reach for the cars<br />

The many-splendoured motors within Project CARS<br />

041<br />

1If hot hatches are your thing,<br />

hop in a Renault Clio IV RS<br />

Cup and make the world your<br />

Lidl car park after hours. Its subtle<br />

livery says, “Look at me! Look!”<br />

2Audi’s esteemed LMP class<br />

motors are about as close as<br />

you can get to space travel<br />

within Project CARS. Absolutely<br />

lightning, yet very lithe in turns.<br />

3Any driving game aficionado<br />

knows if a vehicle was built<br />

before 2000, it’s going to be<br />

a right handful. Enter the BMW M1<br />

Procar from – gulp – 1981.<br />

4Finally, the ‘not quite F1 but<br />

near enough for modders to<br />

do the rest’ open wheel cars.<br />

Hopefully we’ll be able to download<br />

community-made skins on PS4.<br />

Left The vintage Colin<br />

Chapman-engineered Lotus<br />

F1 cars from yesteryear join<br />

the ranks of Project Cars’<br />

open wheeled category.<br />

Above Motorsport<br />

engineering in its most<br />

ephemeral and seductive<br />

form: the Ford Sierra. Kneel<br />

before its great beauty.


PREVIEW<br />

<br />

“TAKE DOWN AN<br />

18-WHEELER IN<br />

THE LA STORM<br />

DRAINS T2-STYLE.”<br />

on<br />

the<br />

box<br />

judged only by<br />

their covers<br />

042<br />

FORMAT PS4 / ETA 2 DEC / PUB UBISOFT / DEV IVORY TOWER<br />

Ubisoft bumped the<br />

release date back to<br />

2 Dec for a second<br />

Beta, now due Nov.<br />

THE CREW<br />

Conquer city and country in this all-American open-world racer<br />

LORDS OF<br />

THE FALLEN<br />

In the world of professional<br />

pillaging, it’s up to you to<br />

sink some ink into the faces<br />

of Scandinavia’s surliest<br />

Vikings with this PS Move<br />

tattooing sim. Get it right<br />

and Valhalla awaits. Wrong,<br />

and they’ll rip your arms off.<br />

FORMAT PS4 ETA 31 OCT<br />

From True Detective’s sleepy bayou<br />

to the pampered hills of Hollywood,<br />

through Miami’s hypnotic disco ball<br />

en route to Twin Peaksian mountain<br />

towns, The Crew is your very own great American<br />

road trip. A total of 250 landmarks line 6,000km<br />

of open road, and discovering the lot feels like<br />

checking them off one incredible bucket list.<br />

But only fools would expect complete solitude in an<br />

always-online game called The Crew. This persistent<br />

multiplayer racer supports free drives and free-foralls,<br />

symmetrical and asymmetrical co-op, and headto-heads.<br />

The entire world is explorable with up to<br />

seven other people – that might sound like a meagre<br />

number, but it’s enough to make setting up races a<br />

doddle. Simply navigate a D-pad menu to invite crew<br />

members into your game, who need only accept a<br />

pop-up to transport to your location instantly.<br />

That’s what impresses most about The Crew:<br />

there are no loading screens. Players are free to warp<br />

to every single coordinate on the map or embark on<br />

the 90-minute coast-to-coast drive without pauses.<br />

Yes, there are barren stretches, but also pockets of<br />

beauty, including raging rivers and snowy villages.<br />

TERRY CREWS<br />

Races run the gamut of point-to-point, circuit (a<br />

licensed Laguna Seca features, along with a rippedoff<br />

Indianapolis speedway), country scrambles and<br />

city dashes, but best of all are the takedowns in<br />

which players team up to wreck an opponent through<br />

repeated smashery. One sees you pursue a hulking<br />

18-wheeler through the LA storm drains as a load of<br />

cops swarm Terminator 2-style, while<br />

another starts you off on the top of a<br />

massive ski jump then tasks you with<br />

tailing a vehicle through dense forests.<br />

Events and terrain change so<br />

drastically you’ll need to master several<br />

specs. Performance, for instance, is<br />

all about speed and flamboyance,<br />

perfect for blistering through Times<br />

Square; while Raid is for off-roaders<br />

who are intent on taming previously<br />

treacherous areas.<br />

Iffy handling makes events more<br />

difficult than they should be. Slippy<br />

cars often snag on scenery, but at<br />

least getting back on track is painless<br />

– a reset option zaps you into the<br />

throng in a flash. Although the slidey,<br />

lightweight vehicles fail to convince,<br />

feeling less like roaring motors and<br />

more like toys, varied environments<br />

and hundreds of quests and events<br />

help distract from the problem.<br />

Above With the entirety of North America<br />

open from the off, where do you go first?<br />

<br />

PROJECT CARS<br />

Enter the niche world of<br />

racing driver clairvoyance<br />

as you aim to draw on the<br />

classic skills of driving’s<br />

disembodied greats. It’s<br />

Beyond: Two Souls meets<br />

Gran Turismo. Just don’t<br />

drive into the light, okay?<br />

FORMAT PS4 ETA 21 NOV<br />

LEGO BATMAN 3:<br />

BEYOND GOTHAM<br />

Want to save the world as a<br />

classic superhero? Pfft. It’s<br />

all about tailoring the best<br />

costumes in this first-person<br />

sewing sim. Forget lycra –<br />

prepare to hem the fabric<br />

of time and space instead.<br />

FORMAT PS4/PS3/PSV ETA 14 NOV


044<br />

PREVIEW<br />

PREVIEW<br />

ROUND-UP<br />

Roll up! Roll up! This<br />

month’s collection<br />

of curiosities is<br />

practically frothing<br />

with horizon-based<br />

gaming delights.<br />

We’ve got some<br />

six-string tomfoolery,<br />

a little ditty down a<br />

new-gen dungeon<br />

and an eye patchtoting<br />

Sackboy…<br />

<br />

LA COPS<br />

FORMAT PS4 / ETA 2015<br />

PUB TEAM17 / DEV TEAM17/<br />

MODERN DREAM<br />

Finally, they made a game<br />

out of the Beastie Boys’<br />

‘Sabotage’ video. Alas no,<br />

but Worms dev Team17 has<br />

been hard at work on the<br />

next best thing: isometric<br />

crime fighting sim LA Cops.<br />

Created in partnership with<br />

indie studio Modern Dream,<br />

it’s a tactical shooter in<br />

which you control two<br />

‘70s-styled rozzers as<br />

they bring justice to Venice<br />

Beach and beyond. Much like<br />

fellow top-down kill-a-thon<br />

Hotline Miami, LA Cops is all<br />

about tactics. Switching<br />

between your law-enforcing<br />

duo enables you to cover<br />

yourself as you clear out<br />

each area, as well as using<br />

the camera to pick the best<br />

angle for a breach.<br />

LORDS OF THE FALLEN<br />

FORMAT PS4 / ETA 31 OCT<br />

PUB SQUARE ENIX / DEV CI GAMES/DECK 13 INTERACTIVE<br />

As this upcoming action-RPG draws<br />

ever nearer, CI Games has revealed<br />

some of the special skills you’ll have<br />

at your disposal. The enemies and bosses<br />

of Lords are tough cookies, so when you do<br />

pop your armoured clogs simply head back<br />

to the site of your death where your very<br />

own Ghost will be waiting – this apparition<br />

will hold all the experience gained with that<br />

life, but it’s only there for a limited time so…<br />

quick march! Spells also play a big part but,<br />

as casting warm-up is long, timing is key.<br />

TINY TROOPERS:<br />

JOINT OPS<br />

FORMAT PS4/PS3/PS<br />

VITA / ETA TBC / PUB WIRED<br />

PRODUCTIONS<br />

DEV WIRED PRODUCTIONS<br />

Channelling memories of<br />

lambs-to-the-slaughter<br />

war sim Cannon Fodder,<br />

this formerly mobile-only<br />

top-down blaster is making<br />

its mean-faced way onto<br />

all three PlayStation<br />

platforms with the option to<br />

Cross Buy and use Cross<br />

Save functionality. Originally<br />

a touchscreen affair, Joint<br />

Ops – a mash-up of the first<br />

two games in the series –<br />

has been retooled as a<br />

twin-stick shooter for<br />

consoles. Upgrade your<br />

squad of South Park<br />

rejects and lead them into<br />

enemy territory (or take<br />

on a zombie horde, if you’re<br />

feeling rather current).<br />

BLADESTORM:<br />

NIGHTMARE<br />

FORMAT PS4/PS3<br />

ETA Q1 2015 / PUB KOEI<br />

TECMO / DEV OMEGA FORCE<br />

With Ancient China and<br />

Feudal Japan sewn up<br />

elsewhere, Omega Force<br />

is once again bringing its<br />

infantry-swatting Dynasty<br />

Warriors template to the<br />

blood-soaked battlefields<br />

of European warfare. The<br />

follow-up to 2007’s The<br />

Hundred Years’ War,<br />

Bladestorm: Nightmare (a<br />

working title, by the way)<br />

casts you as a mercenary in<br />

the middle of the 14th/15th<br />

century conflict between<br />

England and France, with<br />

Koei Tecmo promising a<br />

greater depth of strategy<br />

to go with your large-scale<br />

pike-‘em-ups. Oh and now<br />

there’s dragons, too.<br />

Historical much, Omega?<br />

<br />

ADVENTURE<br />

TIME: THE<br />

SECRET OF THE<br />

NAMELESS<br />

KINGDOM<br />

FORMAT PS3 / ETA 21 NOV<br />

PUB BANDAI NAMCO/LITTLE<br />

ORBIT / DEV WAYFORWARD<br />

Another Adventure Time<br />

game? Is this the year we<br />

finally get a decent digital<br />

rendition of Jake and Finn’s<br />

cartoon escapades? Well,<br />

this new instalment is<br />

following the same design<br />

template as the previous<br />

game with a top-down view<br />

and a dungeon crawler vibe,<br />

so we’re not exactly hopeful.<br />

Developer WayForward<br />

is once again working with<br />

Cartoon Network Studios<br />

and the Adventure Time<br />

team, with the voice<br />

cast also reprising their<br />

much-loved cartoon roles.


PREVIEW<br />

PERSONA 4<br />

ARENA ULTIMAX<br />

FORMAT PS3 / ETA NOV<br />

PUB SEGA / DEV ARC SYSTEM<br />

WORKS/ATLUS<br />

Almost a year after its<br />

original Japanese release,<br />

the updated version of<br />

batpoop-crazy 2D fighter<br />

Persona 4 Arena is finally<br />

making its multicoloured,<br />

fit-inducing way onto your<br />

humble last-gen bestie. The<br />

Ultimax edition of the game<br />

will come jam-packed with a<br />

bunch of new jaw-breaking<br />

characters including Junpei<br />

Iori, Yukari Takeba and Rise<br />

Kujikawa to name but a few.<br />

More importantly, Ultimax<br />

also introduces a new<br />

combat type known as<br />

Shadow, which radically<br />

alters the fighting style and<br />

moves of certain fighters<br />

on the Persona 3-meets-<br />

Persona 4 roster.<br />

WWE 2K15<br />

FORMAT PS4/PS3 / ETA 28<br />

OCT (PS3), 18 NOV (PS4)<br />

PUB 2K GAMES<br />

DEV YUKE’S/VISUAL CONCEPTS<br />

News of the PS4 version’s<br />

delay until November has<br />

powerbombed us through<br />

a flaming table of despair,<br />

but we’re riding a second<br />

wind thanks to some new<br />

details on 2K15’s MyCareer<br />

mode. Taken from the NBA<br />

2K games and redesigned<br />

to suit the melodrama of<br />

the WWE, it’s a perfect fit<br />

for the series. You’ll start<br />

out in the Performance<br />

Center, work your way into<br />

NXT (alongside upcoming<br />

playable stars Sami Zayn,<br />

Adrian Neville and more)<br />

before graduating to Raw.<br />

And with every action<br />

affecting your career, WWE<br />

2K15 is set to be the world’s<br />

first pro-wrestling RPG.<br />

HELLRAID<br />

FORMAT PS4 / ETA 2015<br />

PUB TECHLAND / DEV TECHLAND<br />

This medieval first-person hack ‘n’<br />

slasher had relatively recent ups<br />

and downs culminating in its PS3<br />

version being scrapped but,<br />

judging by the latest gameplay video, the<br />

upgrade to Chrome Engine 6 (which is also<br />

powering Dying Light) is just the kick up the<br />

chainmailed-backside the project was<br />

crying out for. And that link with Techland’s<br />

free-running zombie playground extends to<br />

the movement of main man Ayden as well,<br />

thanks to a game-changing swooping dodge<br />

manoeuvre that makes the axe-swinging,<br />

spell-casting combat far more tactical than it<br />

once was. With a noticeably improved draw<br />

distance and a genuinely impressive use of<br />

dynamic lighting, this dungeon-based<br />

adventure is one of the most beautiful worlds<br />

we’ve seen to date on PlayStation 4.<br />

DEEP DOWN<br />

FORMAT PS4 / ETA 2015<br />

PUB CAPCOM / DEV CAPCOM<br />

A recent set of tech videos have<br />

made their way online and boy, do<br />

they look pretty. While apparently<br />

indicative of the final game, the sight of<br />

a blade-wielding giant badger blundering<br />

about Deep Down’s murky dungeons has<br />

got us all excited again for Capcom’s newgen<br />

action-RPG. It’s not all doom and gloom<br />

though – we even get to see the Assassin’s<br />

Creed style ‘loading’ of a new area, complete<br />

with glittery waves that give way to a<br />

candlelit chamber that’s so nice to look at we<br />

might just forgive all the modern-day stuff.<br />

TALES OF<br />

HEARTS R<br />

FORMAT PS VITA / ETA 14<br />

NOV / PUB BANDAI NAMCO<br />

DEV 7TH CHORD<br />

<br />

After a successful launch<br />

in Japan last year, the<br />

improved version of<br />

formerly DS-only JRPG Tales<br />

Of Hearts is finally hitting<br />

Western PS Vitas. Much like<br />

its many series brethren,<br />

Tales Of Hearts R is an<br />

action-RPG that splits its<br />

hectic action between good<br />

old exploration and dustups<br />

with various goons<br />

and monsters. The remake<br />

leaves the original version’s<br />

story intact, but does<br />

provide some new titbits<br />

that expand on the Hearts<br />

lore. The Combination Aerial<br />

LMBS combat system also<br />

gets a tune-up to give the<br />

whole shebang an extra<br />

layer of spectacle.<br />

ROCKSMITH<br />

2014 EDITION<br />

FORMAT PS4 / ETA 7 NOV<br />

PUB UBISOFT / DEV UBISOFT<br />

SAN FRANCISCO<br />

Do you own a guitar? Is it<br />

now rotting in a wardrobe<br />

buried under old copies of<br />

Kerrang! and NME? Is that<br />

dream of becoming the next<br />

James Hetfield shattered by<br />

the reality that it takes<br />

more than an afternoon to<br />

learn Master Of Puppets?<br />

Well, gather up those dream<br />

shards, Mr Wannabe Slash,<br />

because Rocksmith 2014 is<br />

coming to PS4 to teach<br />

you your pull-offs from your<br />

hammer-ons. A port of the<br />

PS3 Rocksmith sequel, this<br />

version boasts over 50<br />

songs and allows you to<br />

import your paid-for DLC<br />

from PS3. Amazingly, PS<br />

Vita Remote Play is enabled,<br />

albeit just to study songs.<br />

LITTLEBIG-<br />

PLANET 3<br />

FORMAT PS4/PS3 / ETA 28 NOV<br />

PUB SONY / DEV SUMO DIGITAL<br />

As if all that MGS V<br />

footage from TGS<br />

wasn’t enough to<br />

send us into a Metal<br />

Gear-obsessed frenzy, now we<br />

hear Sackboy and his new gang<br />

of material mates are<br />

getting a set of Ground<br />

Zeroes-themed<br />

costumes – will you<br />

look at that lil’<br />

eyepatch. S’cute!<br />

And it’s not just<br />

MGS getting an<br />

LBP3 love-in –<br />

moustache-toting<br />

beast slayer The<br />

Order: 1886 is also<br />

getting a Sack-centric<br />

version of gentleman<br />

hero Grayson. Dat<br />

facial hair though…<br />

The MGS V threads<br />

will arrive soon,<br />

while The Order: 1886<br />

gear will land in Feb<br />

next year to coincide<br />

with the game itself.<br />

045


046


Threecoloursdead<br />

After almost four years in the making, Assassin’s Creed<br />

finally has its first new-gen-only adventure. Louise Blain<br />

heads to 18th century Paris to join the Revolution…<br />

047


ASSASSIN’S CREED UNITY<br />

048<br />

he streets of<br />

Revolution-era<br />

Paris are bustling<br />

and hazily<br />

beautiful. Crowds<br />

of people jostle<br />

on the cobbles.<br />

Carriages lie<br />

overturned<br />

and abandoned.<br />

There are barrels<br />

stacked high. I hear snippets of<br />

angry French as I push through<br />

crowds of NPCs. It’s perhaps a<br />

good thing that all I understand is,<br />

“Merde!” Assassin’s Creed has never<br />

felt this busy and I’ve only been in<br />

Arno’s leather boots for a matter of<br />

seconds. It’s almost overwhelming<br />

and it only takes a moment before I<br />

send Arno scaling a wall effortlessly<br />

with a squeeze of i and a tap of the<br />

all-new ‘parkour-up’ option,<br />

escaping the noisy streets. It’s time<br />

to view my surroundings and let the<br />

atmosphere… sync in.<br />

The future of the Assassin’s Creed<br />

franchise rests on a guillotine blade.<br />

Since its announcement in March<br />

we’ve been hungrily awaiting<br />

tantalising blood drops of information<br />

on exclusively new-gen French<br />

IT ONLY TAKES A<br />

MOMENT BEFORE I<br />

SEND ARNO SCALING A<br />

WALL EFFORTLESSLY.<br />

Assassin Arno Dorian and his gory<br />

Revolutionary adventures. We’ve<br />

heard much of upgrades to the series;<br />

improvements in stealth with a crouch<br />

button, upgraded combat and new<br />

navigation techniques in an endlessly<br />

rich Paris, but it’s now time to put all<br />

that to the test. Has Ubisoft done<br />

enough to push the franchise properly<br />

into the new generation?<br />

It’s hard to get a full read on<br />

Arno. A new Ezio-style icon<br />

or a Connor-sized flop? Our<br />

money’s on the former.<br />

FROM A TO C<br />

What’s missing from your collection?<br />

2007 - NOV<br />

ASSASSIN’S CREED<br />

Where it all began. Set during the<br />

Third Crusade in Jerusalem, Desmond<br />

Miles’ genetic ancestor Altaïr<br />

Ibn-La’Ahad kicked off the historical<br />

stealth action adventure genre in<br />

white-hooded style.<br />

2008 - APRIL<br />

ASSASSIN’S CREED:<br />

ALTAIR’S CHRONICLES<br />

On everything handheld except our<br />

darling PlayStation Portable, Altaïr’s<br />

Chronicles was released on mobile<br />

and DS as a mix of puzzle platforming<br />

and proddable mini-games.<br />

<br />

2009 - OCT<br />

ASSASSIN’S<br />

CREED: LINEAGE<br />

The first of three short films based<br />

on Assassin’s Creed II released on<br />

YouTube from Ubisoft, Lineage centred<br />

on Ezio’s father Giovanni Auditore and<br />

added some welcome backstory.


Intricate building detail should<br />

<br />

be perfect for the new parkourup<br />

and -down moves but there’s<br />

still bug-squashing to be done.<br />

Portable<br />

Revolution<br />

Slot Paris into your pocket<br />

with Unity’s companion app<br />

Right Paris is<br />

huge: there<br />

Arno, no-no-nono,<br />

no-no-no-no,<br />

no-no there’s no<br />

limit. (Not true.)<br />

Like gore? You still can’t lop<br />

off limbs in combat, but one<br />

early cutscene shows a<br />

man’s leg being sawed off.<br />

An upgrade to last year’s Black Flag<br />

companion, Unity’s second screen<br />

app is an excellent reason never<br />

to have to go anywhere near that pesky<br />

map button. With the same impressive<br />

3D map of Paris as the one on your TV,<br />

the Companion App shows enemies,<br />

missions, and even has extra content<br />

that can only be accessed via your tablet.<br />

Plus, your Brotherhood is always ready<br />

to be called upon to earn you much<br />

needed cash. “This is without a doubt the<br />

best companion app we’ve ever done,”<br />

says creative director Alex Amancio.<br />

“Maybe you don’t want to be standing<br />

there in front of your console and<br />

reading the database? When you’re on<br />

the bus you can read about different<br />

monuments. You can also manage your<br />

Assassin, your loadout and your gear so<br />

that when you get home your Assassin is<br />

updated.” There’s also a unique heat map<br />

feature that shows the activity hotspots<br />

of the wider gaming community in<br />

completed sequences and your next<br />

mission, too. It’s the first time that<br />

Ubisoft has lifted the lid of the sneaky<br />

analytics data it’s been hording of our<br />

playtime, and it’s certainly welcome.<br />

049<br />

NOV<br />

ASSASSIN’S CREED<br />

BLOODLINES<br />

Altaïr took to the PSP for this little<br />

slice of slaughtery action where,<br />

despite a lack of dual analogue action,<br />

we got the chance to explore the cities<br />

of Limassol and Kyrenia.<br />

ASSASSIN’S CREED II<br />

A shiny OPM Gold Award and 9/10 met<br />

the first outing of AC poster boy Ezio<br />

Auditore da Firenze upon its release.<br />

Exploring Renaissance Florence,<br />

Venice and Tuscany, AC II was a<br />

spectacular success.<br />

ASSASSIN’S CREED II:<br />

DISCOVERY<br />

Following Ezio to Spain 14 years after<br />

the events of Assassin’s Creed II<br />

and embroiling him in the Spanish<br />

Inquisition, this DS title was a<br />

successful side-scrolling addition.


050<br />

<br />

Building the Revolution<br />

My demo starts at the very<br />

beginning of Sequence Two. Following<br />

in Black Flag’s drunken footsteps,<br />

Unity makes sure you’ve got plenty to<br />

do from the get go, and after my first<br />

sync point my map is already busy<br />

with intriguing icons. Oooh, what are<br />

those stairs? Catacombs you say? Paris<br />

instantly feels like a theme park with<br />

no queues. There is no wilderness<br />

here, only mysterious alleys leading<br />

from bright avenues, and inviting<br />

open windows promising access to<br />

previously inaccessible interiors. Want<br />

PARIS FEELS<br />

LIKE A THEME<br />

PARK – ONLY<br />

WITHOUT ALL<br />

THE QUEUES.<br />

to ignore the main mission and head<br />

off into the side streets? By all means,<br />

ignore the exclamation mark, be Ubi’s<br />

guest – but maybe don’t try the grey<br />

stuff, we hear it’s not that delicious.<br />

“We’ve changed the way that you<br />

interact with the world,” explains<br />

creative director Alex Amancio.<br />

“Before you had maybe a 90% part of<br />

the game that was the single-player,<br />

and maybe 10% side project. We’ve<br />

made that 30% or 40% to 60%<br />

or 70%. I’m not saying that<br />

the main path of the story is<br />

shorter, it’s just everything else<br />

is much larger. Traditionally<br />

our main motivation was<br />

narrative. We figured out<br />

that this was actually playing<br />

against the concept of the<br />

open-world because the<br />

main narrative’s goal is<br />

to push you forward with<br />

urgency. The goal of the<br />

sandbox in the world is to<br />

have you relax and explore.<br />

It’s very difficult to keep<br />

doing that when the<br />

world is ending.”<br />

Yet before I’ve had<br />

a chance to even look at<br />

my map and decide what to<br />

be distracted by first, I’m<br />

reminded I’ve got<br />

some ‘Sync Points’<br />

Constructing a full-size Paris for a new generation<br />

Climb to the top of Notre Dame –<br />

excuse me, Quasi – and the view is<br />

endless. Paris goes on forever. Well, a<br />

really long way. Assassin’s Creed is well and<br />

truly back in Europe, and with no secondary<br />

locations to attract your hooded attention,<br />

Ubi has to make sure you fall in love with the<br />

City Of Romance even when the streets run<br />

red with Revolutionary blood.<br />

“The challenge this time was the fact<br />

that we wanted to go to the size of Black<br />

Flag or the size of Assassin’s Creed III, but<br />

within one city,” explains series historian<br />

Maxime Durand. “So where the wildlife and<br />

size of Black Flag meant a very vast land,<br />

this time it’s going to be very dense. We<br />

changed the way we make our buildings.<br />

Now we can go higher and you can go inside<br />

as well. It’s the biggest city we’ve built.”<br />

The research that’s gone into Paris<br />

is staggering and, at a 1:1 scale, we’re<br />

guessing it didn’t just take a few caffeinated<br />

nights on Wikipedia to decide what made it.<br />

“The funny thing with Paris is that<br />

there’s too much to cover, so the challenge<br />

was to decide on what’s important. We<br />

revealed 35 landmarks, but there are<br />

thousands of landmarks we could have<br />

chosen from,” says Durand. “It wasn’t the<br />

same kind of challenge as for the American<br />

Revolution as most of those buildings were<br />

destroyed. Most of the buildings that we<br />

had for Unity are still there today, although<br />

in a different state.”<br />

GARGOYLE PAINTING<br />

One building that stands proudly in Paris<br />

today is easily the game’s most impressive<br />

achievement. Grandly looming over a<br />

jostling revolutionary square, Unity’s Notre<br />

Dame is an intimidating sight. What’s even<br />

more intimidating is the work that went into<br />

recreating the Gothic masterpiece. “One<br />

person, Caroline, worked on it for 5,000<br />

hours,” says Durand a little too casually.<br />

“[For research] …we looked into a lot of<br />

detailed archives from the time period, but<br />

we also introduced some of the aspects of<br />

a more modern Notre Dame. The<br />

Revolutionaries were very angry. Bits of it<br />

were destroyed back then so, for instance,<br />

there was no spire at the time of the<br />

Revolution. We still decided to build one<br />

because we felt it would add to the style of<br />

gameplay, so you can climb up Notre Dame.”<br />

Not only is it astonishing to admire from<br />

the outside – and a true classic climbing<br />

puzzle to unpick – but the Cathedral has a<br />

full interior for you to contend with. A<br />

setting for an early assassination mission,<br />

it’s hard not to be distracted by the sound<br />

of the choir that swells as you sneak inside,<br />

or the way the light filters beautifully<br />

through the round windows.<br />

“If you go inside Notre Dame you’ll find<br />

there are a lot of paintings,” enthuses<br />

Durand. “The ones we have put inside are<br />

the real paintings that were there at the<br />

time of the French Revolution. A lot of them<br />

were destroyed so we don’t know of them<br />

today, but those are the kind of details we<br />

could find. It’s an example of what we did<br />

overall for the game; it’s going into these<br />

details that makes it exciting.”<br />

Visually, Paris has a uniquely dreamy<br />

atmosphere; a design choice made by art<br />

director Mohamed Gambouz: “The idea that<br />

we started from was that we wanted<br />

something really immersive, like real Paris<br />

– but at the same time we wanted to add<br />

some personality,” he explains.<br />

“The analogy I gave the team is that I<br />

don’t want something as realistic as a<br />

generic tourist photo. Those kinds of photos<br />

are obviously very realistic. They’re real life,<br />

but don’t necessarily have personality. The<br />

realism I pushed for is something in<br />

between paintings and professional<br />

photography.”<br />

So put Paris through Instagram and<br />

you’re there…<br />

2010 - JAN<br />

ASSASSIN’S CREED II –<br />

BATTLE OF FORLI DLC<br />

The first of two corrupted memory<br />

sequences from Assassin’s Creed II,<br />

the Battle of Forli DLC followed Ezio<br />

as he aided Caterina Sforza in the<br />

defense of the Apple Of Eden.<br />

FEB<br />

ASSASSIN’S CREED II<br />

– BONFIRE OF THE<br />

VANITIES DLC<br />

Proving that Apples Of Eden cause<br />

nothing but trouble, this second DLC<br />

saw Ezio saving Florence from the<br />

wrath of a power-hungry monk.<br />

<br />

SEPT<br />

ASSASSIN’S CREED:<br />

PROJECT LEGACY<br />

In this text-based Facebook game<br />

players were test subjects for<br />

Abstergo, reliving the memories of<br />

others via an Animus replacement<br />

known as a Data Dump Scanner.


DEV TALK<br />

“Paris is built out<br />

of what we call<br />

house blocks.<br />

They’re usually<br />

triangular in shape with<br />

three corner buildings and<br />

rows in between them. We<br />

knew that we couldn’t use our<br />

old building method to build a<br />

city like that, so we actually<br />

built new tools for building<br />

Paris. We have basically a<br />

house block generator where<br />

we can draw a triangle in the<br />

world and it will automatically<br />

populate houses. Then we can<br />

go in and we can toggle the<br />

houses on and off, slide them<br />

back and forth, change the<br />

art style, increase and<br />

decrease the floors… It’s an<br />

amazing tool.”<br />

Nitai Bessette,<br />

Level design director,<br />

Ubisoft Toronto<br />

051<br />

Notre Dame is Unity’s<br />

showpiece building, but<br />

all its environments are<br />

worthy of high praise.<br />

NOV<br />

ASSASSIN’S CREED<br />

BROTHERHOOD<br />

The second of Ezio’s adventures,<br />

Brotherhood delivered a full-size<br />

Rome to explore, deepened the 21st<br />

century story and added competitive<br />

multiplayer to the series.<br />

ASSASSIN’S CREED II:<br />

AQUILUS<br />

Branching off from the canon of the<br />

games, this graphic novel followed<br />

Desmond Miles as he explores the life<br />

and times of his Roman Assassin<br />

ancestor, Aquilus.<br />

<br />

ASSASSIN’S CREED:<br />

THE FALL<br />

This was the first of three graphic<br />

novels to star Assassin-cum-Templar<br />

Daniel Cross as he delves into the<br />

genetic memories of his Russian<br />

ancestor, Nikolai Orelov.


1080p for Black Flag,<br />

900p for Unity. The drop in<br />

resolution is a blow for PS4<br />

players used to much better.<br />

<br />

052<br />

to spend. Yes, you’re in charge of your<br />

first customisable Assassin, and that<br />

means saving up to buy your usual<br />

abilities instead of walking around like<br />

an overpowered hooded Terminator.<br />

In the character loadout screen I’m<br />

met with an overwhelming number<br />

of skills that I didn’t even realise<br />

I was missing. Blending is in there<br />

for one Sync Point (*ping*) and I<br />

also invest in a Staggering Strike<br />

melee move to improve my attacks<br />

before I get to grips with the new,<br />

harsher combat system. There are<br />

endless skills on offer to purchase.<br />

A speedy roll for ease of landing<br />

from those rooftop plummets; an<br />

upgradeable QTE lock pick skill;<br />

ranged weapon attacks; ‘thick skin’<br />

defence layers and a ton of<br />

customisable clothing options…<br />

More than just a way to dress up<br />

like the next cover star of Assassin’s<br />

THIS IS A MONUMENTAL<br />

CHANGE FOR THE SERIES<br />

AND IT FEELS DAUNTING.<br />

Vogue, every part of your outfit –<br />

hood, gauntlets and all the rest –<br />

affects health, stealth, and defence.<br />

No more donning Assassin White<br />

because it reminds you of ol’ Ezio.<br />

While the customisation<br />

options are ideal for your<br />

inevitable co-op adventures, this<br />

is a monumental change for<br />

the series and initially feels like a<br />

daunting experiment. Unity makes<br />

you earn your Assassin stripes. “All<br />

of the elements that you perform in<br />

the game world will contribute to<br />

progression,” explains Amancio. “If you<br />

play the single-player, every couple of<br />

2011 - MAR<br />

ASSASSIN’S CREED<br />

BROTHERHOOD – THE DA<br />

VINCI DISAPPEARANCE DLC<br />

Adding even more content to Rome,<br />

this DLC saw Ezio questing to rescue his<br />

mate Leo from an evil underground cult<br />

known as the Hermeticists.<br />

OCT<br />

ASSASSIN’S CREED:<br />

MULTIPLAYER REARMED<br />

Just in case Brotherhood’s<br />

multiplayer wasn’t enough, this 2.5D<br />

top-down Wanted mode allowed you<br />

to get Creedy on the go against up<br />

to three other players on iOS.<br />

<br />

NOV<br />

ASSASSIN’S CREED<br />

REVELATIONS<br />

The finale of the Ezio trilogy – *sob* –<br />

took our much more grizzled hero to<br />

the city of Constantinople where he not<br />

only became a master bomb-maker,<br />

but also hunted down Altaïr’s vault.


ASSASSIN’S CREED UNITY<br />

Run DLC<br />

Inside Unity’s Season Pass content<br />

sequences we unlock skill sets. Then<br />

you need to play missions to get skill<br />

points so that you can purchase skills.<br />

Every single mission – even if it’s a<br />

heist, a murder mystery, a treasure<br />

hunt, a contract – it gives you money,<br />

weapons and gear. Everything has an<br />

impact on Arno and the way you play.”<br />

The full test of this approach must<br />

wait for our review as, just like in real<br />

life, I’m instantly restricted by both<br />

time and money. But I feel cheated<br />

from the off – like I’m not playing<br />

with a full deck of (killer) cards.<br />

Chronicles:<br />

China<br />

Exploring a 2.5D platformer<br />

with Ezio’s prodigy<br />

Trained by Master Auditore himself,<br />

16th century Assassin Shao Jun<br />

first appeared in the short film<br />

Embers alongside our favourite<br />

Renaissance hidden-blade wielder. The<br />

Assassin’s Creed: Chronicles China DLC<br />

is a standalone story set in Beijing as<br />

Shao Jun returns to wreak a stabby<br />

vengeance on those who destroyed<br />

her own Brotherhood.<br />

Swivelling the camera out to show<br />

an interesting two-and-a-half<br />

dimensions, Chronicles is a beautifully<br />

stylized side-scroller inspired by<br />

traditional Chinese brush paintings, and<br />

an intriguing direction for Unity’s DLC.<br />

Blood is a glorious, vicious red as Shao<br />

Jun cuts through her enemies with<br />

deadly martial arts skills and the new –<br />

and painful sounding – Foot Blade. It<br />

looks like this could have worked well on<br />

mobile devices, but it makes an intriguing<br />

addition to Season Pass content that<br />

could easily have been some new<br />

costume packs or co-op abilities instead.<br />

Dead<br />

Kings<br />

We’re going deeper<br />

underground…<br />

Set to be the darkest story the<br />

franchise has ever seen – cue<br />

much moonlight and mysterious<br />

fog – the Dead Kings half of Unity’s<br />

Season Pass DLC leads Arno to the small<br />

Paris suburb of Saint-Denis after the<br />

events of the main game. The royal<br />

bloodlines of France are buried beneath<br />

the legendary Basilica and ancient<br />

priceless artefacts were plundered here<br />

during the French Revolution. With a very<br />

different tone from Unity, Dead Kings<br />

introduces a nasty new enemy type in<br />

the shape of a faction known as Raiders,<br />

and Arno journeys into an underground<br />

necropolis with only a lantern to light<br />

the way. Puzzles and enemies wait in<br />

the darkness and footage so far looks<br />

beautifully atmospheric.<br />

From a dedicated team at Ubisoft<br />

Montpellier, Dead Kings also updates<br />

Arno’s arsenal with the fiendish-looking<br />

Guillotine Gun. Not only has this shiny<br />

delight got explosive ammunition to send<br />

your enemies flying in multiple directions at<br />

once, but it also makes stupidly short work of<br />

victims at close range. It’s good to see that<br />

despite the new focus on stealth and not just<br />

mindless hitting of the counter button, Ubi’s<br />

giving us a balance of play styles and a choice<br />

about our approach. The catacombs should<br />

be a suitably tense affair, even if we are<br />

armed to the teeth with gunpowder.<br />

053<br />

COUNTER SKILL<br />

In anti-Hunger Games style, combat<br />

has been tweaked so that the odds<br />

will certainly not be ever in your<br />

favour. This much is obvious when I<br />

take on my first set of guards. Arno’s<br />

on his way to his first mission when<br />

I’m distracted by some dastardly<br />

ASSASSIN’S<br />

CREED: EMBERS<br />

This short film concluded Ezio’s<br />

story as he settled down in a Tuscan<br />

villa with his wife and children. The<br />

equivalent to The Notebook for<br />

Creed fans.<br />

2011 - DEC<br />

ASSASSIN’S CREED:<br />

RECOLLECTION<br />

More iOS delights awaited in the form<br />

of this involving strategic card game<br />

where we could play in real time<br />

against fellow Assassins or follow<br />

a single-player campaign.<br />

ASSASSIN’S CREED III<br />

– ACCIPITER<br />

Another canon-extending graphic<br />

novel, this time following the<br />

Ancient Roman blade-wielder line of<br />

Accipiter via 21st century Assassin,<br />

Jonathan Hawk.


Assassin’s<br />

Creed Rogue<br />

Changing sides, but not turning tides<br />

054<br />

There’s a chance it could be<br />

all the strenuous exercise,<br />

it could be the excessive<br />

layering or it could be<br />

an intense aversion to<br />

scouring cities for yet<br />

another sodding feather. Whatever<br />

the reason, the Assassin’s life is not<br />

for everybody. And so it proves for<br />

Shay Patrick Cormac: star of PS3-<br />

bound Rogue, former member of the<br />

Brotherhood, and a man whose name<br />

causes the Irish cliché-o-meter to<br />

spin wildly out of control.<br />

In his defence, Shay’s reasoning for<br />

leaving the robed neck-stabbers behind<br />

is slightly more understandable than<br />

an allergy to piles of straw, but his<br />

presence as a Creed protagonist signals<br />

a big departure for the series. Not only<br />

is this a rare example of you playing as<br />

a non-Assassin main character, but<br />

your objectives revolve around killing<br />

your former brethren and bringing<br />

down the Order for good.<br />

Shay, you see (as the game’s opening<br />

will make very clear), abandons the<br />

life when a mission goes awry, and<br />

becomes – insert dramatic ‘dun<br />

dun duunnn’ – a Templar. Ubisoft’s<br />

thinking with this is to present Rogue<br />

as a darker experience, moving the<br />

tone away from the slightly jocular<br />

outings of Ezio and Edward<br />

Kenway to something with a<br />

bit more heft. Will it work?<br />

Based on our time with<br />

barrel of laughs Connor in<br />

ACIII, combined with what<br />

we’ve played of this so far,<br />

colour us sceptical; Shay’s<br />

going to need a hell of a lot<br />

more charisma and<br />

character than our Native<br />

American chum had if<br />

he’s to carry such a tale.<br />

TEMPLAR TALES<br />

What it does mean, of<br />

course, is a spin on some<br />

familiar mission types.<br />

For instance, the assassin<br />

contracts have now been<br />

flipped around. Whereas<br />

SNEAK UP ON AVIAN<br />

COURIERS TO INTERCEPT<br />

ASSASSINATION TARGETS.<br />

before you went to a<br />

bird coop to retrieve<br />

a note containing<br />

the target’s info,<br />

now you have<br />

to intercept<br />

these messages<br />

by sneaking up on the<br />

avian couriers. Do so and<br />

you’ll learn who it is that the<br />

Assassins are intending to strike, and<br />

you must protect him or her: a<br />

Ubisoft is viewing Rogue as the final chapter in the saga begun in ACIII and continued with ACIV: Black Flag. It’s packed with all the hallmarks that have typified the


Set between 1752 and 1761,<br />

Rogue bridges the narrative<br />

gap between ACIV: Black<br />

Flag and ACIII.<br />

In fine payback for all your looting in ACIV,<br />

defending against boarders is a tense affair.<br />

countdown kicks in giving you a set<br />

amount of time to identify and take<br />

out the hitmen before they close in.<br />

Having gone hands-on with<br />

one of these missions they prove<br />

to be a fairly enjoyable race against<br />

the clock – you need to make<br />

good use of Eagle Vision to get<br />

a read on who’s a threat, and<br />

the Assassins make for more<br />

interesting foes than your<br />

standard rank-and-file<br />

fodder. Also, fail to clear<br />

the area in time and<br />

things immediately get<br />

very hectic: you can still<br />

succeed, but keeping an<br />

NPC from the clutches of<br />

several attackers who are<br />

chasing and sniping is far<br />

from straightforward.<br />

STAR BORED<br />

But this is more a twist<br />

on the existing formula<br />

than anything truly<br />

innovative, and that’s<br />

really the case with<br />

Rogue all over. The<br />

biggest gameplay<br />

change that Ubi<br />

is touting is<br />

improved naval<br />

funtimes, but<br />

anyone who’s<br />

played Black<br />

Flag will<br />

immediately<br />

be back in<br />

familiar AC territory.<br />

You do have a couple of new<br />

weapons: the puckle gun, essentially<br />

a side-mounted machine gun, and<br />

Arctic weather conditions and icebergs<br />

tweak the flow of naval battles.<br />

flaming oil that can be dumped out<br />

the back of your ship to damage<br />

any pursuers. There’s also a more<br />

prominent ram mounted on the front<br />

of Shay’s vessel, The Morrigan, which<br />

is used not only to attack but also to<br />

break through ice in the frozen North<br />

Atlantic waters. But, really, there’s little<br />

meaningful difference when it comes<br />

to sea combat, or just navigation and<br />

exploration, if you compare what’s on<br />

offer here with Black Flag. If you’re<br />

gagging for more of that then there’s<br />

little to complain about, but it hardly<br />

speaks to ambition and innovation on<br />

the developer’s part.<br />

This is a theme that continues in<br />

terms of the game’s setting: we’re<br />

back in North America. As well as icy<br />

Arctic waters there’s a frontier to be<br />

explored, and an 18th century version<br />

of New York City. This we’ve yet<br />

to explore with pad in hand, but<br />

architecturally it appears to be very<br />

similar to the locations from ACIII.<br />

And in terms of gaining gradual<br />

dominion over the map, again you’ll<br />

be attacking outposts using your ship,<br />

expanding the Templar domain, and<br />

taking on a whole heap of sidemissions.<br />

Only you’ll have an air<br />

rifle with which to do these this time.<br />

If it sounds like we’re being harsh<br />

on Rogue it’s not because it’s set to be<br />

a bad game (we expect the opposite)<br />

but because it’s a game we’ve seen<br />

before. The land setting riffs on ACIII,<br />

the seafaring is near-identical to Black<br />

Flag’s, and the vast majority of the<br />

mechanics are hugely well-trodden.<br />

And while the game looks better on<br />

PS3 than its predecessor did, it’s still<br />

not a patch on Black Flag on PS4, let<br />

alone Unity. If you’re not new-gen<br />

ready and you must have an Assassin’s<br />

game then this is a safe bet (though<br />

wait for our full review first), but for<br />

change consider looking to Middleearth:<br />

Shadow Of Mordor also.<br />

055<br />

series so far (multiple locations, intense naval battles, etc) and has a cast of new and familiar faces. We’ve already spotted Haytham, Achilles and Adéwalé…


Unity’s locked at 30 framesper-second<br />

because 60fps<br />

allegedly, “looked really<br />

weird.” Hmmm…<br />

ASSASSIN’S CREED UNITY<br />

Brotherhood<br />

at arms<br />

Getting hands on with Unity’s co-op<br />

056<br />

While every single mission can be tackled solo – and<br />

is entirely possible if you’d rather maintain lone<br />

wolf Assassin status – more social types will be<br />

pleased to know that two- and four-player missions are<br />

seamlessly integrated into the world. I take on both a<br />

two-player Brotherhood mission and a four-player Heist<br />

in my session: the two-player quest is a full three-tiered<br />

narrative adventure and not just a matter of ‘go to point A<br />

and stab person B’. Full stories have been written around<br />

each session, and as my partner and I battle our way<br />

through a Parisian graveyard, back to back, to rescue<br />

someone from the catacombs below, Ubisoft Toronto’s<br />

Nitai Bessette explains the thinking behind the adversarial<br />

multiplayer replacement.<br />

“It’s a very different experience playing co-op,” he<br />

says. “We noticed that people want to go and do their own<br />

things so we gave abilities that encourage them to come<br />

back together. The more they’ll stay together the more<br />

fun they’ll have.” I’m reminded of this as the health of my<br />

partner plummets and I heal us both with a quick press of<br />

2. Each player has a special ability to help the other. My<br />

partner’s stylish secret knack of transforming us into<br />

gentility however, is slightly useless as we brawl amongst<br />

the tombstones. “Pardon me, my good crypt!”<br />

HEAL YOUR FRIENDS<br />

In four-player, things get significantly more exciting as we<br />

arrive at a Parisian museum to steal a priceless painting.<br />

Once we’ve sneaked through a top floor window and used<br />

Eagle Vision to scope out the guards swarming each floor,<br />

it’s clear that this isn’t going to be a free-run in the park.<br />

There are paintings scattered through the floors but we<br />

need to find the right one. To further up the stakes, if one<br />

of us dies, we all do. “Single-player customisation means<br />

every Assassin is different and will be better suited to<br />

individual parts of the mission,” reminds Bessette.<br />

“We try to encourage players to upgrade their<br />

characters based on their playstyle. You can have<br />

someone who has upgraded all their parkour abilities so<br />

that they’re really fast at crossing rooftops. If that player<br />

wants they can get a co-op sense called Communal Sense,<br />

and what that does is that it enhances your Eagle Vision<br />

so you’d get larger range. It automatically marks enemies<br />

for all of your friends. So that’s a player that could scout<br />

and just stick to the rooftops and just be giving intel to<br />

everybody.” It’s unquestionably an exciting new addition,<br />

enabling you to finally build a truly unique band of killers.<br />

The glyphs are back, and now come with<br />

riddles supplied by Nostradamus himself.<br />

criminals running away from the<br />

law. Ever the fighter for justice, I<br />

awkwardly parkour-down from my<br />

rooftop vantage point to take on the<br />

enemies. Despite expertly taking the<br />

two villains down with a blade to the<br />

throat and a recently purchased war<br />

hammer to the skull, I’m immediately<br />

set upon by seven members of local<br />

law enforcement.<br />

It doesn’t go well. Where Black<br />

Flag celebrated the joys of the counter<br />

attack button by swinging you onto<br />

ships packed with enemies purely to<br />

allow you to indulge in dual-wield<br />

combat and gory counter kills, Unity<br />

gives you the option to attack, parry,<br />

roll out of the way or flee. After being<br />

skewered by rapiers twice and tripped<br />

up by some Beta-code animation lags,<br />

my novice Assassin retreats to the<br />

rooftops like a kicked puppy.<br />

I do not appear to be Batman. Or<br />

even Connor Kenway. Not only is<br />

this a shock to the system – you<br />

mean I can’t kill seven men on my<br />

own without any skills? – but the<br />

discovery that I need to replenish<br />

my health with a potion is a striking<br />

and slightly depressing reminder that<br />

Unity has been in production since<br />

Brotherhood, and has missed a few of<br />

the crucial upgrades to the series.<br />

into the soon to be not-so-peaceful<br />

courtyard, I get to grips with the<br />

new crouch button (mapped to p)<br />

and discover it’s a satisfying silent<br />

addition to Arno’s move set. I take<br />

the opportunity to test out his smoke<br />

bombs and send guards choking before<br />

sneaking up on them with a slick,<br />

swift slice of signature blade.<br />

Joining my comrade so we can get<br />

the hell out of dodge, a slew of guards<br />

decide to give chase and it’s here I<br />

BLADE RUNNER<br />

Arno’s first small mission is a<br />

far slicker experience. I’m tasked<br />

by a fellow Assassin with taking<br />

down some patrolling guards and<br />

deactivating their pesky bell. Sneaking<br />

You can barely turn a corner in Paris without<br />

some target nabbing side-quest to be had.<br />

2012 - JULY<br />

EZIO’S HIDDEN BLADE<br />

Because leaping off rooftops just<br />

wasn’t enough for some of us,<br />

this plastic replica from NECA<br />

made the perfect Assassin<br />

accessory. Plus, it can go<br />

through an orange.<br />

OCT<br />

ASSASSIN’S CREED III<br />

Despite moving the action to the<br />

American Revolution, Connor’s<br />

adventures in the Frontier failed<br />

to capture the hearts of Creed<br />

fans with its flat landscapes and<br />

uninspiring hero.<br />

ASSASSIN’S CREED III:<br />

LIBERATION<br />

She was the first lead female<br />

Assassin and was exclusive to PS Vita<br />

for a time, but Aveline de Grandpré’s<br />

debut was a messy disappointment<br />

set in 18th century New Orleans.


057<br />

UNITY’S STORY IS A GORY<br />

RASPBERRY SWIRL WITH<br />

PLENTY OF REDEMPTION.<br />

experience the new freeze-framed<br />

ghost of Arno that appears to show<br />

where you were last spotted by guards<br />

– taken straight out of Splinter Cell.<br />

It’s almost useless here under fire, but<br />

I can already see where I’ll be able to<br />

take advantage of the tool in future.<br />

An indicator also appears on Arno’s<br />

back if he’s spotted from behind, so<br />

you can quickly hide instead of being<br />

executed by someone you might never<br />

see in the first place.<br />

I continue down the story path,<br />

returning to the base of the Assassins<br />

in ornate caverns deep underground<br />

beside the Seine. A seller on the way<br />

into the lair offers to refill my health<br />

and various consumables. Again, I’m<br />

taken back to Ezio’s many shopping<br />

adventures. We don’t craft here in<br />

Paris, y’know, there are shops for that.<br />

Concerns about the mix of old and<br />

new are short-lived. Returning to the<br />

story feels instantly rewarding.<br />

Cutscenes are beautiful and richly<br />

atmospheric and the narrative’s<br />

an intriguing mix of plotting and the<br />

colourful chaos of the Revolution; a<br />

gory raspberry swirl as Arno quests<br />

for redemption. Paris might be a<br />

playground of side activities, but a<br />

story this interesting should keep you<br />

coming back for more regardless of the<br />

extra modes and missions (even if the<br />

English accents are suitably distracting<br />

when the NPCs speak fluent French).<br />

TEMPLAR TRAP<br />

It’s not long before I’m hurtling back<br />

across the rooftops to my first full<br />

assassination mission. It’s set in none<br />

other than Notre Dame. Arno’s free<br />

running controls are flowing and<br />

effortless when they work, but I am<br />

concerned by intermittent lapses<br />

in the parkour-down ability. The<br />

promised seamlessness I’m looking<br />

for feels just out of Arno’s reaching<br />

grasp, but the console engine is still<br />

being tweaked so this could be fully<br />

flowing again on release. With the<br />

city so architecturally varied and with<br />

so many tempting handholds, Paris<br />

should become a parkour paradise<br />

provided the bugs are eliminated.<br />

2013 - FEB<br />

ASSASSIN’S CREED III:<br />

THE TYRANNY OF KING<br />

WASHINGTON DLC<br />

More exciting than the original game,<br />

this alternative universe DLC had George<br />

Washington reigning as King. It also gave<br />

Connor the power of shape-shifting.<br />

NOV<br />

ASSASSIN’S CREED –<br />

BRAHMAN<br />

This graphic novel follows the Creed to<br />

India in the 19th century, where 21st<br />

century programmer Jot Soora<br />

discovers the Koh-i-Noor diamond<br />

is actually a Piece Of Eden. Handy.<br />

<br />

ASSASSIN’S CREED IV:<br />

BLACK FLAG<br />

Who knew that pirates and Assassins<br />

would go together so well? Edward<br />

Kenway’s trip to the Caribbean was a<br />

glorious return to form with beautiful<br />

visuals and explosive naval battles.


Skill-sharing means Unity<br />

encourages co-op players to<br />

stick together rather than<br />

explore different routes.<br />

ASSASSIN’S CREED UNITY<br />

©Fitz Carlile<br />

Kyd (left) has been on board since AC1, while Unity marks Tilton’s (right) first involvement.<br />

Know the score<br />

Getting under the skin of AC’s unique historical soundscapes<br />

058<br />

While you may not be aware of it<br />

consciously, music and audio have<br />

always played an integral part<br />

in the Assassin’s Creed experience. With<br />

its blend of classical instrumentation and<br />

electronic experimentation, the series<br />

prides itself on a distinctive sound<br />

that remains quite unlike anything else.<br />

“On the first Assassin’s Creed games<br />

there was no set style that I had to fit<br />

within,” recalls composer Jesper Kyd,<br />

best known for his work on the Hitman<br />

franchise. “There was a new setting<br />

for each game, so I was able to draw on<br />

different instrument sets. We went from<br />

religious undertones with Jerusalem,<br />

Acre and Damascus, to Renaissance<br />

music for Venice, Florence and Rome.”<br />

For Unity, the shift to Paris and<br />

the French Revolution offered its own<br />

challenges, with three composers being<br />

brought in to craft the game’s sound -<br />

among them Chris Tilton, known for his<br />

work alongside composer Michael Giacchino<br />

on sci-fi TV series Fringe.<br />

“There’s no way the franchise would<br />

remain fresh without new perspectives,”<br />

Tilton muses. “That was always a fun,<br />

exciting challenge to be a part of. You<br />

don’t want to just retread old ground.”<br />

Historical accuracy also remains key<br />

to the series’ success, as audio director<br />

Steven Dumont explains. “We need to make<br />

sure that the sounds we are creating and<br />

recording for the period are as authentic<br />

as possible. Details about the music from<br />

that time period really helped us, so any<br />

information we needed for sound was<br />

dealt with by a historian that was hired<br />

specifically for the game.”<br />

Joining Tilton are composers Ryan<br />

Amon and Sarah Schachner, each of whom<br />

tackling different aspects of Unity’s sound.<br />

Tilton’s work focuses on the historical<br />

storyline, while Amon and Schachner<br />

tackle the modern day elements and<br />

open-world exploration.<br />

“The piece of music you’re writing isn’t<br />

going to happen in the same linear way<br />

every single time, so a lot of it was about<br />

making the music adaptable to change,”<br />

Tilton explains. “If you come off a mission<br />

that’s a downer, the music is going to be<br />

different when you’re exploring than if<br />

you came off a more uplifting mission.<br />

It’s responding to the story and the state<br />

of mind of the character. Hopefully this<br />

generation will do what we’re starting to<br />

do – having not just the music change, but<br />

having real concrete reasons for change.”<br />

Missions are now based around<br />

what the devs fondly call Black Boxes;<br />

full 360° worlds you can explore and<br />

experiment inside to discover unique<br />

slaughtering combos. Your contract<br />

fills half the screen during the mission<br />

introduction, while a handy guide<br />

displays the number of entrances and<br />

secret passages you can utilise, the<br />

unique kills to be taken advantage of,<br />

and the alarm bells that await. It’s a<br />

dramatic and bold step for the series,<br />

and this twist in presentation turns<br />

every quest into a cinematic challenge<br />

with a narrative kick as you can fully<br />

appreciate who you’re dealing with.<br />

“There was something that we did<br />

very right in Assassin’s Creed 1 that<br />

we really wanted to reproduce. We<br />

introduced the target,” says Amancio.<br />

“You get to meet your assassination<br />

target and know what he has done<br />

and know who the hell that character<br />

actually is before you assassinate<br />

them. In Unity, each sequence revolves<br />

around the target.” After increasingly<br />

convoluted plots, the simpler focus on<br />

targets is welcome. As is the death of<br />

the tired ‘white room/dead guy’ scene.<br />

Another AC1 throwback means<br />

completing optional objectives opens<br />

up shortcuts in missions. An optional<br />

‘confessional kill’ in Notre Dame leads<br />

2013 - DEC<br />

ASSASSIN’S CREED:<br />

PIRATES<br />

If you couldn’t get enough of ACIV:<br />

Black Flag’s naval-based gameplay,<br />

Pirates let you take your adventures<br />

on the seven seas on the go in this<br />

(now-free) iOS game.<br />

2014 - FEB<br />

ASSASSIN’S CREED IV: BLACK<br />

FLAG FREEDOM CRY DLC<br />

Previously available as part of Black<br />

Flag’s Season Pass, the adventures of<br />

Edward Kenway’s quartermaster,<br />

Adéwalé, were released as a stand-alone<br />

title in February this year.<br />

<br />

NOV<br />

ASSASSIN’S CREED:<br />

ARENA BOARD GAME<br />

Set on the rooftops of Constantinople,<br />

this board game is all about racking<br />

up the kills and gathering points<br />

while avoiding patrolling guards. It’s<br />

complicated, but well worth your time.


me directly to my target, while<br />

sabotaging chimneys triggers a quieter<br />

approach as I take to smokey sewers.<br />

All the while, the challenging combat<br />

means there are fewer chances to<br />

escape should I botch the wrong quest.<br />

EAGLE-EYED<br />

By the time I’m equipped with<br />

Arno’s projectile Phantom Blade,<br />

I’m taking advantage of the much<br />

improved Eagle Vision to scope out<br />

situations before gradually picking off<br />

guards with painfully crunchy bolts to<br />

skulls. Eagle Vision now holds your<br />

target and reaches further into the<br />

distance than ever, highlighting blood<br />

through walls and doors, along with<br />

secret entrances. It finally feels like<br />

more of a functional tool for the job,<br />

and even a revamped tailing mission<br />

doesn’t feel quite so laborious with a<br />

clear target forever visible.<br />

Yet this is just a glimpse of Paris.<br />

There is the Café de’Theatre, the villa<br />

replacement that you can renovate and<br />

run missions for. There are treasure<br />

hunts set by Nostradamus himself.<br />

Great heists to perform and perfect.<br />

Letters to read. History to learn. Chaos<br />

to build. Murders to solve. Ubisoft has<br />

poured layer upon layer of content into<br />

its one, bustling city.<br />

Yet despite the imminent release, I<br />

feel a lot more development time is<br />

needed. Bugs plague my demo, and I’d<br />

hate for Ubi to have Eagle Vision so<br />

firmly set on a release date that the<br />

EAGLE VISION NOW<br />

HIGHLIGHTS BLOODSTAINS<br />

AND SECRET ENTRANCES.<br />

first new-gen-only Creed isn’t given<br />

sufficient time to bake. With nothing<br />

to explore outside the city walls, the<br />

core pillars of the Parisian gameplay<br />

must hold steady. Getting stuck on<br />

statues is not the revolution anyone<br />

was looking for. This is a rich world<br />

and a narrative deserving of your<br />

attention, with transformative ideas<br />

for the series should it all come<br />

together in time. A blunt guillotine at<br />

this stage would be criminal.<br />

Murder<br />

most foul<br />

Solving the crimes of the<br />

Revolution, Assassin’s-style<br />

monk lies dead on the floor,<br />

strangled by his own rosary beads.<br />

A ripped note beside him holds<br />

a confession for the poisoning of other<br />

monks in the monastery. Who is to blame<br />

for this heinous act? A case for a certain<br />

Mr Holmes or even a French Revolution<br />

Grissom? Nope. Welcome to one of<br />

Unity’s many murder mysteries. Signified<br />

by an inquisitive magnifying glass on<br />

the map, these missions see Arno bring<br />

criminal justice to the streets of Paris.<br />

I switch to Detecti… Wait, no… Eagle<br />

Vision and Arno suddenly sees clues<br />

around the room that he adds to his case<br />

file. He can study the bodies of other<br />

monks, there are random clues lurking<br />

around the room, and I find a diary<br />

suspiciously half-burned outside in the<br />

garden. There’s a handy clue counter to<br />

keep tally, and you can speak to<br />

witnesses to further the plot. It’s a<br />

refreshing break from a world of sneaky<br />

stabbing and an entertaining extra layer<br />

to Paris as you explore environments,<br />

discover clues and ultimately decide<br />

who’s being honest and who’s telling<br />

porkies. “It’s all linked with a famous<br />

historical character called Vidocq who’s<br />

sort of the father of French criminology,”<br />

explains creative director Alex Amancio.<br />

“This guy was actually a criminal and he<br />

grew up to become, potentially, the<br />

inventor of modern criminology.”<br />

Once you’ve gone all Cluedo on<br />

proceedings – take your time though as<br />

accusing the wrong man will significantly<br />

lower your reward – you can return to<br />

the French Chief Of Police. He might be<br />

Charles Cochon de Lapparent, but has an<br />

accent more befitting a Holmes mystery<br />

and will reward you with cash in hand,<br />

proving that crime does, in fact, pay.<br />

059<br />

ASSASSIN’S CREED MONOPOLY<br />

Fancy getting stabbed in the (Community)<br />

Chest? No Chance. This official<br />

board game lets you choose<br />

to play as your favourite<br />

Assassins and take over the<br />

world with Abstergo Credits.<br />

ASSASSIN’S<br />

CREED UNITY<br />

The first new-gen exclusive of the<br />

series hands over the bloodied<br />

keys to French Revolution Paris<br />

and introduces us to all-new<br />

Assassin, Arno Dorian.<br />

<br />

ASSASSIN’S<br />

CREED ROGUE<br />

Oirish Assassin turned Templar Shay<br />

Cormac takes to the wintry seas<br />

of North America in this last-gen<br />

exclusive title that ensures our PS3s<br />

don’t get AC abandonment issues.


or almost four years,<br />

Ubisoft Montreal has<br />

been hard at work on<br />

bringing its vision for<br />

a new-gen Assassin’s<br />

Creed to life. And<br />

with its release date<br />

looming ever nearer,<br />

we sit down with<br />

long-serving senior<br />

producer Vincent Pontbriand to get<br />

the skinny on bringing the French<br />

Revolution to life…<br />

060<br />

OPM: Unity has a much richer world<br />

than those of past titles. Is it the PS4<br />

that’s responsible, or is it an evolution<br />

of everything that’s come before?<br />

Vincent Pontbriand: We took the<br />

opportunity to change a few things<br />

because we had time and there were<br />

things we wanted to do. Because Unity<br />

is a much more focused game than<br />

previous ones, we tried to make sure<br />

we spent enough time on what we call<br />

the mid-level.<br />

Low-level for us is controls. It’s<br />

second-to-second gameplay. FPS<br />

shooters are low-level games. They are<br />

all about the tightness of the controls.<br />

Then you have high-level games like<br />

RPGs that are about stats. AC and<br />

sandbox games are mid-level games.<br />

They’re about missions and story and<br />

Pontbriand worked on<br />

Assassin’s Creed, ACII,<br />

AC Brotherhood and Metal<br />

Gear Solid 4, bizarrely.<br />

Big Brotherhood<br />

Assassin’s Creed Unity’s senior producer Vincent Pontbriand<br />

has worked on the series since the very first Animus adventure<br />

how we use the low-level and the<br />

high-level together. That’s where we<br />

wanted to put our focus for ACU, to<br />

work on missions, try to recapture<br />

that fantasy of understanding<br />

who your target is. Most of the<br />

missions are set in what we<br />

like to call Black Boxes. They<br />

are 360° level design areas that<br />

have multiple ways for<br />

you to figure out and<br />

complete. We just got<br />

rid of everything else.<br />

The naval stuff, the<br />

hunting, the crafting?<br />

These were cool<br />

features that might come back<br />

at some point, but in this<br />

game we wanted to try and<br />

have the basics. To have<br />

fun with that and not<br />

be distracted by<br />

the rest.<br />

OPM: This is a yearly franchise, but we<br />

know that you’ve always got a much<br />

longer development process. How long<br />

has Unity been in production for, and<br />

what has that time given you?<br />

VP: Ha. Time is dangerous. It’s been<br />

over three and a half years, almost<br />

four. People will think that we’ve spent<br />

four years building content but that’s<br />

not exactly true. We’ve spent four<br />

years working on the project altogether<br />

– which is three projects in one.<br />

One is the brand new tech to get<br />

ready for next-gen and new hardware.<br />

The second one is the single-player,<br />

and then there’s co-op. It’s not a<br />

mode, it’s seamless, it’s integral to<br />

the overall experience – that’s why<br />

we called it Unity – but it was still<br />

a project in itself. We had to learn<br />

how to do co-op missions. We had to<br />

figure out what it meant for us and for<br />

AC. That’s what we spent a lot of time<br />

<br />

on over the past few years. Building<br />

content has maybe been the last two<br />

years out of that: the visuals, the city<br />

of Paris, all the landmarks. Time is<br />

also dangerous because you can get<br />

lost. We had moments of doubts…<br />

OPM: It looks like you had a clear<br />

mission statement for what you<br />

wanted AC to become in terms of<br />

stealth and new mission styles. What<br />

kind of doubts did you have?<br />

VP: We had doubts about co-op<br />

because people have so many different<br />

opinions about it, even internally.<br />

No one knew what co-op meant.<br />

For some, co-op meant Left 4 Dead,<br />

bunching up together and hiding back<br />

to back. For others co-op is Army<br />

Of Two where you pull on a lever<br />

together and a door opens. We had<br />

to embrace the core fantasy, which is<br />

being an Assassin, so that’s a very solo


Yes, we are going to play the<br />

game while listening to Les<br />

Misérables’ soundtrack on<br />

full volume. What of it?<br />

experience. It’s a very individualist,<br />

egocentric kind of experience, so we<br />

had to embrace that. And it’s an openworld<br />

game so we had to embrace the<br />

fact that people will get distracted<br />

because of other things to do. People<br />

won’t agree on the best strategy. So<br />

it’s co-op but it’s not really co-op.<br />

We call it the shared experience.<br />

We’re letting you play in a sandbox<br />

together. If you end up fighting back<br />

to back, that’s great. Or synchronising<br />

your kills. But at the same time you<br />

could go this way and I could go that<br />

way and it’s fine. We embrace that.<br />

OPM: A 1:1 scale Paris is quite the<br />

task. How did you start and how do<br />

you decide what stays and what goes?<br />

VP: So we made the choice. We<br />

thought, ‘Okay, we’ve got the French<br />

Revolution, we’ve got the guillotine<br />

– beheading! – it’s going to be fun’.<br />

Then we started to research and the<br />

French Revolution was actually all<br />

over France. It was Revolution! It<br />

was the people against the monarchy<br />

and against the clergy, and it was<br />

complicated. It was very political.<br />

What stood out was Paris. The<br />

King was brought from Versailles to<br />

Paris to be trialled. So we said, ‘Okay,<br />

maybe we should just focus on Paris.<br />

It’s interesting enough. It’s the most<br />

visited city still today. It has a billion<br />

landmarks. It’s fascinating; it’s big<br />

and has so many people’. We thought,<br />

‘Let’s just focus on Paris like we did<br />

with Assassin’s Creed Brotherhood’.<br />

It worked before. And we had other<br />

moments of doubt where we thought<br />

that people are used to having multiple<br />

cities, they’ll feel like the scope is<br />

smaller so we decided to make Paris as<br />

big as possible to compensate for that,<br />

to break those preconceptions. We’ve<br />

never regretted it. The only thing we<br />

miss is more modern landmarks which<br />

didn’t exist during the Revolution.<br />

OPM: We’ve always had a modern day<br />

story, but things changed a bit for<br />

ACIV: Black Flag. Are we employed by<br />

Abstergo again?<br />

VP: No. We’re changing that. Black<br />

Flag was a step forward in the right<br />

direction. That’s where we’re going.<br />

Slowly. We understand that we’ve<br />

finished Desmond’s story in ACIII and<br />

then in Black Flag we introduced the<br />

fact that you, the player, is playing an<br />

employee of Abstergo Entertainment,<br />

who is going into the Animus. There<br />

was still that intermediate character.<br />

We wanted to remove that. It was one<br />

too many layers so what we’re doing<br />

is we’re saying you, the player, are the<br />

Animus pilot. We’re basically changing<br />

the POV. Everything else we’re going<br />

to let you discover.<br />

As with other ACs it’s integral<br />

to the overall story and we never<br />

reveal too much and never will. But<br />

we’ve simplified it a little bit. It was<br />

becoming complicated. Convoluted.<br />

We’re trying to take a step back and<br />

reintroduce these elements from a<br />

fresh perspective so we can have<br />

people join and start with Assassin’s<br />

Creed Unity as their first AC.<br />

OPM: Other than changing the colour<br />

of our outfits, customisation has never<br />

been a prospect in an Assassin’s<br />

game. What changed this time and<br />

did it just feel like the right time?<br />

VP: It worked. We needed a different<br />

motivation for the player. It was<br />

getting hard to motivate the player<br />

through the narrative, especially with<br />

an online game. How do we justify<br />

having two, three or more players,<br />

looking exactly the same in an online<br />

game? That’s where we started toying<br />

with the idea of an avatar.<br />

We actually wanted to go further<br />

than we did in the end with a fullyfledged<br />

avatar, fully customisable,<br />

female, male… We wanted to do<br />

all these things. And it was even<br />

more complicated. I was describing<br />

the intermediate character in the<br />

present day layers? Imagine if we<br />

had that, plus an avatar, plus a<br />

historical character. It just became too<br />

complicated. We made decisions but<br />

THE CO-OP ISN’T A MODE, IT’S<br />

SEAMLESS. THAT’S WHY WE<br />

CALLED THE GAME ‘UNITY’.<br />

<br />

we kept customisation because it’s<br />

a great motivation for players in the<br />

game to differentiate themselves from<br />

each other. It’s more than just vanity<br />

or cosmetic. There’s an actual effect<br />

to the gameplay. For us, the [co-op]<br />

customisation is a little bit like the<br />

boats in Black Flag. We saw that<br />

working so it gave us confidence we<br />

were going in the right direction.<br />

I don’t think AC will become<br />

an RPG, but games are getting<br />

more hybrid these days. It’s a great<br />

motivation and it’s cool to have<br />

something beyond the cosmetic.<br />

061


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064


Think you know GTA V? Think again. Get ready for PS4 to change everything…<br />

065<br />

After months desperately try to<br />

shed our crippling dependency<br />

on a certain trio of crooks,<br />

Rockstar only goes and checks us<br />

into the Blaine County Relapse Clinic.<br />

Bigger, bolder, better: Grand Theft Auto<br />

V on PS4 breathes fresh, oh-so-newgen<br />

life into the greatest game ever<br />

committed to Blu-ray.<br />

Glimmering 1080p presentation; hugely<br />

increased draw distances; 100 new songs;<br />

fresh wildlife; a bumper version of GTA<br />

<br />

Online – this is the sandbox you’ve<br />

dreamt about ever since you slotted<br />

Sony’s angular baby under your TV. So<br />

put any notions of a half-baked port to<br />

bed and buckle in for take-two of the<br />

greatest sandbox story ever told.


FIVE ALIVE<br />

<br />

A MOVING TALE<br />

Is the PS4 version of GTA V getting<br />

Move support? A leaked SEN<br />

product listing suggests the<br />

open-world opus is compatible with<br />

the motion controller, though we’re<br />

scratching our heads at that one.<br />

066<br />

THE WORLD<br />

Nothing screams new-gen quite like<br />

procedurally generated lightning<br />

storms. Rockstar has a history of<br />

cooking up some of the most eclectic and<br />

elemental weather patterns in gaming, with<br />

GTA V on PS4 set for meteorology reports<br />

that would have Michael Fish in knots.<br />

The game’s weather system has been<br />

updated and enhanced for new-gen, with<br />

some of the moistest sky tears you ever<br />

did see. Yes, rain looks utterly gorgeous<br />

now, casting startling reflections and making<br />

Trevor and co’s clothes sodden. The effect<br />

is subtle, too – rewatch the debut PS4 trailer<br />

and you’ll see rippling puddles down at the<br />

Port Of Los Santos.<br />

Particle effects have also been bolstered<br />

to flex PS4’s mighty GPU. Rockstar has<br />

released a clutch of fresh screens showing<br />

off various buildings going kaboom, including<br />

Franklin fleeing from Route 68’s Motor Hotel<br />

as detailed smoke plumes and fiery debris<br />

snakes up through the reception’s entrance.<br />

A reworked foliage system rounds off the<br />

environment updates, with lush and verdant<br />

grass adding further sheen to a world that<br />

feels more tactile than ever.<br />

CA$HING IN<br />

Pre-order the game to get a cool<br />

$1,000,000. We’re rich as oil<br />

barons! Laters, Mr Boss Ma… Oh,<br />

‘in-game’ cash. Ahem. Anyhoo, said<br />

funds are split 50/50 between the<br />

story and GTA Online.


“NOW FEATURING WEATHER<br />

REPORTS THAT’D HAVE POOR<br />

MICHAEL FISH IN KNOTS.”<br />

067<br />

<br />

Take to the skies in a<br />

Buzzard and you’ll be<br />

treated to some seriously<br />

extended draw distances.


Fresh photography<br />

challenges let you examine<br />

all that lovely new-gen<br />

grass and… uh… stag hair.<br />

<br />

068<br />

THE ANIMALS<br />

Blaine County’s circle of life has never<br />

packed more bite than on PS4. Rockstar<br />

North has gone to town populating its map<br />

with all the furry critters – that now boast fully<br />

rendered fur, not just painted on textures. Watch<br />

the ‘A Picket Fence And A Dog Named Skip’<br />

trailer and you’ll see a monkey (that appears<br />

in Michael’s hallucinating ‘Did Somebody Say<br />

Yoga?’ mission) rocking some beautiful, flowing<br />

new-gen hair. Mmmm, follicles.<br />

Away from alluring simian fur, PS4 GTA<br />

V introduces new wildlife, including cats and<br />

annoyingly trendy pugs. New underwater threats<br />

also lurk in the deep around Del Perro. Thought<br />

those sharks were intimidating when you were<br />

scouring the ocean floor for submersible parts?<br />

Pffh. Jaws and co have nothing on the game’s new<br />

killer whales. Of course, orcas are actually quite<br />

passive, so Free Willy’s pals may not pose much<br />

of a threat when you’re plumbing the depths.<br />

With more deer, cougars and coyotes roaming<br />

the likes of Banham Canyon and Tongva Valley,<br />

Rockstar has wisely added new photography<br />

challenges for your inner Attenborough. Don’t be<br />

shocked if Red Dead-style random animal attacks<br />

crop up frequently, either. Where’s a friendly<br />

rottweiler when you need him?<br />

THE BIG SCORE<br />

GTA V didn’t just rake in 96% of<br />

Earth’s pennies, it also received<br />

global critical acclaim. Currently,<br />

the game is the joint sixth highest<br />

rated title ever on Metacritic,<br />

sitting pretty on 97/100.


FIVE ALIVE<br />

HISTORY MAKER<br />

When GTA V launched on 17<br />

September last year, it quickly<br />

went on to smash sales records. In<br />

three days it had earned $1 billion,<br />

making it the fastest-selling<br />

entertainment product ever.<br />

THE MUSIC<br />

Tired of MC Eiht’s ‘Streiht Up Menace’<br />

murdering your lugs on West Coast<br />

Classics? Can’t face another sampling of<br />

‘Music Sounds Better With You’ (enough already,<br />

Stardust!) while bombing around Vespucci<br />

Beach? Good news: Rockstar is beefing up<br />

GTA V’s radio stations with 100 new songs<br />

and freshly recorded DJ mixes.<br />

Now, if Count Von Count’s maths classes<br />

have done right by us, you should be looking<br />

at somewhere in the region of nearly 350 songs,<br />

considering the PS3 game launched with 240<br />

tracks. Don’t forget that score, either. Soundtrack<br />

supervisor Ivan Pavlovich speculated there’s<br />

somewhere in the region of 20 movies’ worth<br />

of musical cues across missions.<br />

GTA Online should also boast new ditties.<br />

The PS3 version’s survival and deathmatch modes<br />

recently had new cues spliced into them via an<br />

online update, so expect these to make the cut<br />

on PS4, too. Said update also included new scoring<br />

sessions by Tangerine Dream, Woody Jackson,<br />

Alchemist and Oh No, which should resurface to<br />

serenade your new-gen ears. Now, excuse us while<br />

we pop on some Alan Parsons Project.<br />

069<br />

<br />

Of all the groups Trevor<br />

unleashes his violent rage<br />

on, nobody deserves it<br />

more than the mimes.


FIVE ALIVE<br />

<br />

GIGABYTE THIS<br />

Like The Last Of Us Remastered,<br />

GTA weighs in with a hefty install<br />

size on PS4 if you’re buying the<br />

game digitally. Prepare to clear<br />

50GB of HDD space to fit in<br />

new-gen Franklin.<br />

070<br />

THE VEHICLES<br />

Hooray! Another chance to careen<br />

around Sandy Shores with the Space<br />

Docker. Yes, Omega the hippie’s<br />

unlockable moon buggy returns if you seek<br />

out all of GTA V’s hidden spaceship parts,<br />

but there’s a lot more going on with the<br />

new-gen port’s vehicles than just George<br />

Jetson’s morning ride.<br />

Quick trailer glimpses show off properly<br />

rendered dashboards for cars, throwing<br />

firewood on the flames of the first-person<br />

rumours. PS4 speedometers are great and all,<br />

yet it’s the sheer amount of traffic that really<br />

impacts the game. From the packed streets<br />

of Little Seoul to the bustling backwater<br />

passes of Grapeseed in the shadow of Mount<br />

Chiliad, Blaine County is now teeming with<br />

vehicles to carjack… Or get run over by.<br />

Rockstar is also adding new classic vehicles<br />

from the garages and hangars of GTA’s past.<br />

Look out for GTA IV’s Duke muscle cars,<br />

GTA III’s illusive Dodo (why won’t you fly?!)<br />

and an updated blimp that promises to be,<br />

“faster,” and, “more manoeuvrable”. Personally,<br />

we’re more pumped for tearing up South Los<br />

Santos in a Grotti sports car. God bless your<br />

naming conventions, GTA.<br />

OF HEIST & MEN<br />

Leaked programming code has<br />

given several clues as to how GTA<br />

Online’s heists work. Apparently,<br />

your crew will have to complete<br />

Heist Prep missions, while the bank<br />

jobs will also cost money to set up.


The Hotknife classic car<br />

was only available in the<br />

PS3 collector’s edition, but<br />

should be included on PS4.<br />

071<br />

“ROCKSTAR IS ALSO ADDING<br />

NEW CLASSIC VEHICLES FROM<br />

PREVIOUS GTA INSTALMENTS.”


Steven Ogg brings Trevor<br />

Philips to delightfully<br />

demented life. Dude knows<br />

how to rock Y-fronts, too.<br />

<br />

072<br />

BLAINE & GAIN<br />

According to GTA lore, Blaine<br />

County was founded in 1823 and<br />

goes by the charming moniker ‘The<br />

Morning Glory County’. Delightful. It<br />

shares a border with Los Santos<br />

County and Paleto County.<br />

THE TECH<br />

Farewell, 720p. You served your purpose<br />

adequately enough. Still, our eyes have been<br />

gagging for 1080p’s pin-sharp pleasures<br />

and the Los Santos sandbox is only too happy to<br />

oblige on PS4, running at a native 1920 x 1080<br />

pixels. For a game erected on hundreds of tiny<br />

incidental details, the resolution bump is a huge<br />

game-changer for GTA V.<br />

Signs and billboards now pop with a clarity<br />

that makes the likes of the building-sized ‘San<br />

Androgyny’ hipster clothing poster impossible to<br />

ignore. Textures assets have also been reworked<br />

across the whole game, adding in a host of new<br />

details to an almost ridiculously fastidious degree.<br />

Squint extra hard and you can make out individual<br />

screws on certain vehicles’ wheels, such as the<br />

debut trailer’s dump truck.<br />

For those partial to advanced lighting renderers<br />

(steady), ambient occlusion appears to have made<br />

the new-gen cut – enriching the game’s colour<br />

palette with an added depth. Draw distances have<br />

also been massively increased for PS4. Not only can<br />

you now spot Los Santos’ skyscrapers from miles<br />

away, but vehicle pop-in is drastically reduced. Buhbye,<br />

magically disappearing Sentinel XS.


Like a fat child longing for cake, Rockstar’s<br />

hugely ambitious multiplayer mode has<br />

an appetite for growth that’s insatiable.<br />

A year in, and GTA Online just keeps getting<br />

bigger and better. Constant content updates have<br />

transformed the mode from ‘ambitious if slightly<br />

undercooked 16-player sandbox’ into a PSN<br />

playground that’s truly thriving. And it’s<br />

only going to get more epic on PS4.<br />

Rockstar is upping the player count to 30 on<br />

new-gen to ensure your online assaults thrive with<br />

activity… And loads of impromptu drive-bys. But<br />

what if you’ve already sunk hundreds of hours into<br />

your PS3 character? Are you going to have to bin<br />

off all that cash, property and obnoxiously rimmed<br />

low-riders? Worry not: you can import your lastgen<br />

character and all those hard-earned stats and<br />

possessions onto PS4.<br />

Every update and DLC pack Rockstar has<br />

pumped into its online world will also be included<br />

on the day of release. Master loop-the-loops with<br />

the Flight School update. Suck in the seaside<br />

ambience of the Beach Bum pack’s 30 additional<br />

jobs. Create your very own missions, courtesy of<br />

the Content Creator. GTA Online has simply never<br />

been deeper or more generously proportioned than<br />

it is on new-gen.<br />

THE MULTIPLAYER<br />

The most recent Last Team Standing update will<br />

also be included on PS4. Not only does the pack<br />

cater for large scale team deathmatch slaughter,<br />

but it also stirs new weapons and cars into GTA<br />

Online’s murderous broth. Visit Ammu-Nation and<br />

you’ll be treated to the sledgehammering delights<br />

of the Heavy Shotgun. Prefer your homicide from<br />

half a mile away? Try the Marksman Rifle on for<br />

size. The pack also lets you rule the road with the<br />

new Shitzu (tee-hee) Hakuchou sport bike, the LCC<br />

Innovation chopper and the ‘in no way is this a ripoff<br />

of a Lamborghini’ Lampadati Furore GT.<br />

Despite the commitment Rockstar clearly has<br />

for GTA Online, there are some members of OPM<br />

who treated it like the unloved, fish head-eating<br />

evil twin of Los Santos’ single-player offering.<br />

After you spend 90+ hours 100%-ing one of the<br />

greatest games ever made, it can be hard to muster<br />

the energy to dive into a world where your created<br />

character looks they’ve had botched surgery.<br />

Now, though, we’re massively excited to give<br />

the mode the love and time investment it clearly<br />

deserves. PS4, with its easy-to-use party chats and<br />

couldn’t-be-simpler game invites, provides a far<br />

more welcoming home for GTA Online than PS3<br />

could ever offer. In the meantime, cross your clown<br />

masks those long-promised heists finally turn up.<br />

FIVE ALIVE<br />

073<br />

PS3’s Last Team Standing<br />

GTA Online update upped<br />

the ante considerably.<br />

Also, fire = purdy.<br />

“ROCKSTAR IS UPPING THE<br />

PLAYER COUNT TO 30 ON PS4<br />

FOR BUSY ONLINE ASSAULTS.”


NOVEMBER 20 4<br />

SSUE 225<br />

OTALF LM OM<br />

COMPLETE ACCESS!<br />

WINTER<br />

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OPM SCORES<br />

GOLD<br />

AWARD<br />

GOLD AWARD<br />

Awarded to a game that’s<br />

brilliantly executed on every<br />

level, combining significant<br />

innovation, near-flawless<br />

gameplay, great graphics<br />

and lasting appeal.<br />

EDITOR’S<br />

AWARD<br />

EDITOR’S AWARD<br />

Not at the very highest<br />

echelon, but this is a game<br />

that deserves recognition<br />

and special praise based on<br />

its ambition, innovation or<br />

other notable achievement.<br />

84<br />

BORDERLANDS:<br />

THE PRE-SEQUEL<br />

Handsome Jack returnstoPS3–<br />

but is it worth hitching a ride for?<br />

10 INCREDIBLE<br />

The kind of phenomenal<br />

experience rarely seen in<br />

a console generation.<br />

9 OUTSTANDING<br />

Unreservedly brilliant – this<br />

should be in every collection.<br />

8 VERY GOOD<br />

A truly excellent game, marred<br />

by just a few minor issues.<br />

7 GOOD<br />

A great concept unfulfilled or<br />

the familiar done well, but still<br />

well worth playing.<br />

6 DECENT<br />

Fun in parts, flawed in others,<br />

but more right than wrong.<br />

5 AVERAGE<br />

What you expect and little<br />

more, this is for devotees only.<br />

4 BELOW AVERAGE<br />

Any bright ideas are drowning<br />

in a sea of bugs or mediocrity.<br />

3 POOR<br />

A seriously flawed game with<br />

little merit on any level.<br />

2 AWFUL<br />

Disgraceful: the disc would be<br />

more beneficial as a coaster.<br />

1 HORRIFIC<br />

Own this and you’ll be swiftly,<br />

justifiably, exiled from society.<br />

075<br />

CONTENTS<br />

DRIVECLUB 76 | FIFA 15 80 | DISNEY INFINITY 2.0 83 | NHL 15 83 | SKYLANDERS TT 83<br />

BORDERLANDS: THE PRE-SEQUEL 84 | ME: SHADOW OF MORDOR 88 | ALIEN: ISOLATION 90<br />

DUST: AN ELYSIAN TAIL 94 | SLENDER: THE ARRIVAL 94 | FROZEN SYNAPSE 95


076<br />

“THE ENGINE PURRS AND POPS WITH<br />

UNNERVING REALISM WHILE YOUR<br />

DASH GLISTENS IN THE SUNLIGHT.”


REVIEW<br />

WHEEL LIFE<br />

@PhilIwaniuk<br />

DRIVECLUB<br />

Join the fellowship of the rim in<br />

Evolution’s social success<br />

If your team livery doesn’t<br />

resemble an Indian<br />

restaurant’s wallpaper,<br />

you’re doing it wrong.<br />

INFO<br />

FORMAT PS4<br />

ETA OUT NOW<br />

PUB SONY<br />

DEV EVOLUTION<br />

STUDIOS<br />

The headshot hunters have already<br />

had their date with Destiny this<br />

year, but for those of us who<br />

favour Ferraris to Fallen and<br />

Hennesseys to Hive, it’s Driveclub<br />

that offers us a proper chance<br />

to become legend.<br />

Like Bungie’s ambitious quasi-MMO, the big<br />

ideas for Evolution’s PS4 racer were clear from<br />

the start. Down with the solitary progression<br />

path in driving games, and up with a social<br />

network in which you race for collective glory<br />

against rival clubs the world over. But – and I<br />

swear I’ll put the Destiny parity to bed after this<br />

– the tangible benefits of a perpetually online<br />

community have remained murky until the<br />

servers switched on…<br />

…Whereupon anyone with the merest shred of<br />

a competitive streak finds themselves clutching<br />

their DualShock in a death-grip, chasing the<br />

ghost of some prodigal racer in a club challenge<br />

until a friend/family member discovers them<br />

weeks later and tells them they lost their job<br />

almost a month ago and are now on the missing<br />

persons list. More succinctly: Driveclub works.<br />

MOTOR SKILLS<br />

But let’s start with the fundamentals, because<br />

if Evolution hadn’t nailed the first part of<br />

the game’s title, the second part would be<br />

redundant. It takes about half a mile of Indian<br />

highway, shimmering under the sun and snaking<br />

through tropical vegetation, to grasp quite how<br />

masterfully the Motorstorm dev has nailed<br />

it. To drive that half-mile is to bask in pure,<br />

unadulterated luxury; to really feel the sense of<br />

exotic location and vehicle.<br />

Your engine purrs and pops with unnerving<br />

realism. The buttons on your stereo glisten as<br />

the sun pokes through thick cloud, heightening<br />

the reflection of the interior in your windscreen<br />

(you’re using the interior camera, of course,<br />

because it’s too beautiful to switch out of). The<br />

vibration of your DualShock 4 kicks in with<br />

tactile perfection as your revs hit the red, and<br />

again when your tires slip out from beneath you<br />

<br />

077


078<br />

Right Bringing<br />

open wheelers<br />

such as the BAC<br />

Mono to events<br />

almost feels like<br />

you’re cheating.<br />

Left Sadly,<br />

the AI can’t be<br />

convinced to<br />

pull over and<br />

enjoy the view<br />

with you.<br />

as you lunge into a corner at speed. The physics<br />

model underpinning every drift, bump and loss<br />

of traction in a corner exit deserves, well, a love<br />

poem or something. It’s quite extraordinary in its<br />

balance between believability and undiluted fun.<br />

The moment may have passed to say something<br />

‘feels’ new-gen – it should be a given now.<br />

Nevertheless, in Driveclub you get the sense that<br />

the genre’s levelling up before your eyes.<br />

NIGHT RIDER<br />

A lot of scenic progression unfolds around<br />

your cockpit during each race. There’s dynamic<br />

lighting as you know it, and then there’s the<br />

dizzying sequence of frequently gorgeous,<br />

occasionally blinding lighting conditions that<br />

unfolds in each and every Driveclub event. Every<br />

one of the five distinct locales, whether it be<br />

the Chilean mountains or the wilds of Canada,<br />

summons stop-and-stare vistas at almost every<br />

turn. And if you include reversed layouts, there<br />

are 55 variations in total to drive, including<br />

race tracks – arguably the highlight in terms of<br />

“EACH OF THE FIVE LOCALES<br />

SUMMONS DRAMATIC VISTAS<br />

AT ALMOST EVERY TURN.”<br />

raw enjoyment of Driveclub’s<br />

wonderful physics model.<br />

Initially it’s spellbinding to<br />

see a game finally capture<br />

the dreariness of an overcast<br />

Scottish morning, or the<br />

Northern Lights shimmering<br />

above snow-capped Norway.<br />

However: the wonder rubs<br />

off, and is replaced by a pair<br />

of bloodshot eyes that can’t<br />

flipping see the next flipping<br />

corner. Almost every solo event<br />

has a day/night transition, and<br />

before too long it dawns on<br />

you (high-five!) that the art<br />

team lost the run of itself in<br />

its desire to showcase what<br />

is undoubtedly an incredible<br />

lighting engine above all else.<br />

And don’t tell me it deepens<br />

the test of your driving mettle.<br />

Come back and tell me that<br />

when you’ve tried to beat a<br />

friend’s challenge for so long<br />

the track drops dark for what<br />

turns out to be forevermore.<br />

“But he set the original time<br />

in daylight!” You’ll say, alone in<br />

the eternal night.<br />

<br />

Actually, perhaps that quibble<br />

is a back-handed compliment<br />

when you think about it.<br />

Walter White concocted a<br />

less addictive product than<br />

Driveclub’s online challenges,<br />

and the by-product of being<br />

so engaged with the game is<br />

that you begin to notice every<br />

little foible. There’s the rub –<br />

if it weren’t so playable, you<br />

wouldn’t obsess to the point of<br />

taking the good for granted and<br />

stressing about visibility.<br />

COSA NOS-TRA<br />

So here’s the hook of Evolution<br />

Studios’ new take on racing<br />

simulation. When you join a<br />

club (and for goodness’ sake,<br />

do join a club, it’s crucial to the<br />

experience) you immediately<br />

feel a sense of pride; a desire to<br />

make that club the best damn<br />

collective of virtual drivers<br />

the world has ever seen. The<br />

game nurtures that desire<br />

expertly, giving you constant<br />

feedback on how your activity<br />

is benefiting the team.


REVIEW<br />

THE OPM BREAKDOWN<br />

WHAT YOU DO IN… DRIVECLUB<br />

Above The<br />

interior cam<br />

is the most<br />

usable of its<br />

type across the<br />

whole genre.<br />

21% Losing 11<br />

places in one<br />

second because AI<br />

drivers drive<br />

so close together.<br />

7% Lamenting<br />

the absence of the<br />

soon-to-be-added<br />

Photo mode.<br />

13% Losing the<br />

back end of the<br />

Hennessey Venom<br />

GT. It’s a lively one…<br />

35%<br />

Forgettingthetime<br />

ofdayIRLbecause<br />

you’vejustwatched<br />

somanyday/night<br />

transitions.<br />

THE FIRST FIVE HOURS…<br />

1 2 3<br />

4 5<br />

20% Arguing<br />

with clubmates<br />

about your<br />

matte beige<br />

team livery,<br />

which you won’t<br />

be changing.<br />

4% Feeling like<br />

Billy Big Man<br />

when you set<br />

the best time in<br />

a club challenge<br />

seconds before<br />

it expires.<br />

Right Though<br />

racing at 30fps<br />

rather than 60,<br />

the sense of<br />

speed never<br />

fluctuates.<br />

1 Spent pootling around in hot hatches, worrying that the handling<br />

model is too forgiving and doesn’t step out on you enough. 2. Graduate<br />

to Driveclub’s meaner collection of motors and have your worries<br />

instantly silenced. Careful with all that horsepower… 3. Your club now<br />

has more than two members. Test their loyalty by making an obnoxious<br />

paint job. 4. Trying to beat one flippin’ ghost time. 5. See number four…<br />

Above Adorn your livery with freshly unlocked accomplishment badges.<br />

By completing a solo<br />

race in team colours, you’ll<br />

generate a bit of fame which<br />

goes towards levelling up the<br />

club. Online challenges and<br />

multiplayer events generate<br />

the big numbers though, filled<br />

as they are with mid-race<br />

faceoffs which challenge you<br />

to beat another team’s average<br />

speed, racing line, or drift score<br />

through a certain section. As<br />

team leader you can even flag<br />

up an event that begins in,<br />

say, an hour and tell the game<br />

to send an alert to all online<br />

members just before it starts.<br />

By Evolution’s own<br />

admission it’s this seamless<br />

online behind-the-scenes stuff<br />

that took the extra dev time to<br />

perfect. As the people who sell<br />

us frothy black alcohol would<br />

say, good things come to those<br />

who wait (and with a dynamic<br />

weather update on the horizon<br />

as post-launch DLC that boozy<br />

maxim only grows truer).<br />

The question is: should you<br />

stick with the free PS Plus<br />

edition or stump up for the box<br />

copy? With just ten cars and<br />

India’s 11 track layouts on offer,<br />

it’s best to approach the free<br />

version like a demo: it won’t<br />

sate your desire in the long run,<br />

but it does convey the quality.<br />

With an online component<br />

boasting razor-sharp hooks<br />

even in its infancy, and deeply<br />

gratifying driving set beneath<br />

consistently breathtaking<br />

skies, Driveclub delivers on<br />

its biggest promises. You’ll<br />

find niggles simply by proxy<br />

of being compelled to play it<br />

so much, but despite these<br />

it races light-years ahead of<br />

established names within the<br />

genre – many of whom have<br />

yet to even make the jump to<br />

new-gen territory.<br />

VERDICT<br />

Who’d have thought all that<br />

‘social’ and ‘connected’<br />

buzzword-shouting would turn<br />

into such a fresh racing game?<br />

Hashtag or not, Driveclub’s bang<br />

on trend. Phil Iwaniuk<br />

MULTIPLAYER<br />

STAT PACK<br />

200 6 7 50<br />

Locations across<br />

three continents<br />

and five seasons<br />

of the World<br />

Series Of Racing.<br />

The maximum<br />

club size. Could<br />

do with being<br />

expanded down<br />

the line, though.<br />

IS IT BETTER THAN?<br />

YES<br />

If Polyphony’s last<br />

game felt dated upon<br />

release, it looks<br />

positively prehistoric<br />

now next to Driveclub.<br />

<br />

YES<br />

Driveclub’s multiplayer<br />

menu is underwhelming<br />

at first, but within its<br />

simple tile layout you’ll<br />

find dozens of events<br />

starting now and later<br />

on. You can either dive<br />

straight in, or get your<br />

whole club involved by<br />

sending an alert about<br />

an imminent race.<br />

The global<br />

position of Phil’s<br />

very own club,<br />

Apex Twin, at<br />

time of writing.<br />

Codies remains the AI<br />

king, but Driveclub’s<br />

clubs trump Grid’s<br />

trimmed down<br />

management layer.<br />

Cars available in<br />

the full game,<br />

compared with a<br />

modest 10 in the<br />

PS Plus Edition.<br />

YES<br />

Ghost Games’ take on<br />

NFS is the only other<br />

racer on PS4. Its own<br />

stab at social racing is<br />

weak by comparison.<br />

079


A photo-realistic<br />

Adam Johnson and<br />

the Stadium Of Light?<br />

Rejoice, Black Cats.<br />

080<br />

BOOTING STARS<br />

FIFA 15<br />

Authentic and exhaustive, but EA’s crown is slipping<br />

@OPM_UK<br />

Taking the good things in life for granted<br />

can be worryingly easy. Oh, EA Canada’s<br />

(mostly) beautiful game still boasts<br />

brilliant on-field action, coupled with<br />

damn near every licensed team, kit and stadia<br />

on Earth, huh? Yawn. That sort of apathy<br />

comes with the territory when your series has<br />

ruled unchallenged for the last five years. Does<br />

FIFA 15 move the goalposts on enough since<br />

last year’s PS4 debut? Probably not. Will you<br />

still play it more than any other game between<br />

now and next September? Almost certainly.<br />

EA’s Next Big Thing this season was supposed to<br />

be Emotional Intelligence. The sales pitch: players<br />

now appreciate the context and levity of games,<br />

with their displays fluctuating depending on the<br />

importance of a match or whether they’ve just<br />

shanked their first six shots on goal. The reality:<br />

your men get a little down arrow next to their<br />

picture in the formation menu if they’ve strung<br />

together a couple of stinking performances. As a<br />

debut, supposedly headline, feature this emotion<br />

system is near non-existent.<br />

On the pitch, FIFA 15’s other changes are<br />

easier to feel – though that’s not always for the<br />

better. Pace and strength are all-conquering kings<br />

this year. Playing as Arsenal in the strong (if<br />

stagnating) Career mode, I use Alexis to outstrip<br />

any fullback I face. Against weaker AI teams or<br />

INFO<br />

FORMAT PS4<br />

ALSO ON PS3/<br />

PS VITA<br />

ETA OUT NOW<br />

PUB EA<br />

DEV EA CANADA<br />

unprepared online victims,<br />

finding the net is as simple as<br />

Road Runner-ing to the byline,<br />

pinging in an often consistently<br />

deadly delivery, then sending a<br />

header into the top corner. Not<br />

since 09’s absurdly effective<br />

lob has the series lent on such<br />

a surefire (read: cheap) way of<br />

slathering the onion bag with<br />

a greedy helping of goal sauce.<br />

A SHOOT POINT<br />

Of course, you’ll rarely<br />

complain when opening up<br />

defences. Regardless of cheaty<br />

headers and certain players<br />

seemingly stashing rocket<br />

fuel in their Predators, FIFA<br />

15 never retreats from the<br />

fun zone. Shots still snap,<br />

that ground game of expert<br />

passing continues to shine and<br />

the inertia of the ball in flight<br />

forever feels ‘right’. It all means<br />

EA’s effort still sits happily in a<br />

Champions League spot.<br />

Judged on sheer size, this<br />

is the most robust footballing<br />

unit since Yaya Touré squeezed<br />

his shed-sized rump into a<br />

pair of City shorts. An everexpanding<br />

Ultimate Team<br />

now lets you sample top stars<br />

through a loan system, and<br />

leads a forward line that still<br />

includes addictive PvP Online<br />

Seasons, fiendish ‘one more go’<br />

mini-games and enough real<br />

teams, cups and grounds to<br />

send PES into an early bath.<br />

For fans of fouly journeymen,<br />

EA has made great strides with<br />

facial scanning this year, too.<br />

Lee Cattermole and his many<br />

unglamourous contemporaries<br />

“SOME CHANGES AREN’T FOR<br />

THE BETTER: STRENGTH AND<br />

PACE ARE KINGS THIS YEAR.”


Right This game<br />

of FUT ended<br />

3-3. On-loan<br />

Ronaldo scored<br />

all three. Of<br />

course he did.<br />

<br />

REVIEW<br />

THE OPM BREAKDOWN<br />

WHAT YOU DO IN… FIFA 15<br />

Below Players’<br />

shirts actually<br />

stretch this<br />

year if you give<br />

them a tug.<br />

5% Cooing at all<br />

the proper-looking<br />

faces of Premier<br />

League cloggers.<br />

14% Being<br />

skinned by the AI;<br />

its dribbles are so<br />

cheaty it’s unreal.<br />

5% Blowing<br />

coins on alluring<br />

FUT loan players.<br />

Mmmm, Ramsey.<br />

49%<br />

Having a lot of joy<br />

with headers and<br />

even more with<br />

pacy wingers.<br />

11% Saying<br />

‘sod off’ to Ivy<br />

Lane thanks<br />

to the addition<br />

of 20 Premier<br />

League grounds.<br />

16% Keeping<br />

your housemate<br />

awake until<br />

3am swearing<br />

at Szczesnyrelated<br />

howlers.<br />

STAT PACK<br />

43 46 £80 -1<br />

Non-Premier<br />

League players<br />

who now sport<br />

new face scan<br />

renders. Just<br />

look at that mug.<br />

Number of shiny<br />

trophies up for<br />

grabbage. Now<br />

who knows how<br />

to pull off a<br />

Knuckle Shot?<br />

Price 12m FUT<br />

points will set<br />

you back. To put<br />

that figure into<br />

context, Ronaldo<br />

costs 9m.<br />

RvP’s player<br />

rating is down a<br />

point from last<br />

year’s entry,<br />

sitting at a stillformidable<br />

88.<br />

LOVING/HATING<br />

081<br />

Above left That Sky Sports-style HUD looks fantastic, but goalies need work.<br />

now all have their proper<br />

faces for the first time. Such<br />

is the effort EA has put into<br />

scanning over 200 Premier<br />

League players, almost every<br />

first-teamer in the English top<br />

flight looks as they should; be<br />

they cover star Eden Hazard or<br />

‘actual hazard to his team’ Scott<br />

Dann. For fans of clubs outside<br />

the top four (oh hey, Man Utd),<br />

it’s a game-changer.<br />

Even better, all 20 Prem<br />

grounds have been faithfully<br />

recreated at long last. Just wait<br />

until you see the KC in all<br />

its dreary majesty, Hull fans.<br />

Couple this with all the other<br />

authentic leagues FIFA already<br />

sports and the licensing gap<br />

over PES has never felt more<br />

significant or cavernous.<br />

Indeed, EA has clearly been<br />

indoctrinated into the cult<br />

of ‘Super Sunday’. Expertly<br />

cut replay packages splice<br />

commentary into key moments<br />

in an experience where every<br />

camera angle and Martin Tyler<br />

insight bows at Sky’s feet.<br />

While presentation can be<br />

slavish, it’s not without fault.<br />

For some unknown reason,<br />

players are blighted by terrible<br />

aliasing this year. Look at Tim<br />

Howard’s chrome dome and the<br />

number of on-screen jaggies<br />

would make you think he’d<br />

been sculpted out of sandpaper.<br />

Yet graphical quirks can’t<br />

derail this colossus. While it’s<br />

true FIFA 15 marks the smallest<br />

evolutionary update between<br />

two entries in the series for<br />

years, it’s still a satisfying<br />

football game. If you’re even<br />

27% as obsessed with the sport<br />

as me, the level of authenticity<br />

here makes it close to an<br />

essential companion for PS4<br />

footy fans. Your turn, PES.<br />

VERDICT<br />

EA Canada still makes the act<br />

of moving 11 tiny virtual men<br />

about a joy. But FIFA 15 comes<br />

close to stagnation at times, and<br />

bigger changes will be needed<br />

if it’s to keep the title for future<br />

seasons. Dave Meikleham<br />

GROUND DEFENCE<br />

Having the likes of Goodison and<br />

Upton Park finally appear after all<br />

these years adds some real<br />

personality to Career mode.<br />

TROPHY CABINET<br />

WOODWORK!<br />

BRONZE<br />

Nab this pot by scoring<br />

a goal off either the<br />

crossbar or the post.<br />

It’s tougher than it<br />

sounds, trust me.<br />

<br />

GOING ALL OUT<br />

SILVER<br />

This trinket is yours if<br />

you net against the<br />

CPU on Legendary<br />

after the 80th min,<br />

playing All Out Attack.<br />

JAGGY TROUSERS<br />

What is going on with the lack of<br />

anti-aliasing this year? Players’<br />

heads and shoulders are angular<br />

enough to grate cheese on.<br />

GOIN’ FOR A RIP<br />

GOLD<br />

Open up 20 FUT packs<br />

for this cheeky gold.<br />

Just prepare to empty<br />

your change purse in<br />

the process.<br />

HOW TO… MAKE SINGLE-PLAYER MORE FUN<br />

Playing against the AI<br />

can sometimes be a<br />

drag, thanks to its<br />

ludicrously high<br />

possession stats. To<br />

make matches more<br />

realistic (and fun) head<br />

into the CPU slider<br />

menus. Increase Pass<br />

Error to ‘55’ for more<br />

even matches.


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DISNEY INFINITY<br />

2.0 EDITION<br />

No need to stop and Marvel<br />

With one cutesy instalment under its<br />

belt, the Skylanders rival is back –<br />

and this time it’s packing a Marvelshaped<br />

trump card. With comics scribe<br />

Brian Michael Bendis on writing duties, the<br />

2.0 Edition’s story is split up into three six<br />

hour yarns set across the Marvel ‘verse. 1<br />

For anyone who’s new to this whole<br />

games with toys malarkey, Disney Infinity 2.0<br />

is an open-world platformer coupled with a<br />

vast creation suite for colourful comic worldbuilding.<br />

The pantheon of Disney favourites<br />

from the last game were by no means a<br />

boring bunch, but there’s something about<br />

hurtling through the clouds as Thor that’s<br />

far more empowering than boring old Sulley.<br />

Oh, did I mention some characters can<br />

fly? Honestly, it’s so satisfying. And for those<br />

without such skyward powers there are<br />

plenty of vehicles to call upon when you’re<br />

itching for speed. Heroes (including those<br />

from the first game) have bespoke skill trees<br />

that unlock nifty new abilities as you level up.<br />

The Minecraft-aping Toy Box mode returns<br />

and once again offers a ton of creative<br />

options. It’s the real star gracing Infinity’s<br />

bumper package, and the addition of Marvel<br />

shows just how far the concept has come<br />

since its inception in the Toy Story 3 game.<br />

It’s just a shame that the gameplay at the<br />

heart of its Story content hasn’t pushed on.<br />

Missions cycle between the same ‘protect<br />

this/beat them up’ template, 2 while starring<br />

city Manhattan is lacking meaningful<br />

side-activities. So while the Marvel factor<br />

makes Toy Box mode more fun<br />

than ever, it fails to provide the<br />

impetus needed to move the<br />

series forward on all fronts.<br />

Dom Reseigh-Lincoln<br />

NHL 15<br />

This one can puck right off<br />

What makes this absolute misfire<br />

of a hockey game all the more<br />

frustrating is that the on-ice<br />

gameplay in NHL 15 is the best it’s been for<br />

years. The Ignite collision physics engine<br />

combines with EA Canada’s own physics<br />

and AI overhauls from recent years and<br />

produces the most authentic and enjoyable<br />

games the series has seen – after tweaking<br />

a few sliders, at least. Still more agonisingly,<br />

it’s quite a looker. Animations are top notch,<br />

and from certain angles it’s genuinely<br />

capable of fooling you into thinking you’re<br />

looking at the real thing for a split second. 1<br />

All that scintillating rinkside quality<br />

makes the gaping holes in NHL 15’s bigger<br />

picture that much more disappointing. The<br />

dev put its hands up prior to release and<br />

forewarned that online team play and EASHL<br />

modes would be nixed due to developmental<br />

hurdles, but that doesn’t tell the full story –<br />

with even Be A Pro mode stripped back to<br />

a minimum and the lack of even a fantasy<br />

draft when starting GM mode, NHL 15 is<br />

astonishingly barebones. 2<br />

There’s a worse problem still. Currently<br />

the game runs at an unplayable stutter when<br />

connected to EA’s online servers. This can<br />

only be remedied by taking your PS4 offline<br />

entirely, whereupon the game runs perfectly<br />

again. What a mess.<br />

Nothing about NHL 15 suggests it was<br />

ready to be released, or had a clear mission<br />

for this year’s annual addition. As a hockey<br />

fan I’d gladly have waited a second year to<br />

see the new-gen potential maximised by<br />

worthwhile modes. Instead I’m<br />

met with a game that screams<br />

‘contractual agreement’ rather<br />

than ‘passionate creative<br />

endeavour.’ Phil Iwaniuk<br />

SKYLANDERS<br />

TRAP TEAM<br />

Same game… Now with added debt<br />

This year’s unit-shifting gimmick comes<br />

double-stacked: first up the new<br />

Traptanium Portal has a speaker and<br />

a slot for a crystal-like Trap (a new physical<br />

collectible alongside the new premium Trap<br />

Masters and regular Skylander toys). The<br />

gameplay is all about catching the new<br />

roster of baddies and using them as playable<br />

characters. Simply beat up said dastardly<br />

villain, plug in a Trap that matches its<br />

elemental type and Bob’s your auntie – the<br />

bagged foe is zapped in Ghostbusters-style<br />

(complete with catchphrases that spout<br />

from the speaker). Then simply hit p to<br />

swap in your newly subjugated foil.<br />

It’s a fun little concept at first glance, but<br />

it comes at one helluva price: there are over<br />

40 trappable antagonists in the game split<br />

between eight elemental types (nine if you<br />

count Kaos’ solitary club). 1 So that means<br />

you’re going to have fork out for another<br />

seven crystals (at least) if you pick up the<br />

Starter Pack, or face the prospect of not<br />

nabbing most of the heels you encounter.<br />

The whole spending money spiel should<br />

be of no surprise to anyone, but basing a<br />

key selling point of your game on another<br />

physical item that needs to be bought<br />

separately is a backward step for the series.<br />

As for the actual game? It’s pretty much<br />

what you’ve played before, with all the fitinducing<br />

colour and cuteness you’d expect<br />

from ‘Landers. 2 The lack of Swap Force and<br />

Giants-related content will be frustrating for<br />

fans with a sizable collection of old models,<br />

while the single-minded focus<br />

on the new Trap Masters in the<br />

Story mode will leave you with<br />

little reason to use any other<br />

character. Dom Reseigh-Lincoln<br />

083<br />

FOOTNOTES 1 The Starter Pack comes with The Avengers Play<br />

Set – Spider-Man and Guardians ones cost an extra £30 each.<br />

2 Seriously, how many times do I need to defend a generator?<br />

FOOTNOTES 1 Particularly impressive is the Goal Cam, mounted<br />

behind the goalie to show off flops, catches and the occasional<br />

goal line pile-up. 2 There’s barely even a soundtrack to speak of.<br />

FOOTNOTES 1 In fact, a number of mysterious gates in the game<br />

suggest there’s another elemental type yet to be revealed. 2 It’s still<br />

a robust little platformer, but those paywalls are too big to ignore.


Laser guns add<br />

further breadth<br />

to an already<br />

absurd variety.<br />

<br />

084<br />

JACK’S BACK<br />

BORDERLANDS:<br />

THE PRE-SEQUEL!<br />

Notquiteasequel,butfarfromastop-gapClaptrap<br />

@PhilIwaniuk<br />

Let’s see: a last-gen only Borderlands<br />

prequel developed by an outsourced<br />

studio under the guidance of Gearbox,<br />

who itself is still wrapped up in Aliens:<br />

Colonial Marines fallout. Yeah… it’s going to<br />

be really hard to convince you that this one<br />

isn’t a train wreck, isn’t it?<br />

Quite the contrary, Borderlands: The Pre-<br />

Sequel demonstrates 2K Australia’s spooky<br />

ability to impersonate an on-form Gearbox.<br />

The foundations of the game are unchanged<br />

and unwavering in excellence: it’s still funny,<br />

it’s still a seamless co-op experience and it still<br />

fetishizes the acquisition of a new boomstick<br />

better than anyone. However – and this is its<br />

biggest accomplishment – it also introduces new<br />

systems that feel right at home in the series.<br />

These systems all pertain to your new setting<br />

on Elpis, the moon of Pandora – you know, that<br />

planet you spilled guns all over in Borderlands 1<br />

and 2. Fighting alongside Handsome Jack before<br />

he goes all dark side, you’re very much in alien<br />

territory in a narrative as well as a geographical<br />

sense. Elpis’ atmosphere isn’t breathable to<br />

humans, falling victim to a phenomenon called<br />

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‘the crackening’ some years<br />

ago, which broke up the surface<br />

with lakes of lava.<br />

B:TPS weaponises every<br />

element of this new setting:<br />

enemies now wear helmets<br />

begging to be smashed to<br />

stylishly suffocate their evil<br />

occupants. Jump pads pepper<br />

indoor and outdoor areas,<br />

sending you hundreds of feet<br />

through the air across canyons<br />

and into gliding gunfights.<br />

Oh, and pressing e while<br />

skyward sends you crashing to<br />

the ground with shockwaveinducing<br />

‘butt stomp’.<br />

BUMP & GRINDER<br />

It’s the Grinder that takes<br />

the spoils for 2K Australia’s<br />

best new invention, though.<br />

Chuck three weapons into its<br />

disquieting machinery and<br />

there’s a chance it’ll spit out a<br />

better one with a higher rarity.<br />

<br />

There’s also a chance it’ll<br />

ruin three perfectly good guns<br />

and reimburse you with one<br />

of the same rarity. But if you<br />

throw in a few moonstones<br />

(Elpis’ equivalent of Pandora’s<br />

black market currency, Eridium)<br />

you ensure you’ll get the<br />

best outcome. It really feels<br />

like it should have been in<br />

Borderlands from the start.<br />

As do, in fact, the game’s<br />

four new character builds.<br />

Because they kinda were.<br />

Wilhelm, Athena, Nisha and<br />

lovable ol’ Claptrap have all<br />

taken their turn in supporting<br />

NPC roles previously, but their<br />

Enforcer, Gladiator, Lawbringer<br />

and Fragtrap classes are all-new.<br />

The latter two are the real<br />

highlights here; Nisha’s golden<br />

revolver auto-aims and deals<br />

massive damage to all and<br />

sundry when her special<br />

attack is unleashed.


Right Claptrap’s<br />

VaultHunter.<br />

EXE special<br />

attack is a many<br />

splendoured<br />

thing. Behold!<br />

<br />

REVIEW<br />

THE OPM BREAKDOWN<br />

WHAT YOU DO IN… B’LANDS: THE PRE-SEQUEL<br />

Below When<br />

Athena’s done<br />

with that shield,<br />

it becomes a<br />

mean projectile.<br />

12% Enjoying<br />

all the Aussie<br />

accents Elpis has<br />

to offer in B:TPS.<br />

8% Shooting<br />

out an enemy’s<br />

helmet so you<br />

can watch them<br />

gasp for air.<br />

16% Being<br />

useless because<br />

Claptrap’s special<br />

is melee-only.<br />

26%<br />

Gliding gracefully<br />

through the air…<br />

To what turns out<br />

to be your<br />

horrible demise.<br />

19%<br />

Suppressing<br />

your desire to<br />

squeee! when<br />

the Grinder spits<br />

out a pink gun.<br />

19% Wheeling<br />

back and forth<br />

and jumping<br />

about in your<br />

co-op partner’s<br />

view, because<br />

you’re Claptrap,<br />

damn it.<br />

FRIENDS & ENEMIES<br />

ATHENA THE GLADIATOR<br />

NISHA THE LAWBRINGER<br />

WILHELM THE ENFORCER<br />

First appeared in the<br />

General Knoxx DLC,<br />

returns shield in-hand.<br />

Turn B:TPS into a wild<br />

western with this<br />

pistol enthusiast.<br />

Another former boss<br />

from B2 and long-time<br />

Jack fraterniser.<br />

Above left Now years old, the original B’lands art style is ageing beautifully.<br />

STAT PACK<br />

66 1 0 5<br />

The percentage<br />

of loot you’ll end<br />

up feeding to the<br />

Grinder in the<br />

hope of one<br />

sweet weapon.<br />

Hit points per<br />

second an enemy<br />

loses when his<br />

helmet’s been<br />

smashed. Slooow<br />

death time.<br />

Number of times<br />

you’ll receive<br />

recognition for<br />

playing as<br />

Claptrap. Still<br />

worth it.<br />

Months since the<br />

game was first<br />

announced. A<br />

pretty quick<br />

turnaround, by<br />

all accounts.<br />

085<br />

Whereas if like this<br />

insufferable writer you’ve been<br />

playing Borderlands in co-op<br />

with the same patient buddy<br />

from the very first game with<br />

the sole objective of annoying<br />

that other person, Claptrap is<br />

a gift from the gods. His feeble<br />

and always hilarious special<br />

attacks are funny enough that<br />

you stop caring about the<br />

numbers for a few seconds.<br />

FATAL FRAMERATE<br />

Unfortunately we do have<br />

problems to talk through.<br />

The first is framerate, and the<br />

plunge it takes when gunfights<br />

get busy. Given that you’ve<br />

already met B:TPS halfway by<br />

retrieving your PS3 from the<br />

flaming Viking funeral boat you<br />

pushed out to sea months ago,<br />

it’s just not acceptable to find<br />

the game struggling to run on<br />

such familiar hardware.<br />

But what really holds 2K<br />

Australia’s largely successful<br />

addition to the series back<br />

from garnering the same<br />

praise its ancestors received<br />

is the sensation that this was<br />

never intended to further the<br />

Borderlands franchise. It’s not<br />

a serious attempt at evolution,<br />

but a best-case scenario of<br />

what happens when you give a<br />

popular series and an existing<br />

engine to a new studio.<br />

2K Australia has done itself<br />

proud, not least for daring to<br />

inject a definite Aussie flavour<br />

into the game, including a<br />

Ned Kelly-inspired boss fight.<br />

But releasing as it is on old<br />

hardware, and reusing so much<br />

of Borderlands 2’s DNA –<br />

admittedly to good effect –<br />

Borderlands: The Pre-Sequel<br />

can’t help but give off a whiff<br />

of feature-length DLC.<br />

VERDICT<br />

2K Australia does a mighty job<br />

of mimicking Gearbox’s best<br />

moments with Borderlands:<br />

The Pre-Sequel and even sneaks<br />

its own voice into this sadly<br />

last-gen only addition to the<br />

gun-loving series. Phil Iwaniuk<br />

LOVING/HATING<br />

AUSSIE RULES<br />

With a cast that includes Mad Max 2<br />

alumni and a smatter of Antipodean<br />

cultural references, 2K Australia<br />

brings a new voice to Borderlands.<br />

IS IT BETTER THAN?<br />

NO<br />

Bungie’s latest<br />

remains hugely<br />

divisive, but we know<br />

which game we’ll be<br />

playing in a year’s time.<br />

<br />

YES<br />

The co-op ‘best of the<br />

rest’ from Overkill is<br />

smaller in focus, and<br />

yet not as cohesive<br />

or tight in execution.<br />

RATE OF PLAY<br />

Gahhh, that framerate. At times it’s<br />

less like being on a moon and more a<br />

jar of treacle filled with men you<br />

can’t quite aim at properly.<br />

NO<br />

This quasi-sequel<br />

doesn’t eclipse<br />

Gearbox’s best<br />

efforts. Closer than it<br />

once seemed, though.


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SHERLOCK HOLMES:<br />

CRIMES &<br />

PUNISHMENTS<br />

Is this the true Great Game?<br />

Like sinking into a nostalgic bath<br />

of Sunday night BBC dramas, this<br />

elementary detective-’em-up takes<br />

Sherlock back to his Victorian roots, before<br />

that pesky Cumberbatch got all post-modern<br />

on us. With nine mysterious cases for the<br />

sleuth to investigate, this is a mix of point-<br />

’n’-click puzzling and sluggish QTE-based<br />

action. The question, dear Watson, 1 is does<br />

it make you feel like Sherlock Holmes?<br />

While the visuals sit squarely between<br />

charming British jigsaw and a glassy-eyed<br />

PC game you played ten years ago, the story<br />

is still intriguing, whether you’re solving the<br />

case of a missing train or a murder with a<br />

harpoon – and there’s something pleasantly<br />

quaint about wandering around the original<br />

21b Baker Street. Plus, in trying to add a bit<br />

of the 21st century to proceedings you’ve<br />

got a delightful cranial network of clues<br />

to solve as Sherlock’s synapses light up 2<br />

as you make deductions. There are even<br />

Cumberbatch-like floaty words symbolising<br />

his powers of observation in a Batman-style<br />

Detective Vision mode. However, rather than<br />

make you feel more brainy, it makes you feel<br />

like you’re scanning randomly for clues.<br />

Refreshingly, you can collect every clue<br />

and still come to a wrong conclusion,<br />

making the puzzling on offer more satisfying<br />

than most. Yet despite attempting to<br />

disguise overly long loading screens as an<br />

opportunity to check your case book, this<br />

hasn’t stepped far enough away<br />

from PC sensibilities. Charming<br />

in a very British ‘more tea’ kind<br />

of way, there’s a clunkiness even<br />

Holmes can’t solve. Louise Blain<br />

DEFENSE GRID 2<br />

Back, aliens! We’ve got narrative<br />

You could easily imagine a tower<br />

defence dev cradling its temples and<br />

quivering with insanity at the thought<br />

of what makes its game fun. After all, the<br />

ultimate goal for the player is to interact<br />

less and less with the game, until they reach<br />

a state where no input is needed at all. So<br />

how do you make the quietly celebrated<br />

2008 PSN offering, Defense Grid, better?<br />

By making it less interactive? Adding undead<br />

and flora to the fights? A hammy space<br />

opera plot told exclusively in the medium<br />

of mid-game voiceover? 1<br />

If you picked option C: hello, Hidden Path.<br />

Alongside competitive and co-op multiplayer,<br />

it’s this concerted effort towards delivering<br />

a fully-fledged narrative which sets Defense<br />

Grid 2 apart from its fellows. Listening to AIs<br />

bickering with each other about the fate of<br />

the universe while you upgrade Tesla coils<br />

to zap aliens more effectively is an oddly<br />

therapeutic pleasure unique to DG2, and<br />

it’s made more enjoyable still by a swathe of<br />

labyrinthine maps 2 featuring multiple entry<br />

and exit points, and opportunities to re-route<br />

enemies down meandering paths of death.<br />

However, and I hate to exacerbate the<br />

malaise of that poor gibbering designer<br />

from a few paragraphs ago, the rules and<br />

conventions are so clear and unwavering<br />

within this genre that it takes something<br />

extraordinary to stand out. Something<br />

similar to that diamond mine of pop culture<br />

timeliness and humour that Plants Vs<br />

Zombies struck upon. By playing things<br />

straighter thematically and mechanically,<br />

DG2 limits the potential of its<br />

success. It’s an enjoyable but<br />

traditional outing capable of<br />

short-term thrills, which is just<br />

enough for some. Phil Iwaniuk<br />

FLOCKERS<br />

On the lamb<br />

Remember Lemmings? The iconic<br />

puzzler that forced you to brutally<br />

kill hundreds of tiny green-haired<br />

creatures in the hope that a few would<br />

survive long enough to reach the end<br />

of the level? Flockers gives that famous<br />

indifference to mass murder a shiny new<br />

coat and then ramps up the death count<br />

further by way of buzz saws and spike pits.<br />

You’re tasked with guiding a flock of<br />

sheep from one end of a level to another,<br />

activating special abilities such as larger<br />

jumps and wall-running, as well as stacking<br />

your charges on top of each other in order<br />

to reach your final goal. Simple enough to<br />

grasp on paper, but far harder to get the<br />

hang of in practise, especially when the<br />

DualShock 4 won’t stop bleating at you. 1<br />

While there are a few vague instructions at<br />

the start of each section attempting to tell<br />

you how everything actually works, you’ll<br />

have better luck cycling through options<br />

by way of trial and error, which gets<br />

frustrating incredibly quickly.<br />

You do get a satisfying eureka moment<br />

when things finally start to come together,<br />

but it’s quite the struggle to reach that point<br />

in the first place thanks to unwieldy controls<br />

that make navigating arenas a tough<br />

slog at best. 2 I lost a good 20 sheep to one<br />

lowly impaling device because I couldn’t get<br />

over there fast enough as I was too busy<br />

bestowing them with the powers needed<br />

to reach it in the first place.<br />

Despite this Flockers still has plenty<br />

of character, and watching the little<br />

woolly dastards pop their guts<br />

in showers of red never stops<br />

being funny. There’s still fun to<br />

be had here if you’re a mutton<br />

for punishment. Daniella Lucas<br />

087<br />

FOOTNOTES 1 Doctor Watson often follows you on your many<br />

investigations. 2 You use Holmes’ brain to make decisions on his<br />

current case, including who to condemn and who to exonerate.<br />

FOOTNOTES 1 Honestly, the sheer amount of voiceover on offer<br />

is nothing short of startling. 2 Level layouts are a real strength of<br />

DG2, lending themselves to the variety of objectives on offer.<br />

FOOTNOTES 1 My DS4 wouldn’t stop crying because I was<br />

incapable of stemming the woolly tide of death. 2 Arenas are<br />

huge, with things often happening in two places at once.


Celebrimbor, the Elf<br />

Lord Wraith to whom<br />

you’re bonded, helps<br />

out during combat.<br />

<br />

088<br />

NOW YOU’RE TOLKIEN<br />

MIDDLE-EARTH:<br />

SHADOW OF MORDOR<br />

One Ranger to rule (and gut) them all<br />

@OPM_UK<br />

Traditionally, the prose of Tolkien<br />

doesn’t play nice with the world of<br />

games… Unless those digital Hobbits<br />

are being delivered in the form of<br />

stackable Danish bricks. It’s a trend which<br />

makes this rather spiffing open-world effort<br />

that rarest of breeds: a licensed game that not<br />

only isn’t a stinker, but also captures the spirit<br />

of Peter Jackson’s industry-changing trilogy.<br />

Well, at least the Uruk-hai-eviscerating parts.<br />

At first glance, it’d be easy to pigeonhole Middleearth:<br />

Shadow Of Mordor as a derivative cast-off.<br />

Monolith has lifted the parkour and sync towers<br />

of Assassin’s Creed and the fluid, combo-led<br />

fights of the Arkham series and spliced them<br />

into a world about as sexy as a picnic date in<br />

Bognor Regis. Not that the game’s take on the<br />

baking flats which lie beyond Sauron’s Black Gate<br />

aren’t faithful to the mythology; it’s just hard to<br />

turn what’s essentially a giant, simmering crater<br />

into sandbox eye candy.<br />

Set at some point between The Hobbit and<br />

The Lord Of The Rings, Monolith’s adventure<br />

casts you as a gloomy (and freshly widowered)<br />

Ranger Of Gondor, very much in the Aragorn<br />

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DEV MONOLITH<br />

PRODUCTIONS<br />

mould. Unlike Mr Mortensen’s<br />

dreamy warrior, Talion suffers<br />

from a slight case of ‘being a<br />

bit dead’; existing in a state<br />

between life and the Reaper’s<br />

grip after having his throat slit<br />

20 minutes in. Yes, he’s less<br />

charismatic than Viggo’s toenail<br />

clippings, yet Mordor at least<br />

has the courage to tell a story<br />

that’s mournful and mature.<br />

ORC AND MINDY<br />

But enough with moody<br />

plotting – you stopped<br />

’round these parts for Orc<br />

slaughter, and Mordor is<br />

happy to oblige. The core of<br />

the game’s appeal centres<br />

around the Nemesis system: a<br />

procedurally-generated feature<br />

where enemies react and evolve<br />

depending on your actions in<br />

battle. It’s a mechanic that’s a<br />

tad tricksy to describe, but one<br />

that enriches Talion’s world.<br />

<br />

Say you stumble upon Uggu<br />

The Brander in combat – God,<br />

I love their names. If Uggu<br />

should get lucky in battle and<br />

put you down, he’ll work his<br />

way up the ranks of Sauron’s<br />

Army, becoming a Warchief or<br />

Captain in Ivan Eyeball’s legion.<br />

Conversely, if you injure Uggu<br />

and send him fleeing with a<br />

nasty booboo, he’ll seek you<br />

out later, hungry for revenge<br />

and riddled with scars. An Orc<br />

never forgets… Unless you off<br />

him with a Bats-style finisher.<br />

The Nemesis system feels<br />

truly organic, helping to create<br />

an open-world that’s shaped<br />

by your actions. You eventually<br />

start seeing repeated templates,<br />

(there are a whole lot of Uruks<br />

looking for vengeance after<br />

being burned), but the illusion<br />

of true choice and consequence<br />

persists and it’s a thrill to see<br />

baddies moulded by your blade.


Right Talion’s<br />

look has clearly<br />

been modelled<br />

on a certain<br />

long lost king of<br />

Gondor. Hmm…<br />

<br />

REVIEW<br />

THE OPM BREAKDOWN<br />

WHAT YOU DO IN… ME: SHADOW OF MORDOR<br />

Below Combat is<br />

super satisfying<br />

and almost as<br />

fluid as in the<br />

Arkham titles.<br />

6% Using a<br />

Caragor mount to<br />

zip about Mordor<br />

plains in speedy,<br />

beastie style.<br />

7% Unleashing<br />

slow-motion<br />

arrows to<br />

cave monsters’<br />

chests in.<br />

19% Taking on<br />

groups of Uruk-hai<br />

with Arkham-rivalling<br />

combat. Have at you!<br />

36%<br />

Marvelling at all<br />

those wonderful<br />

Cornish-sounding<br />

accents. Ear<br />

ambrosia.<br />

17%Tracking<br />

– or being<br />

tracked by –<br />

a resilient,<br />

vengeful Orc<br />

nemesis.<br />

15% Doing an<br />

Edward Kenway<br />

and crouching<br />

in convenientlyplaced<br />

bushes.<br />

FRIENDS & ENEMIES<br />

RATBAG THE COWARD<br />

GOLLUM<br />

RUG THE EXECUTIONER<br />

The first Orc you recruit<br />

and a sniffling pest who<br />

acts as Talion’s spy.<br />

The ruined One Ring<br />

obsessive obeys the<br />

Wraith within Talion.<br />

One of many Captains<br />

you can encounter who<br />

needs a swift stabbing.<br />

Above left Some Captains are terrified of Caragors. Sic Orc scrotum, boy!<br />

The actual swordplay that<br />

powers Mordor’s scuffles<br />

is a pointy pleasure. Fights<br />

may be heavily informed by<br />

Rocksteady’s work, but they<br />

still have a balletic grace of<br />

their own. It helps that buttery<br />

animations make the transition<br />

between blocking and swiping<br />

your weapon look hella smooth.<br />

MORDOR, SHE WROTE<br />

Squint a little harder, though<br />

(not too hard: some of those<br />

Orcs have super bad skin),<br />

and small problems start to<br />

surface. Character movement<br />

feels unrefined, with the<br />

game lacking proper analogue<br />

controls as Talion clunkily<br />

shifts from a swagger into a<br />

cumbersome sprint. Compared<br />

with AC or inFamous, simply<br />

getting from one map marker<br />

to the next can feel like a chore.<br />

The story missions also let<br />

Uruk-hai Utd down somewhat.<br />

Placed next to the imagination<br />

shown by the Nemesis features,<br />

the core objectives can be<br />

painfully perfunctory. Gee whiz,<br />

you want me to collect nine<br />

different herbs, Mr Mordor?<br />

That’s a reasonable request of<br />

a dude capable of killing 14<br />

goblins in 13 seconds.<br />

Not that strong story<br />

missions are always required to<br />

make a game sing – just look<br />

at Destiny. Such is the strength<br />

of the Nemesis tools, hunting<br />

down enemies and later<br />

brainwashing them to become<br />

sleeper agents makes this a<br />

constantly interesting sandbox.<br />

Like any good Orc, Shadow<br />

Of Mordor is shabby around<br />

the edges. But buy into its<br />

esoteric charms and you’ll<br />

make a foe you’ll be glad to<br />

call friend for 20+ hours.<br />

VERDICT<br />

A Cave Troll-strong fantasy<br />

that anchors the spirit of the<br />

films to a brilliantly executed<br />

enemy system. It could do with<br />

a little more polish, but Mordor<br />

is still one of this year’s better<br />

surprises. Dave Meikleham<br />

HOW TO… KILL AN ORC CAPTAIN<br />

1 2 3<br />

1 First up, find an Orc minion with a green icon above its head –<br />

these dudes carry vital intel that provides the skinny on a Captain’s<br />

weaknesses. 2 Simply sneak up behind one of these loose-lipped<br />

rascals, grab them with u, then interrogate with q. 3 Once you’ve<br />

gathered up several pieces of intel, you’ll know whether a Captain is,<br />

say, afraid of fire or weak against stealth attacks. Track your target<br />

down and exploit these quirks so Talion can kill him more efficiently.<br />

COMPEL-O-GRAPH<br />

Talion is<br />

murdered.<br />

<br />

SECOND OPINION BILBO BOFFIN<br />

You can pick apart many of the various pieces<br />

in Middle-earth: Shadow Of Mordor and see<br />

where they’ve been lifted almost intact from<br />

other games, but at its core the Nemesis system is<br />

an utterly unique addition. It enforces a true assassin<br />

mentality – the stalking of your prey and the creativity<br />

required in your approach to taking out your targets –<br />

in ways the Creed series, with its endless distractions,<br />

has long since forgotten. Matthew Sakuraoka-Gilman<br />

Meeting<br />

Gollum.<br />

Poisoning<br />

Orc wine.<br />

Sooo much brown.<br />

Stealth killing<br />

a Warchief.<br />

0 TIME<br />

20 hours<br />

089


Amanda Ripley is just like<br />

her mum – she’s tough,<br />

resourceful and a giant<br />

xeno is trying to kill her.<br />

<br />

090<br />

“BY NAILING THAT ELUSIVE ALIEN<br />

FEELING, ISOLATION OFFERS A<br />

ROBUST ADDITION TO THE MYTHOS.”


REVIEW<br />

EDITOR’S<br />

AWARD<br />

XENOMORPHIN’ TIME<br />

@NathanDitum<br />

ALIEN:<br />

ISOLATION<br />

In space no one can hear you<br />

hammering the q button<br />

INFO<br />

FORMAT PS4<br />

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DEV CREATIVE<br />

ASSEMBLY<br />

After a barren run of games<br />

inspired by the Alien series that<br />

have failed to capture the magic<br />

of the films, Alien: Isolation is<br />

like a tart, minimalist palette<br />

cleanser. It gets it, and in<br />

getting it the game has already<br />

completed its most important job: to not be<br />

another fumbled exploitation, another thickbrowed<br />

shooter blind-firing familiar characters<br />

and locales in the hope of nailing that elusive<br />

Alien feeling. Isolation’s an intelligent addition<br />

to the Alien mythos made with love and detail.<br />

091<br />

Oh, and terror. Lots of terror. The basis of that<br />

terror is the decision to retreat from all the<br />

hardware and hoo-has of James Cameron’s Aliens<br />

flick – no easy thing, given how right they feel<br />

for videogames – and into the clinical interiors<br />

and frigid horror of Ridley Scott’s original film.<br />

Shooters release wave after wave of enemies for<br />

you to knock down, an approach incompatible<br />

with the defining deadliness of the xenomorph:<br />

‘Here is the universe’s perfect predator. Kill 50 to<br />

progress’. Isolation scales down to one unkillable<br />

beast, and in doing so it reinstates the danger.<br />

RIDLEY’S GAME<br />

So, we have a survival horror instead of a blaster,<br />

but it’s not just this top-line approach that<br />

Isolation learns from Scott’s film. The game<br />

feels like a careful study of Alien, careful enough<br />

to discover what actually makes it work. As a<br />

result, Isolation doesn’t feel obliged to rush into<br />

action, and instead gives itself time to build a<br />

world. And it doesn’t do this with set-pieces or<br />

an exposition carpet bomb, it does it by allowing<br />

you to walk around some environments quietly,<br />

without any rush. This is the game getting it –<br />

getting that you don’t need to jump straight in<br />

with the horror if what you’re showing has the<br />

class and depth to be inherently interesting.


092<br />

Right Isolation<br />

takes the<br />

pre-Bishop<br />

approach to<br />

synthetics:<br />

they’re hostile<br />

and dangerous.<br />

Left Throwers<br />

of flame stall<br />

rather than kill<br />

the creature,<br />

but they’re still<br />

useful tools.<br />

And what is being shown? Panels. Fat-keyed<br />

computer consoles. Hexagonal architecture.<br />

Isolation hasn’t so much copied the worn,<br />

antiseptic future of Scott’s film as it has absorbed<br />

it on a molecular level. The game is beautiful<br />

– not just film grain and lighting pretty, but<br />

artfully constructed in a way that makes it deeply<br />

pleasurable to simply be inside. And there’s a<br />

great deal of it to be inside – the deserted space<br />

station Sevastopol on which the majority of the<br />

game takes place is huge. A maze of corridors<br />

and sectors that, most impressively of all,<br />

never repeat on me. Isolation’s team has, firstly,<br />

taken the time to appreciate and understand<br />

the aesthetic of Alien, and then had the talent<br />

to recreate that aesthetic. And it’s clear that<br />

they spent ages doing it – there is a wealth of<br />

variation in the environments that cumulatively<br />

gives the game a rare richness.<br />

And then there’s the xeno. The fundamentals<br />

of the gameplay are built around your encounters<br />

with this creature, although encounters<br />

is probably the wrong word – your chief<br />

“THE GAME’S BEST MOMENTS<br />

COME WHEN THE XENO HUNTS<br />

YOU WHILE YOU’RE MID-TASK.”<br />

objective is in fact to never<br />

encounter it at all. This alien<br />

is pure ruthless lethality,<br />

and you cannot beat it, only<br />

divert and – with the right<br />

equipment – deter. The game<br />

is therefore a thing of stifled<br />

stealth – literally, if you turn<br />

on the PlayStation Camera’s<br />

microphone the alien responds<br />

to your real-life yelps –<br />

which compresses you into its<br />

beautiful environments. You<br />

crouch everywhere, even when<br />

there’s no sign of the creature<br />

on your motion tracker, and<br />

you’ll dive into cupboards and<br />

vent shafts at the merest ping.<br />

For the most part this works<br />

wonderfully. The quality of the<br />

surroundings and the strength<br />

of the xeno, this is everything<br />

an Alien game should be. Its<br />

best moments come during<br />

free-form stalking sections,<br />

where the beast tracks you<br />

through the station as you<br />

fetch and carry for certain<br />

objectives. These are fluid and<br />

unpredictable, forcing panicked<br />

<br />

interaction with the station<br />

around you, diving under<br />

tables, scrambling through<br />

menus to rewire circuitry to<br />

distract the alien while praying<br />

it’s not behind you.<br />

BUG HUNT<br />

But – and it is heartbreaking<br />

at this point to say ‘but’ –<br />

Isolation has a few problems<br />

with action. These are hinted<br />

at as early as the first cutscene<br />

– good looking, but not<br />

groundbreaking – which suffers<br />

frame jitters severe enough to<br />

knock its synch out of whack.<br />

Later, violent confrontations<br />

with the scattered, paranoid<br />

humans aboard the Sevastopol<br />

often turn deflatingly clumsy<br />

– not in a frantic, thematically<br />

sound way, but in a ‘these<br />

physical elements within<br />

the game aren’t meeting and<br />

reacting to each other how<br />

they should’ way. And Amanda<br />

Ripley, engineer and heroine<br />

of the piece, can’t aim down<br />

while fighting on stairways.


REVIEW<br />

THE OPM BREAKDOWN<br />

WHAT YOU DO IN… ALIEN: ISOLATION<br />

Above One of<br />

the only friends<br />

Ripley makes…<br />

and he’s a<br />

jittery lunatic<br />

with a wrench.<br />

Right Escaping<br />

from the alien<br />

at short range<br />

is impossible.<br />

It’s time to say<br />

a few prayers…<br />

18% Dying in<br />

sudden, brutal<br />

ways that are<br />

shocking even<br />

on the 20th go.<br />

12% Cursing<br />

at doors for not<br />

opening more<br />

quickly. Come on!<br />

5% Discovering<br />

the button to shift<br />

focus so you can<br />

actually see while<br />

using the tracker.<br />

35%<br />

Hiding in or under<br />

bits of beautifully<br />

designed sci-fi<br />

furniture.<br />

20% Walking<br />

absolutely<br />

everywhere<br />

with the motion<br />

tracker up.<br />

10% Fidgeting<br />

while rewiring<br />

boxes and<br />

thinking, “It’s<br />

behind me,<br />

isn’t it?” *Gulp*<br />

SECOND OPINION SPACE RANGER<br />

Isolation is a deeply unpleasant experience…<br />

and I couldn’t be happier. The game’s constant<br />

cat-and-mouse hunts are rife with potential<br />

and Creative Assembly does a damn good job at pacing<br />

these scares. The whole thing is a few hours too long,<br />

but it stands as a remarkably faithful homage to Ridley<br />

Scott’s 1979 sci-fi classic. Dave Meikleham<br />

THE FIRST FIVE HOURS…<br />

1 2 3<br />

4 5<br />

093<br />

Above You use the crafting system to create med kits and nasty pipe bombs.<br />

Other problems break the<br />

flow of my playthrough. At one<br />

point, two human characters<br />

jam into each other as they<br />

pursue me into a locker, and<br />

get stuck float-walking on the<br />

spot for several mins until I<br />

give up and run away. Later on I<br />

can’t interact with a switch and<br />

spend an hour wondering if it’s<br />

actually a switch, then retrace<br />

my steps through the station<br />

before I reload and try again.<br />

(Turns out it’s a switch.)<br />

These are small things,<br />

but then Isolation’s sense of<br />

fun is already balanced on a<br />

knife-edge. It’s a game about<br />

precision and elegance –<br />

in its immaculate style, the<br />

grace of the creature, and the<br />

mercilessness of its predator/<br />

prey gameplay. It plays close<br />

to the line of frustration:<br />

its manual save system is<br />

hard to access while you’re<br />

being stalked, which means<br />

you’re likely to replay lengthy<br />

chunks, but you can’t rush<br />

through these familiar sections<br />

because making a noise can<br />

summon the alien. In itself<br />

this is fine – there’s a perverse<br />

joy to the game demanding<br />

precision while subjecting you<br />

to actually-horrible tension –<br />

but when it fails to deliver the<br />

same precision it demands<br />

it tips into aggravation.<br />

This doesn’t spoil Isolation,<br />

it just stops it being even<br />

better. The game is a triumph<br />

as a place, as a thing to look<br />

at and explore, and its stealth<br />

gameplay is so tense you can<br />

find yourself trapped, nerves<br />

shredded, in the same locker<br />

for ten minutes. The game<br />

might have a weak spot when it<br />

comes to confrontation, but it’s<br />

a flaw of execution rather than<br />

one of concept or ambition.<br />

VERDICT<br />

A beautiful game that captures<br />

the essence of Alien and even<br />

expands its fiction. There are<br />

some cracks under the polish,<br />

but it gets more right than it<br />

gets wrong. Nathan Ditum<br />

1 Stare for longer than normal at the exquisite title screen. 2 Meet<br />

some friends! Things do not go well – humans on Sevastopol will kill you<br />

on sight. 3 In a room alone with the xeno for the first time. Stay under a<br />

table for an hour. 4 Encounter the budget-model synthetics manning<br />

the station – a fine addition to the Alien fiction. 5 Enter into one of many<br />

long, fraught games of cat and mouse. Tip: it can see you under tables.<br />

COMPEL-O-GRAPH<br />

This is really a<br />

very interesting<br />

sci-fi wall.<br />

0 TIME<br />

15 hours<br />

IS IT BETTER THAN?<br />

YES<br />

ARGH! It’s all<br />

gone Gravity.<br />

There’s no comparison<br />

– Colonial Marines<br />

totally lacks the<br />

cohesion and<br />

sharpness of Isolation.<br />

<br />

Oh God it’s…<br />

AARGH! AAAARGH! AAAAAARGH!<br />

NO<br />

The best Alien game<br />

that never was.<br />

Isolation is prettier,<br />

but Dead Space’s<br />

combat endures.<br />

YES<br />

Shares a lot of hiding in<br />

lockers and wanting to<br />

cry with Isolation, but<br />

this asylum romp isn’t<br />

in the same class.


REVIEW<br />

<br />

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PUB SQUARE ENIX DEV UNITED FRONT GAMES<br />

094<br />

DUST: AN<br />

ELYSIAN TAIL<br />

One of last-gen’s best ever indies<br />

finally finds its way to PlayStation<br />

Furries. Why did it have to be furries?<br />

It’s a typical reaction to first seeing 2D<br />

role-playing/action mash-up Dust in<br />

motion, but if you let this knee-jerk thinking<br />

get in the way of sampling PlayStation Plus’<br />

newest treat, you’re robbing yourself of a<br />

remarkable experience.<br />

Originally released on Xbox 360 in 2012,<br />

Dust is best described as a two-dimensional<br />

Devil May Cry set in a sprawling Metroidvania<br />

universe. It was made almost entirely by one<br />

man, 1 but it feels like it’s been precisionpieced<br />

together by talent from the likes of<br />

PlatinumGames – so fine are its systems<br />

and ideas, so satisfying is its combat.<br />

You’re the eponymous Dust, an<br />

anthropomorphic meerkat-man warrior<br />

with amnesia who wields a talking blade and<br />

is accompanied by a shrill winged-squirrel<br />

named Fidget. Your adventure takes you<br />

through ravaged villages, deep into dark<br />

cave systems, up mountains and twisting<br />

back again as you try to root out every last<br />

secret and uncover your murky past. It’s<br />

packed with hidden zones (there’s a distinct<br />

16-bit era vibe about just how many are<br />

tucked away in the world’s crevices), and it’s<br />

beefy too, 2 with expert-level trials offering<br />

challenges beyond the usual crowd-slicing.<br />

As a new-gen port we’re sad Dust isn’t<br />

noticeably crisper than its old-gen guise.<br />

The hand-drawn art direction’s punch is<br />

muted by fuzzier than ideal dialogue screens.<br />

Thankfully the combat and world design<br />

remain as potent as ever. We’ve<br />

waited two years for Dust to<br />

arrive on PlayStation – that it’s<br />

free on Plus is one of the year’s<br />

best bargains. Matthew Pellett<br />

SLENDER:<br />

THE ARRIVAL<br />

Don’t go down to the woods today<br />

Press p to run, says Slender: The<br />

Arrival, the moment you step into its<br />

first level. It quickly becomes apparent<br />

that’s advice more than a tutorial because<br />

you will be doing a lot of running. Away from<br />

the titular antagonist. Away from a scuttling<br />

devil child in an underground mining facility.<br />

Away from your own shadow.<br />

Slender is a simple game, but a very<br />

effective one. It bottles up those base fears<br />

we all have – the dark, woods, gangly men<br />

in suits – and empties them into your face<br />

all at once. 1 Typically it’s not the inevitable<br />

appearance of Slender Man himself that will<br />

make your insides feel like they’re foaming<br />

up your throat, but everything preceding it.<br />

Every area has a set number of objectives<br />

(turn on six generators, find eight paper<br />

clues) and it’s balancing this busywork with<br />

keeping track of your faceless stalker that<br />

makes the panic bite. It doesn’t help that<br />

Blue Isle Studios has cruelly crafted the<br />

environment to look like their iconic suited<br />

loon – the trees are pale and thin with<br />

spindly branches clawing at dense murk,<br />

shocking white water towers thrust up out<br />

of nowhere, and accompanying all of it is<br />

a steady, ominous drum beat. He’s coming.<br />

He’s coming. He’s coming…<br />

The horror becomes diluted however<br />

when you understand how the game works<br />

and realise what you’re really up against is<br />

an algorithm 2 – made all the more obvious<br />

by the one-trick, repetitive nature of the<br />

gameplay. The Arrival is also incredibly short<br />

in length (you can be done in<br />

two hours if you’re quick), but<br />

it’s sinister, unnerving and full<br />

of scream-worthy jump scares<br />

while it lasts. Rob Pearson<br />

SLEEPING DOGS:<br />

DEFINITIVE EDITION<br />

Kung Fu Gangster 2: The Return<br />

T<br />

his could so easily have been a<br />

disaster. Instead, the game formerly<br />

known as True Crime: Hong Kong was<br />

rescued by Square Enix from development<br />

hell, and won over doubters with an<br />

authentically detailed sandbox setting<br />

generously stuffed with activities and meaty,<br />

combat – a hybrid of the Arkham games<br />

and the Yakuza series. 1 And in undercover<br />

officer Wei Shen, it has a likeably conflicted<br />

lead, juggling his duties to the police with<br />

the need to impress his gangland bosses.<br />

The Definitive Edition is a welcome<br />

opportunity to revisit Hong Kong, and it’s<br />

looking… Well, pretty much how I remember<br />

it. Lighting and draw distances are improved<br />

and everything looks that little bit sharper,<br />

but beyond bulging veins and sweatier<br />

foreheads the character models aren’t<br />

that different. More so than in The Last Of<br />

Us Remastered, its last-gen origins are<br />

clear; I was hoping for some performanceenhancing<br />

tweaks, so it’s disappointing to<br />

see the frame-rate drop when things get<br />

busy. Elsewhere, it’s frustrating to note<br />

a lack of refinements to the gameplay.<br />

Vehicles still travel like rockets yet take<br />

corners like JCBs unless you liberally apply<br />

the handbrake, 2 and the camera can still be<br />

wilfully unhelpful.<br />

And yet Sleeping Dogs remains incredibly<br />

moreish. Its snack-sized missions are brisk,<br />

varied and entertaining, there’s a veritable<br />

boatload of asides to occupy you, and as a<br />

bonus you get all the DLC thrown in. There<br />

isn’t a good enough reason<br />

to double-dip if you played the<br />

original, but if you haven’t had<br />

the pleasure, we’d suggest you<br />

Triad it out. Chris Schilling<br />

FOOTNOTES 1 Programmer and illustrator Dean Dodrill took<br />

three-and-a-half years to make it all. 2 Don’t expect to see it all in<br />

three hours – you’ll be playing upwards of 12 to wrap up everything.<br />

FOOTNOTES 1 The dread of turning around and seeing him there is<br />

palpable. 2 Slender Man’s behaviour can get predictable, and he<br />

becomes easy to avoid. The longer you play, the less scary it gets.<br />

<br />

FOOTNOTES 1 There’s an element of Jackie Chan-style slapstick<br />

to some environmental attacks, while other finishers are brutal.<br />

2 Ramming pursuers with r still feels satisfying while in a chase.


REVIEW<br />

INFO<br />

FORMAT PS VITA ETA OUT NOW<br />

PUB DOUBLE ELEVEN DEV DOUBLE ELEVEN<br />

DAVE’S MEIKLE-<br />

HAMMERING<br />

OPM_UK<br />

BRAIN FREEZE<br />

FROZEN<br />

SYNAPSE PRIME<br />

Fail to plan, plan to get eviscerated<br />

You know the moment<br />

in every war movie<br />

when you’re watching<br />

the general relay a<br />

watertight plan to his troops,<br />

pointing at things on a map<br />

and using long words, and<br />

then in the next scene those<br />

troops are being absolutely<br />

torn to shreds? Frozen<br />

Synapse Prime is the game<br />

of that moment. One half<br />

meticulous military strategy<br />

sim set in an unfeeling future<br />

ruled by evil AI, one half<br />

realising you’re an abysmal<br />

military strategist.<br />

On PlayStation, only XCOM<br />

delivers something vaguely<br />

similar to this turn-based,<br />

squad-centric strategy. But<br />

where the former seeps<br />

you in story and emphasises<br />

consequences to your actions<br />

in the long term, Double<br />

Eleven’s handheld conversion<br />

of the 2011 PC smash is leaner,<br />

and to the point. Never has a<br />

game been more about clearing<br />

rooms of threats as clinically<br />

and efficiently as possible.<br />

The action within its many<br />

top-down levels is slow-paced<br />

but perpetually tense – take<br />

away the time spent planning<br />

each move and a single mission<br />

would play out in 30 seconds<br />

flat. In reality you spend<br />

five minutes on every round,<br />

trying to second-guess enemy<br />

movements and flank them,<br />

ordering your handful<br />

of faceless operatives to crouch<br />

and scan an area, blowing away<br />

walls with RPGs so your sniper<br />

can get take some vital shots.<br />

COLD SOLDIER<br />

It’s not all guesswork. You do<br />

have the option of playing out a<br />

simulation of your turn to iron<br />

out any obvious blunders, but<br />

those sims are based on your<br />

enemy’s last-know position.<br />

Maybe they’ve retreated… Or<br />

maybe they’re flanking you.<br />

You can really start to<br />

overthink, particularly in<br />

asynchronous multiplayer<br />

encounters. And somehow the<br />

game manages to make you<br />

feel like Sun Tzu and General<br />

Haig simultaneously. All your<br />

kills are well-earned triumphs<br />

of tactics; every death is as<br />

troubling as the first.<br />

PS Vita’s touch controls<br />

and UI are designed smartly<br />

enough to disappear from your<br />

conscious thought after a few<br />

matches, letting you focus on<br />

the important stuff. Which<br />

means this might even be the<br />

definitive version of a mighty<br />

turn-based hero.<br />

VERDICT<br />

It took a while, but this PC<br />

classic marches onto PS Vita<br />

in style, and it’s even better<br />

suited to handheld. A great solo<br />

experience; an extraordinary<br />

multiplayer one. Phil Iwaniuk<br />

@PhilIwaniuk<br />

Below<br />

Somewhere, a<br />

Crytek lawyer is<br />

sharpening his<br />

instruments…<br />

<br />

Welcome, welcome. Step this way, oh<br />

cherished reade… Actually, wipe your<br />

feet first. You wouldn’t like me when<br />

I’m angry. Well, too bad, because that’s<br />

exactly what this new monthly column<br />

is for: letting ever-agitated Meiks vent<br />

his little spleen in semi-constructive<br />

(alright, passive aggressive) fashion.<br />

This month, my tartan rage is squarely<br />

focused on licensed games. Get ready<br />

for mucho moaning.<br />

But wait, why am I<br />

SPEWING BILE on<br />

licensed titles, this<br />

of all months? After<br />

all, both Alien: Isolation (p90) and Middleearth:<br />

Shadow Of Mordor (p88) are<br />

gems, subverting all concerns of cynical<br />

cash-in-itis. That’s the point – licensed<br />

PAP may be less common now than<br />

on, say, PS2, but the fact developers<br />

are still willing to pump out UTTER<br />

SHOVELWARE and hide it under the<br />

vague sheen of a beloved film or show<br />

post-Isolation and Batman: Arkham<br />

Asylum makes it all the worse.<br />

Actually, Asylum is<br />

a great example of<br />

how a licensed game,<br />

done well and treated<br />

with reverence, can not only elevate a<br />

brand, but actually create new gamers<br />

and rake in tons of cash for the dev.<br />

Our pals over at sister mag SFX lost the<br />

runs of themselves when Rocksteady’s<br />

masterful madhouse graced PS3. So<br />

why am I still getting ROGERED IN THE<br />

FACE by lacklustre licenses? Oh no you<br />

don’t, Transformers: Rise Of The Dark<br />

Spark. Come back here, ‘decent-butuninspired’<br />

The Amazing Spider-Man<br />

2. Don’t even think about it, How To<br />

Train Your Dragon 2. You’re all in for a<br />

decidedly non-sensual spanking.<br />

The days of shunting out CRUDDY<br />

SOFTWARE just to meet a film’s release<br />

date should be numbered. If Creative<br />

Assembly can make 16 hours of hiding a<br />

hoot, it’s not asking too much that giant<br />

robots fighting should be more fun than<br />

BATHING YOUR IRISES IN ACID.<br />

095


NEXT<br />

MONTH<br />

<br />

096<br />

O N<br />

S A L E<br />

21 Nov<br />

Subscribe on<br />

page 62<br />

HELLBLADE<br />

World-exclusive access to PS4’s brightest new star


online dlc movies music how to trophies<br />

this month<br />

on the store<br />

100 Battlefield 4 – Final Stand<br />

Not to be outdone by its eternal<br />

rival Call Of Duty, the final slice of<br />

Battlefield 4 DLC adds big stompy<br />

mechs to its enormous warzones.<br />

097<br />

on your xmb<br />

102 Godzilla<br />

Decades of Japanese cultural postnuclear<br />

fallout manifested as one<br />

350-foot beast. Worth a gander.<br />

online tests<br />

Destiny<br />

98<br />

Online play is the lifeblood of Bungie’s galaxy-wide<br />

blockbuster, so we stress-test its net capabilities.<br />

music<br />

103 This month’s hottest tunes<br />

how to…<br />

104 Use a DualShock 4 with PS3<br />

platinum club<br />

105 Surgeon<br />

Simulator:<br />

Anniversary Edition


online tests<br />

MULTIPLAYER MODES PUT<br />

THROUGH THEIR PACES<br />

BY OUR TEAM OF EXPERTS<br />

what we’re<br />

playing now<br />

DESTINY<br />

The Crucible’s a sea of<br />

shotguns, but Matthew<br />

Pellett swears by his<br />

trusty Fusion Rifle<br />

I’ve been hitting the<br />

Crucible most nights<br />

with GamesRadar’s<br />

Dave Houghton and we’re<br />

complete gits when it<br />

comes to Destiny’s PvP<br />

component. We’ve been pinpointing<br />

the best defensive spots on each and<br />

every map and camping there. A cave<br />

in Bastion is a prime ganking spot,<br />

but my absolute favourite is the ‘Killing<br />

Corridor’ on Twilight Gap. I know most<br />

people love a good shotty, but I spend<br />

hours watching the radar, readying<br />

my Fusion Rifle and springing around<br />

corners with a volley of death.<br />

review<br />

098<br />

DESTINY<br />

Conflict-averse<br />

Phil Iwaniuk leaves<br />

Crucible to the bigger<br />

boys… for now<br />

Having never quite<br />

come to terms with the<br />

profound injustice of<br />

gear-gating in online<br />

shooters, I simply<br />

won’t give Crucible the<br />

satisfaction of even trying until my<br />

guns are as powerful; my shields<br />

are as robust; my cloak as flowing as<br />

those of my opponents. No, right now<br />

I’d rather play Billy Big Man in the wilds<br />

of Old Russia, swooping in to save<br />

some level four Guardians from a<br />

firefight against three little Dregs.<br />

DESTINY<br />

Lone wolf Dom<br />

Reseigh-Lincoln<br />

stumbles across some<br />

co-operative carnage<br />

While scouting the lay<br />

of the land on a Patrol<br />

mission, I happen across<br />

a band of Guardians<br />

going toe-to-toe with the<br />

nefarious inhabitants of<br />

The Devils’ Lair. These foes are way<br />

beyond my level, I’m surely a dead<br />

man if I start flinging my sizable weight<br />

around in these parts… Suddenly the<br />

oddest thought occurs to me. I could,<br />

you know, join in. Actually engage in a<br />

social exchange with my fellow man/<br />

silent teen. One hour (and many, many<br />

deaths) later, the Lair is finally ours<br />

and my social interaction quota for the<br />

year is well and truly fulfilled.<br />

INFO<br />

FORMAT PS4/PS3<br />

PUB ACTIVISION<br />

DEV BUNGIE<br />

REVIEW ISSUE #102, 9/10<br />

Destiny<br />

Bungie Controls its fate in blinding PvP effort<br />

Oh, Crucible. What a truly<br />

wonderful arena for<br />

Guardian-on-Guardian<br />

skirmishes you provide.<br />

There’s been many a jealous<br />

PlayStation neighbour down the years<br />

who’s cast a longing gaze into Master<br />

Chief’s pristinely maintained multiplayer<br />

garden next door (oh what sensual<br />

shrubbery). But now, we finally have a<br />

PvP mode to sticky grenade John-117<br />

where the sun don’t shine.<br />

Bungie just gets competitive online<br />

multiplayer. It always has. The former<br />

keepers of the Hall Of Halo have a<br />

history of persistently putting out<br />

the best maps around, and Destiny<br />

is no exception. Many of Crucible’s 11<br />

battlegrounds are belters; whether it’s<br />

capturing Zone B’s forever tricksy lunar<br />

choke point in a heated game of Control<br />

on First Light or farming deadly Heavy<br />

Ammo in the dark caves of Shores Of<br />

Time, each arena is masterfully laid out.<br />

<br />

The main meat hanging<br />

off Crucible are Control,<br />

Skirmish, Clash and<br />

Rumble. The latter two<br />

are Bungie’s vanilla takes<br />

on 12-player team and<br />

six-person free-for-all<br />

deathmatches, though<br />

both are spiced up by<br />

Guardians’ potentially<br />

round-changing Supers.<br />

Nail a Titan’s Fist Of<br />

Havoc on a cluster of<br />

tightly packed players<br />

and you can often score<br />

four kills in an instant.<br />

Eat lightning fist, fools!<br />

Control is where<br />

Destiny shines brightest.<br />

A wickedly moreish take<br />

on base-capturing, you<br />

and five other Guardians<br />

must battle a rival<br />

Fireteam for dominion<br />

over three zones. Vying<br />

for control of each<br />

demands tight team<br />

coordination and<br />

constant communication.<br />

As a result, it’s a<br />

brilliantly tense blast<br />

played with friends –<br />

especially if you’re all<br />

mic’d up in a party.<br />

CONTROL IS WHERE<br />

DESTINY SHINES BRIGHTEST.<br />

IT’S A WICKEDLY MOREISH<br />

TAKE ON BASE CAPTURE.


30 SHOCK<br />

Mark Edward Neace Jr became<br />

the world’s first level 30<br />

Guardian on 22 September. It<br />

took over 107 hours with his<br />

Exo Hunter to hit the lofty Light<br />

tally required for the rank.<br />

<br />

Twilight Gap is one of<br />

Destiny’s best maps,<br />

but it can be savage<br />

if you’re a newcomer.<br />

Plants Vs<br />

Zombies:<br />

Garden Warfare<br />

Still feeling the<br />

need for weeds?<br />

INFO<br />

FORMAT PS4/PS3<br />

PUB EA<br />

DEV POPCAP GAMES<br />

REVIEW ISSUE #102, 4/10<br />

There’s no knocking the charm<br />

and effort of PopCap’s kiddy<br />

shooter, but no amount of<br />

colourful paintwork or giggleworthy<br />

sound design can paper<br />

over the gaping balance cracks<br />

that lie beneath. For instance,<br />

certain characters – we’re looking<br />

at you Chomper – remain woefully<br />

overpowered. And now that we’re<br />

a little way into the game’s lifespan<br />

and most people still playing have<br />

clocked onto the fact, it’s rare that<br />

you encounter a match without<br />

a disproportionate number of<br />

these guys gobbling up anyone<br />

unfortunate enough to want to play<br />

this shooter like an actual shooter<br />

(ie with a weapon that actually<br />

shoots). The worrying facet of this<br />

conundrum is that it’s hard to see<br />

patches and the like ever being<br />

able to fix such a glaring problem.<br />

VERDICT<br />

PopCap’s green-fingered shooting<br />

gallery remains unbalanced from<br />

root to petal, even if it still looks<br />

and sounds lovely on PlayStation.<br />

Matthew Sakuraoka-Gilman<br />

099<br />

If there’s a gripe it’s that the action<br />

lacks scale. There are really only two<br />

maps you could consider large, meaning<br />

there’s little scope for the use of<br />

Destiny’s vehicles. Sure, you can briefly<br />

joyride around on an oh-so satisfying<br />

Pike, but Mars’ Bastion is one of the<br />

few arenas roomy enough to support<br />

vehicular slaughter.<br />

On a cheerier note, Crucible, as with<br />

the rest of Destiny, is ever-evolving.<br />

The entire experience already feels<br />

incredibly fluid, with XP, guns and<br />

equipment carrying across all modes.<br />

Bungie keeps piling sides on your PvP<br />

plate, too – limited time events such<br />

as three-vs-three games of Salvage,<br />

where Guardians vie for relics, crop up<br />

regularly. And with Strikes and the first<br />

Raid (find out how we measured up<br />

to the Vault Of Glass on p19) backing<br />

Crucible up, Destiny’s PSN pleasures<br />

currently know no bounds.<br />

VERDICT<br />

With the frantic but tactical firefights<br />

of Crucible, PlayStation finally has<br />

another PvP contender with enough<br />

flair and depth to duke it out with COD<br />

and Battlefield. Dave Meikleham<br />

Madden NFL 15<br />

Has the goods to keep<br />

you Running Back<br />

INFO<br />

FORMAT PS4/PS3<br />

PUB EA<br />

DEV EA TIBURON<br />

REVIEW ISSUE #102, 8/10<br />

<br />

This year’s pigskin-chucker<br />

does online like Terry Crews<br />

does bicep curls; every<br />

possible nook and cranny of<br />

the game has net functionality,<br />

from leaderboards after every<br />

tutorial drill to Ultimate Team<br />

(which is, yep, just like FIFA’s)<br />

and GM Connected mode. The<br />

latter is Madden’s most long-form<br />

experience, allowing 25 seasons of<br />

play and tweaking of nacho prices,<br />

and even here other players can<br />

waltz in and take you on with their<br />

mighty franchises. Servers are<br />

stable too, never yet booting me<br />

off mid-game due to connection<br />

problems. The only downside to<br />

all this is that nearly every menu<br />

takes that bit longer to load as<br />

Madden obsessively contacts<br />

servers for roster updates<br />

and Ultimate Team events.<br />

VERDICT<br />

Like a well-drilled Cover 3 Zone<br />

Defense, EA Tiburon has every<br />

route covered with this year’s<br />

online effort (and the server<br />

stability to match). Phil Iwaniuk


on the store<br />

EMPTY YOUR WALLETS<br />

NOW WITH THE LATEST<br />

DOWNLOADABLE DIVERSIONS<br />

expansion<br />

dlc<br />

£1.99<br />

100<br />

£11.99<br />

Battlefield 4:<br />

Final Stand<br />

COD’s eternal nemesis adds the mechs factor<br />

VELOCITY 2X –<br />

DUAL CORE PACK<br />

This hyper-stylised<br />

shoot-’em-up-cumplatformer<br />

almost<br />

melted our brains with<br />

one ship to control –<br />

now the Dual Core pack<br />

is adding two of them!<br />

These ten new levels<br />

task you with flying the<br />

duo simultaneously. Pity<br />

our poor old brains.<br />

£3.99<br />

Not to be outdone by all the<br />

near-future whizz-bangery of<br />

Advanced Warfare, Battlefield<br />

4’s final piece of DLC takes<br />

players deep into the belly of<br />

an arctic Russian research lab, where<br />

the enemy’s top minds have been hard<br />

at work developing a new kind of wheat<br />

that resists frost. Did we say wheat?<br />

We meant railguns. And mechs…<br />

Gizmos aside, you also get four new<br />

maps for your money (or for nowt, if<br />

you’re a Battlefield Premium member):<br />

Operation Whiteout, set in and around<br />

a science complex during a blizzard;<br />

Hammerhead, in which you fight for<br />

control of an arctic submarine base;<br />

Hangar 21, a Titan production facility;<br />

and Giants Of Karelia, which spans<br />

a high-tech mech workshop and its<br />

surrounding rural<br />

villages. It’s also the<br />

only map not perpetually<br />

bum-deep in snow.<br />

Naturally, a good<br />

number of the facility’s<br />

prototypes are available<br />

for pilfering: the Rorsch<br />

X1 railgun, for example,<br />

is a essentially a<br />

one-hit-kill sniper rifle<br />

that does massive<br />

damage at the cost of a<br />

short charging time<br />

before firing. The HT-95<br />

fills Final Stand’s armour<br />

quota, a battletank that<br />

bobs noisily around<br />

the battlefield on hover<br />

thrusters. And then<br />

there are snowmobiles,<br />

because even evil future<br />

scientists still harbour<br />

fond memories of that<br />

chase sequence from<br />

The World Is Not Enough.<br />

THE ENEMY’S TOP MINDS<br />

HAVE BEEN DEVELOPING A<br />

NEW KIND OF WHEAT… SORRY,<br />

WE MEANT TO SAY MECHS.<br />

TRIALS FUSION<br />

– WELCOME TO<br />

THE ABYSS<br />

Here’s another chance<br />

to doom scores of<br />

hapless racing drones<br />

to years of hospital<br />

food. The Welcome To<br />

The Abyss DLC pack<br />

is all about nauticalthemed<br />

racing, and<br />

includes 24 challenges,<br />

ten new tracks and lots<br />

of underwater flips.<br />

£3.99<br />

ps1/ps2 games<br />

£7.99 £3.69 £3.99 £7.99 £3.99<br />

MYST<br />

The first-person explorer<br />

that launched a thousand<br />

puzzle knock-offs. What<br />

mysteries lie at the heart<br />

of this empty island?<br />

Well, we still don’t know,<br />

because we’re stuck.<br />

Sonic The Hedgehog<br />

A blue rodent blessed<br />

with incredible speed<br />

must foil a mad doctor’s<br />

plans for domination by<br />

jumping on things. Collect<br />

all dem rings and relive a<br />

gaming icon’s ‘90s debut.<br />

RED ALERT:<br />

RETALIATION<br />

Ah-firm-ah-teef! A<br />

brave jump for RTS<br />

from its native PC onto<br />

PlayStation, Red Alert:<br />

Retaliation contains<br />

both expansion packs.<br />

tom Clancy’s<br />

Splinter Cell HD<br />

Satisfy your peeved<br />

younger self by playing<br />

an HD-ified version of the<br />

game you were jealous<br />

Xbox owners got first<br />

way back when.<br />

<br />

PONG<br />

You are a paddle, there is<br />

a ball, and the two come<br />

together in an explosive<br />

climax you won’t believe.<br />

Take a trip back to the<br />

days of black and white<br />

gaming and loud shirts.<br />

DIABLO III: UEE<br />

– INFERNAL<br />

PAULDRONS<br />

The problem with offing<br />

a demonic ruler is<br />

there’s always someone<br />

twice as bad waiting to<br />

take their place. With<br />

the Infernal Pauldrons<br />

DLC now available to<br />

even those who didn’t<br />

pre-order Reaper Of<br />

Souls, that someone’s<br />

now probably wearing<br />

legendary armour.


on your XMB<br />

blu-rays<br />

coming soon<br />

STREET 27 OCT<br />

FIGHTER:<br />

ASSASSIN’S FIST<br />

The Capcom-approved liveaction<br />

web series punches<br />

its way onto Blu-ray with<br />

a Ryu and Ken origin story.<br />

BREAKING 3 NOV<br />

BAD – THE<br />

COMPLETE SERIES<br />

It’s that show that literally<br />

everyone you know talked<br />

about non-stop for like five<br />

years – from start to finish.<br />

X-MEN: DAYS 10 NOV<br />

OF FUTURE<br />

PAST<br />

Wolverine travels through<br />

time to change history and<br />

save the world. Sadly, he<br />

doesn’t use a DeLorean.<br />

JERSEY BOYS 10 NOV<br />

Clint Eastwood<br />

directs this story of the<br />

eponymous Jersey lads’<br />

rags-to-matching-tuxes tale<br />

by squashing Goodfellas and<br />

musical theatre together.<br />

102<br />

FAMILY GUY 10 NOV<br />

SEASON 14<br />

Laughing in the face of<br />

anyone who says there<br />

are no more cutaway gags<br />

to be written, the Griffins<br />

continue to be a thing.<br />

Sadly, these giant bugs<br />

get more screen time than<br />

poor old Bryan Cranston.<br />

Godzilla<br />

Big is beautiful… and slightly irradiated<br />

Gareth Edwards is one very<br />

clever cookie. The English<br />

filmmaker didn’t just make<br />

2010’s wonderful indie sci-fi<br />

Monsters for the price of<br />

a pint of milk, he also created every<br />

effects shot in that film with off-theshelf<br />

Adobe software on his home PC.<br />

After that, creating the most iconic<br />

movie monster ever should be a<br />

nuclear-breathed breeze, right?<br />

Indeed it is. Rip out every unpleasant<br />

image of 1998’s massive iguana<br />

abomination from your head: this is the<br />

real Godzilla. 350 feet of towering fury,<br />

Edwards’ beast somehow manages to<br />

capture the grace of Jurassic Park’s<br />

dino animation while staying true to the<br />

Japanese icon’s ‘man in suit’ roots.<br />

Such is the uneven quality of the plot<br />

and supporting cast, it’s crucial the<br />

monster be portrayed so convincingly.<br />

Balancing B movie sensibilities with<br />

post-Dark Knight gritty blockbuster<br />

syndrome was always going to be a<br />

challenge. The action is way too<br />

po-faced for its own<br />

good, but you rarely<br />

question events when<br />

the big dude is onscreen.<br />

From a roar that<br />

sounds like the cross<br />

between an atomic blast<br />

and the mating call of<br />

a sperm whale, to the<br />

sheer majesty of the<br />

Z Man’s colossal gait,<br />

2014 Godzilla is probably<br />

the most successful CGI<br />

creation since Gollum.<br />

Fighting monstrosities<br />

that look like Cloverfield’s<br />

beastie also casts Mr G<br />

as a welcome champion<br />

of the people; a role the<br />

lizard goliath is more<br />

comfortable playing than<br />

Aaron Taylor-Johnson’s<br />

dull navy hero. So great<br />

monster in a not so<br />

great monster movie,<br />

then. Dave Meikleham<br />

<br />

THE PURGE: 17 NOV<br />

ANARCHY<br />

For one day each year, all<br />

crime is legal. Presumably<br />

this criminal squandering of<br />

that excellent concept was<br />

filmed on that very day.<br />

HOW TO TRAIN 17 NOV<br />

YOUR DRAGON 2<br />

This CG sequel garnered<br />

some of the most favourable<br />

reviews of the year for its<br />

voice cast and storytelling.<br />

Its PS3 tie-in did not.<br />

TRANS- 17 NOV<br />

FORMERS:<br />

AGE OF EXTINCTION<br />

There’s a T-rex transformer.<br />

That’s literally all you need to<br />

know about this Michael Bayhelmed<br />

robo destructathon.<br />

DOWNTON 17 NOV<br />

ABBEY SERIES 5<br />

The Crawley family and<br />

their servants enter a fifth<br />

season of looking sternly at<br />

one another and maintaining<br />

perfect posture at all times.<br />

22 JUMP 17 NOV<br />

STREET<br />

Undercover cops Channing<br />

Tatum and Jonah Hill<br />

infiltrate a place of<br />

education to bust a drugs<br />

ring. Much laughter ensues.


music<br />

Boyhood<br />

From real to reel<br />

The remarkable nature of<br />

Richard Linklater’s latest<br />

creation is as well summed up<br />

by a simple recounting of its<br />

making as it is by a critical<br />

appraisal of what occurs on-screen.<br />

An American coming-of-age tale, it was<br />

filmed over a 12-year period and stars<br />

a kid in his first major role. The events<br />

of Boyhood also take place over those<br />

dozen years, so the characters age,<br />

change and develop in tandem with<br />

their actors. It’s a massively ambitious<br />

piece of filmmaking, and it’s like almost<br />

nothing you’ve ever seen before.<br />

Mason Evans Jr is the boy in<br />

question, and we follow his development<br />

from six to 18, at the heart of a family<br />

that is forging a tricky, if not remotely<br />

rare, path through life. An older sister<br />

and an estranged mother and father<br />

(played by Patricia Arquette and Ethan<br />

Hawke, the former in particularly<br />

excellent form) complete the nucleus,<br />

around whom many supporting<br />

characters come and go.<br />

As anyone familiar with Linklater’s<br />

Before trilogy would expect, the piece is<br />

grounded by its realism. The dialogue is<br />

natural and expertly<br />

crafted, and<br />

circumstances<br />

are dramatic while<br />

consistently maintaining<br />

parallels with the lives<br />

that most of us know.<br />

A couple of scenes<br />

in particular pack really<br />

powerful punches, and<br />

will long resonate with<br />

anyone with similar<br />

experiences – and these<br />

are aided by the writer/<br />

director’s no-frills<br />

approach to storytelling.<br />

At nearly three hours<br />

it’s unsurprising that<br />

proceedings sag just a<br />

touch in places, and the<br />

overall result is not as<br />

raw as Before Midnight<br />

in particular. But this is<br />

still a unique and<br />

magnificent cinematic<br />

achievement, and an<br />

unmitigated success<br />

against overwhelming<br />

odds. Joel Gregory<br />

Despite its modest $4m<br />

budget, Boyhood still<br />

grossed an impressive<br />

$37m worldwide.<br />

<br />

SLIPKNOT THE DEVIL IN I<br />

FORMAT SINGLE ETA OUT NOW PRICE £0.79<br />

The Iowan metal men pull on their masks and get back<br />

to the business of making their own unique brand of<br />

post-nu metal. Actually, The Devil In I is a brooding and<br />

atmospheric thing by their standards – will new album<br />

.5: The Gray Chapter follow suit? slipknot1.com<br />

APHEX TWIN<br />

SYRO<br />

FORMAT ALBUM ETA OUT NOW<br />

PRICE £7.99<br />

The first in 13 years from<br />

the reclusive Cornish<br />

techno wizard, but it’s<br />

a winner: a tirelessly<br />

energetic, bountifully<br />

melodic collection of bugeyed<br />

breakbeat, misty<br />

countryside rave, playful<br />

vocal trickery and serene<br />

solo piano tunes. warp.<br />

net/records/aphex-twin<br />

GORGON CITY SIRENS<br />

FORMAT ALBUM ETA OUT NOW PRICE £7.99<br />

Budge over, Disclosure, and make room for Gorgon<br />

City – two Brits out to stamp their name on the house<br />

revival. Sirens lines up an impressive list of guests<br />

– Katy B, Jennifer Hudson and more – but it’s the duo’s<br />

sultry beats that stand tall. facebook.com/gorgoncity<br />

ZOLA JESUS<br />

TAIGA<br />

FORMAT ALBUM ETA OUT NOW<br />

PRICE £6.99<br />

The music of Wisconsin<br />

native Nika Rosa Danilova has<br />

traditionally been a dark and<br />

brooding thing in the past, but<br />

on her latest LP, Taiga, she’s<br />

moving in the direction of the<br />

light. Dangerous Days and<br />

Hunger harness electro beats<br />

and big orchestral swells to<br />

give her operatic voice the<br />

stately backdrop it really<br />

deserves. zolajesus.com<br />

103


how to…<br />

doctor<br />

playstation<br />

Our console medic<br />

fixes your tech woes<br />

with actual science<br />

Use a DualShock 4 on PS3<br />

Power through your pile of shame with new-gen sticks<br />

STEp 1<br />

MAKE SURE<br />

YOUR PS3<br />

HAS THE<br />

LATEST<br />

FIRMWARE<br />

STEp 2<br />

REGISTER<br />

YOUR PS4<br />

PAD AS A<br />

BLUETOOTH<br />

DEVICE<br />

STEp 3<br />

GET USED TO<br />

THE LIMITS OF<br />

THE ‘GENERIC’<br />

CONTROLLER<br />

the problem<br />

DualShock 4 has<br />

forever ruined the<br />

PlayStation pads of<br />

the past. There’s<br />

just no going back.<br />

104 You can’t have a go<br />

Ah, come in, loyal OPM<br />

on Bioshock Infinite<br />

patient. Are you here for<br />

using the slack sticks those test results? Well, I’m afraid<br />

of DS3. Fret not,<br />

though: the Doc can<br />

old Doc PlayStation has some bad<br />

make your new-gen news: it seems you’re suffering<br />

pad work on PS3. from terminal LastGenPad-itis.<br />

You should probably consult your<br />

family… I’d give you six months,<br />

tops. Psyche! Your fave physician<br />

has the cure. Obviously. Though<br />

you might want to get that thing<br />

on your nose checked out. Anyhoo,<br />

to get your PS4 pad working<br />

with PS3, you’ll first have to make<br />

sure that old last-gen dear has<br />

up-to-date firmware. Anything<br />

after the recent 4.60 will see you<br />

right. Thanks to this nifty update,<br />

it’s not only possible to play PS3<br />

games with a DualShock 4, but<br />

you can even do so wirelessly.<br />

What an age we live in. It wasn’t<br />

long ago this please-don’t-look-atmy-doctorate-too-closely<br />

MD was<br />

using leeches. Next up: sorting out<br />

your PS3’s Bluetooth devices.<br />

This gaming man of medicine<br />

learnt step the second at the<br />

same seminar as ‘Get Confident,<br />

stupid’ and ‘Smoke Yourself Thin’.<br />

Now that your PS3 is oh-so-firm<br />

with its ware, it’s time to register<br />

that DualShock 4 as a Bluetooth<br />

device. First, go to Accessory<br />

Settings on the XMB. From<br />

here, scroll to Manage Bluetooth<br />

Devices to start a big ol’<br />

Bluetooth scanning party. Don’t<br />

worry, the Doc will bring fizzy<br />

pop and streamers. During<br />

this process, press and hold the<br />

Share and PS buttons on your<br />

PS4 controller until the lightbar<br />

starts blinking white. Et voilà! The<br />

PS3 should now detect your DS4<br />

as a ‘Wireless Controller’. Confirm<br />

this with a final jab of q on<br />

your DualShock 3, then it’s on to<br />

PS4 party town. Population: one<br />

learned PlayStation gamer whose<br />

last-gen shooting is about to get<br />

a whole lot more accurate.<br />

Yeah, there ‘may’ be a few<br />

side effects your beloved<br />

quack forgot to mention. Y’know<br />

that part where your PlayStation<br />

3 recognises the PS4 pad as a<br />

‘Wireless Controller’? That actually<br />

means the crusty old console<br />

just assumes the DualShock 4<br />

is a generic PS3 controller.<br />

This means you can give rumble<br />

feedback and gyroscopic controls<br />

a wet smooch goodbye. Yes,<br />

Doc knows how much you<br />

were looking forward to playing<br />

Lair with your shiny new-gen<br />

contraption. The other thing to<br />

bear in mind is that your<br />

DualShock 4 can only be paired<br />

with a single machine at once; so<br />

each time you want to use it with<br />

your PS4, you’ll have to resync it.<br />

Ditto for every occasion you get a<br />

hankering for some PS3-on-PS4-<br />

pad action. Still, those sticks are<br />

sooo much more analoguey. You<br />

know it’s worth the slight hassle.<br />

the verdict<br />

Your last-gen games deserve<br />

new-gen pad precision, and<br />

after some slight tinkering<br />

with PS3’s Bluetooth settings,<br />

getting your lovely DualShock<br />

4 to work with Sony’s old-gen<br />

machine is a breeze.<br />

next month<br />

The Doc’s<br />

Hippocratic Oath<br />

is stretched as<br />

he shows you how<br />

to get a stuck disc<br />

out of your PS4.<br />

What a healer.


Mr trophy<br />

Iain Wilson’s PSN ID is<br />

Wilbossman, and his<br />

trophy cabinet is<br />

bigger than yours.<br />

<br />

Platinum x 58<br />

Gold x 313<br />

Silver x 1,288<br />

Bronze x 5,270<br />

Don’t worry about a<br />

thing, I’ve watched<br />

loads of House MD so<br />

you’re in safe hands.<br />

Platinum Club<br />

Our Troph operates for pots in Surgeon Simulator: Anniversary Ed<br />

You need a strong<br />

stomach, steely<br />

nerves and plenty<br />

of, um, patients [groan<br />

– ed] to beat the<br />

challenge of Surgeon<br />

Simulator. Many of its trophies<br />

require you to beat specific time<br />

or blood loss targets for different<br />

procedures, so you need<br />

to find the optimal tools<br />

to use and actions to<br />

take. Get practising and<br />

complete an operation<br />

with minimal time and<br />

blood loss to achieve an<br />

A++ rating for I Should<br />

Never Have Doubted<br />

Myself. Rather handily, the<br />

follow-up award for achieving an<br />

A++ rating on all procedures is<br />

currently glitched so you only<br />

need to obtain the rating a total of<br />

six times to bag the Best Surgeon<br />

In The World pot.<br />

Conversely, What Have I Done?<br />

requires you to lose the patient<br />

within a downright negligent 15<br />

seconds. This is actually quite<br />

tricky, but if you start a brain<br />

transplant then immediately grab<br />

the electric saw, cut through the<br />

skull and jab away at the brain,<br />

you should beat that time without<br />

much trouble. ‘Trouble’ being a<br />

relative word here.<br />

Make sure you check the trophy<br />

list for other challenges you can<br />

pick up during surgeries. For<br />

example, while performing a heart<br />

transplant be sure to drop in the<br />

new ticker without disconnecting<br />

the old one for the Doctor<br />

Who-themed Vworrrp Vworrrp<br />

award, or remove it then replace<br />

with the clock radio instead to<br />

START A BRAIN TRANSPLANT<br />

AND IMMEDIATELY GRAB THE<br />

ELECTRIC SAW, CUT THROUGH<br />

THE SKULL AND STAB AWAY.<br />

unlock The Beat Of Your Heart.In<br />

reception there are also a number<br />

of simple rewards to uncover,<br />

such as picking up the ringing<br />

telephone for Doctor Doctor,<br />

Give Me The News or scooping<br />

up a pen and scribbling on the<br />

notepad to add Nigel The<br />

Secretary to your collection.<br />

You may have spotted Post-it<br />

notes in various areas telling you<br />

to ‘Call Trisha’, and although the<br />

method for revealing her full<br />

number is too complex to go<br />

into here, the digits you need<br />

are ‘099326071850’. You have to<br />

call this number from reception,<br />

which due to your fat graceless<br />

hand is best done by lifting the<br />

phone to the front of the desk<br />

nearest you, grabbing a pen or<br />

similar item and using it as a<br />

dialling wand to carefully prod in<br />

the number. Once entered, simply<br />

hit the green button and a short<br />

scene plays as you Call Trisha<br />

and find love – d’awww.<br />

If you make it as far as the<br />

brain transplant in<br />

space, typing ‘296145’<br />

on the keypad earns<br />

you the Enter The<br />

Code trophy, and if<br />

you grab the clock<br />

radio before being<br />

transported to Earth<br />

the We’re Going On An Adventure!<br />

unlock will also be yours. Back in<br />

reception a VHS tape will appear,<br />

and when inserted into the nearby<br />

player it takes you to a new area<br />

with another keypad. Entering<br />

‘4948’ unlocks Screw The Prime<br />

Directive and allows you to<br />

perform six secret operations on<br />

an alien creature. By completing<br />

them all you earn the muchcoveted<br />

crown of Best Surgeon In<br />

The Universe and prove There Is<br />

Nothing More To Teach…<br />

NEXT ISSUE Mr Trophy became legend<br />

aeons ago, and his Destiny silverware<br />

tips will help you to do so, too.<br />

join the<br />

club<br />

Hey! What’s<br />

the hardest<br />

trophy you’ve<br />

snagged? Tell<br />

us at opm@<br />

futurenet.com<br />

105


CLASSIC GAME<br />

RETROSTATION<br />

<br />

Return to the high seas of<br />

early ‘90s point-‘n’-click<br />

slapstick where zombie<br />

pirates and three-headed<br />

monkeys run amok.<br />

106<br />

INFO<br />

PUB LUCASARTS<br />

DEV LUCASARTS<br />

RELEASED 1991 (PC),<br />

2010 (PS3)<br />

GET IT NOW PS3,<br />

£7.99 (SPECIAL ED)<br />

NEED TO KNOW<br />

1<br />

2<br />

3<br />

The second game<br />

to use the iMUSE<br />

audio system.<br />

The Special Edition<br />

includes a hint<br />

system for ‘n00bs’.<br />

It takes inspiration<br />

from the ‘88 novel<br />

On Stranger Tides.


etrostation<br />

Treasured island<br />

Each month we celebrate the most important,<br />

innovative or just plain great games from PlayStation’s<br />

past. This month, we don comedy eye patch, meat<br />

hook and peg leg before clambering aboard the good<br />

ship Monkey Island 2 for more piratical shenanigans…<br />

CLASSIC GAME<br />

Monkey Island 2:<br />

LeChuck’s Revenge<br />

here’s something odd<br />

about seeing the words<br />

‘Monkey Island’ and<br />

‘PlayStation classic’ in the<br />

same sentence, but heck<br />

– we waited almost two<br />

decades for this coming<br />

together to finally transpire; we’re<br />

milking this bad boy for all it’s worth.<br />

LeChuck’s Revenge is The Empire<br />

Strikes Back to the original Monkey’s<br />

A New Hope. It’s bigger, bolder and –<br />

up until its daft ending (which was an<br />

Episode V pastiche) – is arguably the<br />

best graphic adventure ever committed<br />

to code. In a genre stuffed with bona<br />

fide classics, that’s some achievement.<br />

Many of Monkey 2’s characters –<br />

Guybrush, Elaine, LeChuck, Voodoo<br />

Lady, etc – are so firmly ensconced in<br />

videogame folklore that it’s often hard<br />

to appreciate them in their original<br />

contexts, giving you the perfect excuse<br />

to revisit this interactive extravaganza<br />

and remember why they’re so revered.<br />

Right from the hilarious intro – where<br />

egomaniacal protagonist Guybrush, his<br />

inventory crammed full of wads of cash,<br />

is physically tipped upside down by pintsize<br />

villain Largo LeGrande and robbed<br />

of both his vast fortune and his piratical<br />

pride – to our hero’s elaborate voodooinspired<br />

revenge over said villain during<br />

the course of the first act, Monkey 2<br />

oozes heart, wits and smarts.<br />

Classic scenes abound. A concussed<br />

Guybrush meets his dead parents and<br />

watches their skeletal remains jig to<br />

‘Dem Bones’. Guybrush crashes Gov<br />

Marley’s Mardi Gras party to profess<br />

his undying love dressed only in a pink<br />

tutu and pirate boots. Guybrush locks<br />

mega-mouthed coffin salesman Stan<br />

in one of his overpriced sarcophagi.<br />

The way in which Guybrush obtains<br />

a sample of LeChuck’s bodily fluid…<br />

ewww. Threepwood rules… somehow.<br />

The ingenuity and complexity of<br />

the puzzles remains on an altogether<br />

higher plane than most of its point-‘n’-<br />

THE LATE-TO-THE-<br />

PARTY SPECIAL EDITION<br />

ON PS3 ONLY ADDED TO<br />

THE GAME’S LEGEND.<br />

click peers, too. Crafting the voodoo<br />

dolls to foil Largo and LeChuck endures.<br />

As does rooting through the tome-filled<br />

library on Phatt Island.<br />

LARGO EMBARGO<br />

Arguably finest of all, though, is the<br />

spitting competition – after finally<br />

managing to work out how to unleash<br />

our wad of phlegm at the same time<br />

as the (rather propitious) gust of wind,<br />

we couldn’t help but spontaneously<br />

prostrate ourselves at the feet<br />

of Messrs Gilbert, Grossman and<br />

Schafer’s genius game design. Just<br />

don’t mention the teeth gnashing bit<br />

with the monkey wrench. Our only<br />

real reservation with Monkey 2 was<br />

the bizarre omission of the insult<br />

swordfighting that proved a hilarious<br />

highlight of the original (and returned<br />

in perhaps its most glorious incarnation<br />

in Monkey 3). Still, the rest of the<br />

adventure more than compensated.<br />

The late-to-the-party, but still more<br />

than welcome, Special Edition that<br />

arrived on PS3 in 2010 only added to<br />

the Monkey Island legend. A streamlined<br />

UI, exquisitely redrawn visuals (though<br />

with the option to play in retro-pixel,<br />

too), catchy remastered soundtrack<br />

and full voice acting meant it was the<br />

edition to rule them all.<br />

If you still haven’t joined Guybrush<br />

and co on a journey to Monkey Island,<br />

you’re seriously missing out on one of<br />

the greatest videogame experiences<br />

of all time. You may even find out the<br />

answer to that eternal question: “How<br />

much wood would a woodchuck chuck<br />

if a woodchuck could chuck wood?” Get<br />

on it, crewmates.<br />

107<br />

We love Special Edition’s witty dev commentary. Definitely the most surreal of the original trilogy. How could you steal poor little Wally’s monocle?


TIME MACHINE<br />

<br />

108<br />

Name<br />

that game<br />

Guess the four games,<br />

and their scores, from<br />

these review quotes<br />

1<br />

WHO’D HAVE<br />

THOUGHT IT’D BE<br />

SO DULL LEADING A<br />

FOUR-MAN SQUAD<br />

THROUGH WAVES OF<br />

BLAND GOONS AND<br />

GENERIC ‘BOTS.<br />

2<br />

THIS IS AN<br />

EXPANSION AKIN<br />

TO BUYING UP 1,000<br />

ACRES OF FARMLAND<br />

AS OPPOSED TO<br />

POPPING A UTILITY<br />

ROOM ON TO THE<br />

BACK OF YOUR<br />

HUMBLE ABODE.<br />

3<br />

THE FINAL<br />

CLINCHER IS THE<br />

NATURE OF THE ITEMS<br />

YOU COLLECT. WHO<br />

COULD DISLIKE A<br />

GAME WHERE YOUR<br />

AGENDA IS TO ‘OBTAIN<br />

THE SAUSAGE’?<br />

4<br />

THE GAMEPLAY<br />

MIGHT NOT LIVE UP TO<br />

THE ORIGINALITY OF<br />

THE SETTING, BUT IF<br />

YOU’RE INTO A BIT OF<br />

HARDCORE SPANKING,<br />

WELL, YOU’RE GOING<br />

TO LOVE THIS GAME<br />

REGARDLESS.<br />

ANSWERS<br />

1. Marvel Ult Alliance 2, issue #38, 5/10<br />

2. Bioshock Infinite, issue #83, 10/10<br />

3. SOCOM: US Navy SEALs Combined<br />

Assault, issue #3, 8/10<br />

4. The Baconing, issue #62, 7/10<br />

Above Assassin’s Creed II fronted our Reviews<br />

section and earned 9/10 for finally delivering on the<br />

first outing’s stealth-action potential. Writer Rachel<br />

Penny’s revelation about inappropriate Ezio dreams<br />

may have been a touch TMI, however…<br />

OPM TIME MACHINE<br />

5 YEARS AGO<br />

OPM #38 sawusstruckbyLightningand<br />

shivved gleefully by Ezio. We’ll be honest,<br />

we wouldn’t have had it any other way<br />

<br />

Below left It was thunderbolts and Lightning, very<br />

very frightening as we previewed Final Fantasy XIII.<br />

Below right Our man in Japan got to test drive Gran<br />

Turismo 5 at Polphony Digital. Jealousy overload…<br />

Far left In a big<br />

b-ball tip-off, NBA<br />

Live 10 earned a<br />

high scoring draw<br />

against arch-rival<br />

NBA 2K10.<br />

Left We explained<br />

how to host your<br />

very own SingStar<br />

party as part of<br />

our PS3 power<br />

user guide. Ah,<br />

they were simpler<br />

times back then.


etrostation<br />

DON’T MAKE ME PLAY!<br />

FUSE<br />

Don’t like it. Never tried it. Every month we force<br />

one of our team to play their most feared game<br />

WHO?<br />

Phil Iwaniuk spent<br />

months in the office<br />

trying to convince<br />

everyone that Fuse<br />

would be alright.<br />

They all laughed<br />

at Christopher<br />

Columbus… but they<br />

laughed harder at<br />

Mr Phil. Silly sod.<br />

INFO<br />

PUB EA<br />

DEV INSOMNIAC GAMES<br />

RELEASED 2013, PS3<br />

GET IT NOW ZAVVI,<br />

£9.98<br />

“Could you make it a bit more orange? Good. Good. Now a bit more blue? Really good. Now a bit<br />

more orange still? Now, where did we get to on the blue?” – Fuse’s art team, presumably.<br />

The year was 2013. Robin<br />

Thicke sang to us about<br />

worryingly Blurred Lines<br />

on the radio, the young folks<br />

were doing a new dance<br />

called ‘the twerk’, and a little game<br />

called Fuse was nearing release.<br />

I was genuinely excited. Excited,<br />

and completely, deliriously wrong.<br />

WHAT?<br />

I should have known something was<br />

Four-player coop<br />

shooting from<br />

preview event someone from Insomniac<br />

up when after playing the game at a<br />

Insomniac Games,<br />

asked if I wouldn’t mind saying a few<br />

minus any charm you’d words on camera for the boys in the<br />

associate with that<br />

name. Each character studio back home – this kind of thing<br />

has their own<br />

never happens. They must have seen<br />

trademark weapon a lone grinning face in the crowd<br />

that can be combined of nonplussed journos and thought:<br />

with others to… avert “That madman actually likes it! Quick!<br />

boredom. A bit.<br />

Somebody film him!”<br />

109<br />

The reviews landed shortly after and<br />

demonstrated that, yes, I was a loon<br />

<br />

IS THERE A WAY<br />

WE CAN ALL COMBINE<br />

OUR POWERS TO JUST<br />

END IT ALL? NO?<br />

to be so confident of Fuse’s quality. I<br />

vowed that day never to actually play<br />

the final incarnation – it’d be like going<br />

on holiday with your most regrettable<br />

one night stand.<br />

And yet here I am, diligently deploying<br />

a shield for my teammates in a world<br />

blue, orange, brown, brown and brown.<br />

They trade dispassionate one-liners<br />

that even the Expendables 3 writers<br />

would think twice about while the<br />

antagonists of Haze flood through<br />

every door. During boss fights, we all<br />

secretly wonder if there isn’t a way<br />

we can combine our powers to just<br />

end it all. In brief: it’s not the game<br />

I expected back in early 2013.<br />

Most disappointingly, levels don’t<br />

give you any imperative to combine<br />

your unique weapon abilities in new<br />

or imaginative ways. You’re really just<br />

sweeping them clean while wearing<br />

enormous shoulder pads. Still, it<br />

provides a welcome distraction from<br />

this Costa del Sol getaway with Mildred.<br />

The shame, it… it won’t come off…


HALL OF FAME<br />

<br />

THE DEFINITIVE GUIDE TO NEW-GEN’S GREATEST GAMES<br />

PS4 HALL OF FAME<br />

1 THE LAST OF US REMASTERED<br />

Like a full-bodied Stilton, this modern masterpiece just gets stronger<br />

with age. A starkly brutal, emotionally honest take on the end of the<br />

world, Naughty Dog’s stealth shooter is quite simply one of the best<br />

written, most wryly-paced videogames in history. This PS4 version looks<br />

astounding too, with a 1080p/60fps makeover offering a huge increase<br />

in clarity and fluency. There’s nothing last-gen about this incredible port.<br />

2<br />

NEW!<br />

DESTINY<br />

Blurring the lines between single-player<br />

shooting and co-op camaraderie, Bungie has<br />

created an epic MMO hybrid built on incredibly fluid<br />

firefights. An essential experience with friends<br />

and the perfect platform for PS4’s social features.<br />

9<br />

NBA 2K14<br />

Visual Concepts grabs new-gen by the<br />

basketballs and delivers a gorgeous, richly<br />

detailed and fanatically accurate sports ecosystem.<br />

FIFA and every other sports sim could learn plenty<br />

from its MyCareer mode as well.<br />

110<br />

3<br />

NEW!<br />

MINECRAFT<br />

Bigger, better and blockier than ever before on<br />

PlayStation, this iconic build-’em-up benefits<br />

massively from PS4’s additional power and gives you<br />

a creative playground 36 times the size of that on<br />

PS3 in which to build. Or lob TNT around, if you want.<br />

10<br />

FLOWER<br />

All the magic and wonder of That Game<br />

Company’s ethereal PSN smash is preserved<br />

and polished as it makes its way to PlayStation 4.<br />

Unless you’re anthophobic you now have no excuse<br />

not to frolic amongst its petals.<br />

4<br />

RESOGUN<br />

Capturing everything that made the shoot-‘emups<br />

of old so compelling and combining it with a<br />

sumptuous voxel-based visual presentation, Resogun<br />

should come with a health warning that reads ‘This<br />

game will consume your every waking moment’.<br />

11<br />

METRO REDUX<br />

Meet two post-apocalyptic shooters that would<br />

rather focus on character over carnage, with<br />

thoughtful pacing that borrows from the Half-Life<br />

playbook. Running at a slippery smooth 60fps, this<br />

tag team FPS package is a truly stupendous port.<br />

5<br />

FIFA 14<br />

EA Canada’s first punt at new-gen football<br />

isn’t just an outstanding recreation of the<br />

beautiful game we know and love – it also boasts a<br />

genuine step forward for the series, demonstrating<br />

an attention to detail that borders on surgical.<br />

12<br />

DIABLO III:<br />

ULTIMATE EVIL EDITION<br />

Never has dungeon-slashing looked so good.<br />

Thanks to the addition of the Crusader character<br />

and the Reaper Of Souls expansion content, this is<br />

the definitive edition of one hell of a hack ‘em up.<br />

6<br />

TOWERFALL ASCENSION<br />

You haven’t lived until you’ve enjoyed a fourplayer<br />

free-for-all in this instant couchplay<br />

classic. The solo campaign is fine by itself, but almost<br />

nothing beats the arrow-grabbing, death-defying<br />

last-second kills of local multiplayer’s mayhem.<br />

13<br />

FINAL FANTASY XIV:<br />

A REALM REBORN<br />

It took three goes to finally make the FF MMO<br />

fans have always wanted, but A Realm Reborn is the<br />

one that finally nails it. Vast, complex and a marked<br />

step up in visuals, this is PS4’s premier online world.<br />

7<br />

DON’T STARVE<br />

Gather up resources and the unravelling<br />

threads of your own sanity in this merciless<br />

survival sim from Klei Entertainment. Don’t let the<br />

cute animation fool you – Don’t Starve will make you<br />

suffer. And you’ll love every moment of it.<br />

14<br />

STRIDER<br />

Hot off the heels of DuckTales: Remastered on<br />

PS3, Capcom strikes retro gold once again with<br />

this slice of frantic side-scrolling action. Cling<br />

to any surface and cut any enemy in half through<br />

levels teeming with power-ups and secret paths.<br />

8<br />

RAYMAN LEGENDS<br />

As if this beautifully animated platformer<br />

wasn’t attractive enough, now it’s on PS4 and<br />

pulling our heartstrings all over again. Bursting with<br />

humour, colour and plenty of gibberish, this is the<br />

definitive version of a platforming heavyweight.<br />

15<br />

VALIANT HEARTS:<br />

THE GREAT WAR<br />

Poignant in a way that neither belittles nor<br />

mishandles the sensitive nature of its WW1 setting,<br />

Ubisoft Montpellier’s side-scrolling puzzler is as likely<br />

to induce smiles as it is to turn on the waterworks.


16<br />

17<br />

18<br />

19<br />

20<br />

21<br />

22<br />

23<br />

24<br />

<br />

WOLFENSTEIN:<br />

THE NEW ORDER<br />

Forget castles and slaughtering swastikawearers,<br />

this is an entirely different breed of<br />

shooter. Superbly paced, reflective and genuinely<br />

moving, Wolfey is a beautifully mournful FPS.<br />

ASSASSIN’S CREED IV:<br />

BLACK FLAG<br />

Ubisoft Montreal’s historically flirtatious<br />

murder sim trades the landlocked provinces of<br />

previous entries for an open ocean, a galley full<br />

of sea shanties and plenty of wrist-blade action.<br />

INFAMOUS: SECOND SON<br />

Sucker Punch brings the open-world antics of<br />

the inFamous series to the home of grunge in<br />

search of superhuman nirvana. Filled with enough<br />

special powers to shake a beanie at, Second Son is a<br />

welcome addition to the PlayStation-exclusive family.<br />

METAL GEAR SOLID V:<br />

GROUND ZEROES<br />

It may be short, but Snake’s latest outing is<br />

packed to the gills with stealth, secrets and multiple<br />

pathways. Wisely taking a few cues from the Splinter<br />

Cell series, it’s a fine teaser for The Phantom Pain.<br />

TRANSISTOR<br />

Supergiant Games takes all the momentum<br />

from debut knockout Bastion on PC and uses<br />

it to deliver a wonderland of sights and sounds<br />

wearing an action-RPG’s clothing. Or, to put it<br />

another way: pretty songs and a talking sword.<br />

OUTLAST<br />

Otherwise known as the first-person horror<br />

your bowels love to hate. With nothing more<br />

than a video camera and a steady drip of adrenaline,<br />

will you choose to run and hide in the deadly asylum<br />

or attempt to shriek your assailants to death?<br />

ROGUE LEGACY<br />

Dear lord it hurts sooo bad. Thankfully, in this<br />

PC-turned-PS4 indie, you cherish pain. Set<br />

in a castle that resets its layout every time your<br />

character bites it, the unrelenting challenge<br />

means the victories are gloriously rewarding.<br />

CALL OF DUTY: GHOSTS<br />

Infinity Ward returns to the franchise it defined<br />

all those years ago and pulls off one of the most<br />

rewarding shooters on PlayStation. A Zombiesesque<br />

alien Extinction mode complements a robust<br />

set of solo and multiplayer offerings.<br />

SPORTSFRIENDS<br />

Without plenty of DualShock 4 pads, PS Move<br />

controllers and – more importantly – actual<br />

friends, this one’s a non-starter. If you can gather<br />

the required bodies and hardware, be prepared for<br />

the silliest, most physical party game collection ever.<br />

MENAGE-A-JEUX<br />

Personal picks<br />

The games that we – and you –<br />

hold in the highest regard<br />

Team OPM<br />

R e a d e r<br />

Developer<br />

retrostation<br />

THE DARKNESS II<br />

Dom Reseigh-Lincoln is happily wishboning<br />

wiseguys in Digital Extremes’ comic sequel<br />

Despite falling head over heels for Starbreeze’s<br />

original Hell holiday, it’s taken me a few years<br />

to finally give its cel-shaded successor a whirl<br />

– and boy, have I got egg on my face. (Oh wait,<br />

that’s not egg, that’s viscera! *vomits*) With Mike<br />

Patton screeching in my ears, and the power to<br />

impale, eviscerate and decapitate everything, I’m<br />

back in the saddle like an honorary Estacado.<br />

SILENT HILL 2<br />

Jennifer Hayton’s got a serious case<br />

of the chills – and they’re multiplying…<br />

Atmospheric, tense, and scary – the second<br />

Silent Hill is one of the finest examples of survival<br />

horror in gaming. It’s a real triumph, especially<br />

through its story, which is beautifully crafted<br />

and well executed. Silent Hill 2 is an emotional<br />

rollercoaster that serves as a reminder that<br />

games are just as much an art form as any other<br />

format. I still get goose bumps when I play it.<br />

ATMOSPHERIC, TENSE AND<br />

SCARY – IT’S THE BEST EXAMPLE<br />

OF TRUE SURVIVAL HORROR.<br />

FLOWER<br />

Sumo Digital senior designer Jonathan<br />

Christian puts his petal to the metal<br />

I love Flower, because among other things<br />

it’s just so relaxing to play. There aren’t many<br />

peaceful games out there if I’m honest, and in<br />

addition it has a really nice emotional edge to it.<br />

It boasts a minimalist story, but its plot is still<br />

given life via the journey you take through the<br />

game’s many locations. I really love those cool<br />

little concepts that really stay with you.<br />

111<br />

25<br />

KILLZONE: SHADOW FALL<br />

Guerrilla’s future war touches down on<br />

PlayStation 4 and brings with it an atmospheric<br />

single-player campaign and a fully customisable<br />

multiplayer that’s bursting with replayability.<br />

War has never looked so good.<br />

With its sedate pace and peaceful settings, Sumo Digital’s<br />

Christian likes nothing better than a bit of floral-based chill time.


HALL OF FAME<br />

<br />

THE ESSENTIAL COLLECTION OF LAST-GEN CLASSICS<br />

PS3 HALL OF FAME<br />

1<br />

GRAND THEFT AUTO V<br />

No game could live up to the pre-release hype that surrounded<br />

Rockstar’s latest open-world effort, and yet somehow expectations<br />

were surpassed by the phenomenal final product. The largest entry in<br />

the series is also one of the most ambitious games ever, but its fusion<br />

of thrilling missions, entertaining characters and scathing satire looks<br />

effortless. There can be no better way to bring a generation to a close.<br />

112<br />

2 UNCHARTED 2:<br />

AMONG THIEVES<br />

The game that sparked a million mancrushes,<br />

with a perfectly pitched script, crunchy combat<br />

and set-pieces like no other. In three words:<br />

unprecedented. Unequalled. Uncharted.<br />

9<br />

CALL OF DUTY 4:<br />

MODERN WARFARE<br />

Simply the finest COD ever made. From that<br />

nuke to Captain Price’s mesmerising ghillie suit<br />

stealth mission, few games can match Modern<br />

Warfare’s thrilling scripted spectacle.<br />

3<br />

4<br />

5<br />

RED DEAD REDEMPTION<br />

A near-perfect open-world fusion of engaging<br />

storytelling, truly compelling characters and<br />

a living environment ripe for experimentation.<br />

No sandbox since has got us quite so invested,<br />

and the bold ending still resonates to this day.<br />

THE LAST OF US<br />

PS3’s premier developer proves a misbehaving<br />

pooch can learn new tricks in this extraordinary<br />

apocalyptic adventure. Blending intense horror,<br />

ferocious shooting and a wonderful script, this<br />

is one of the most emotive games in history.<br />

JOURNEY<br />

This charming two-hour voyage crafts an<br />

incredible, immersive narrative and a genuine<br />

emotional connection using little more than nearsilent<br />

figures, marvellous sand physics and floating<br />

pieces of cloth. A remarkable and unique experience.<br />

10<br />

11<br />

12<br />

BATMAN: ARKHAM CITY<br />

The most compelling bit of Bats action money<br />

can buy… that doesn’t involve Heath Ledger’s<br />

Joker. Thanks to an acutely detailed open-world<br />

chunk of Gotham, Rocksteady’s classic is simply<br />

the best superhero game ever made.<br />

BRAID<br />

If you want to make the argument that games<br />

are art, then Jonathan Blow’s Braid is the<br />

place to start. An achingly beautiful hand-drawn<br />

style combines with brilliant but brutal time-bending<br />

puzzles to create something truly special.<br />

THE WALKING DEAD:<br />

SEASON ONE<br />

With the first season of this episodic zombie<br />

franchise now drawn to a close, it stands among<br />

the best downloadable games ever with emotional<br />

ties and tangible consequences for your actions.<br />

6<br />

BIOSHOCK INFINITE<br />

Perhaps the best narrative team of the entire<br />

generation brings one of its finest series to<br />

a staggering climax. The original game would be<br />

well deserving of a place, but the mind-boggling<br />

revelations here run a whole lot deeper.<br />

13<br />

HEAVY RAIN<br />

From controversial purveyor of interactive<br />

cinema, David Cage, comes this psychological<br />

thriller that plays like no other game on the system.<br />

So many games promise real consequences to your<br />

actions, but none deliver like this masterpiece.<br />

7<br />

MASS EFFECT 2<br />

While Bioware’s trilogy-ender sends Shepard<br />

out in fine style, it’s the middle slice of the<br />

delicious sci-fi sandwich that remains its best.<br />

A brilliantly scripted action-RPG, the closing<br />

‘suicide mission’ provides an incredible finale.<br />

14<br />

DARK SOULS<br />

Akin to nothing else you’ve ever played.<br />

It may be as impenetrable as an Amish girl’s<br />

undercrackers, but persevere and there’s a<br />

brutal and beautiful challenge within that you<br />

will never, ever forget.<br />

8<br />

METAL GEAR SOLID 4:<br />

GUNS OF THE PATRIOTS<br />

The most gleefully playful and imaginative<br />

stealth game ever. Whether you’re watching a<br />

monkey slurp soda or revisiting the site of the PS1<br />

original, no game honours its past so poignantly.<br />

15<br />

ASSASSIN’S CREED II<br />

Undoubtedly the finest entry in one of PS3’s<br />

foremost franchises, this is the realisation of<br />

all the promises made in the original. An engaging<br />

lead character, open-ended hits and diverting sidemissions<br />

are what this series should be about.


YOUR EVERY NEED FOR ON-THE-GO GOODNESS<br />

PS VITA HALL OF FAME<br />

1<br />

VELOCITY 2X<br />

A ludicrously enjoyable puzzle/platformer hybrid<br />

that should come with a health warning. So joyous is<br />

the side-scroller’s twin-stick teleporting, there’s a<br />

danger you may well grin your face clean off the bone.<br />

Masterfully designed, with arguably the best control<br />

scheme on PS Vita, Velocity 2X is utterly essential.<br />

2<br />

PERSONA 4: GOLDEN<br />

This thoughtful and unique JRPG<br />

epic gives you another stab at high<br />

school – only this time with intrigue<br />

and superpowers instead of nerves,<br />

acne and an unpredictable vocal register.<br />

9 LUFTRAUSERS<br />

Ridiculous flying of the highest<br />

order from Dutch indie studio<br />

Vlambeer. High scores come not just from<br />

skill, but cunning combinations of plane<br />

parts, making for double the satisfaction.<br />

3<br />

FEZ<br />

Gomez charms you instantly with<br />

his perspective-shifting puzzles and<br />

pin-sharp pixel-art, then blows your mind<br />

with a world of secret languages, hidden<br />

areas and beguiling background tunes.<br />

10 FINAL FANTASY X/X-2<br />

HD REMASTER<br />

Two examples of JRPG royalty,<br />

lovingly restored to their former glory for<br />

your portable pleasure. Their new touch<br />

controls are – gasp! – a welcome addition.<br />

113<br />

4<br />

VIRTUE’S LAST<br />

REWARD<br />

This visual novel/puzzler just gets<br />

better over its 40 hours. The dialogue’s<br />

engaging, and however tough it gets,<br />

you’re never left rage-scouring for clues.<br />

11<br />

METAL GEAR SOLID<br />

HD COLLECTION<br />

Two of PlayStation’s finest<br />

adventures scale down beautifully, with<br />

enough cutscenes to fill a transatlantic<br />

flight. Even less excuse not to play, then.<br />

5<br />

GRAVITY RUSH<br />

Use a gravity-defying cat to break<br />

the laws of physics and zoom across<br />

the skies of a floating steampunk city.<br />

With stylish comic-book looks and a sassy<br />

heroine, this is a rush to remember.<br />

12<br />

UNCHARTED:<br />

GOLDEN ABYSS<br />

Drake proves he’s just as adept at<br />

adventuring on the go. A prequel story<br />

that’s classic jungle action, and crammed<br />

full of typical Uncharted charm.<br />

6<br />

LITTLEBIGPLANET<br />

Sackboy’s back, smaller but just<br />

as loveable as ever. His platforming<br />

antics work perfectly on Vita, and the<br />

new control inputs complement the<br />

level creator brilliantly. Also: d’awwww.<br />

13<br />

TEARAWAY<br />

More crafty platforming from Media<br />

Molecule, this time using the Vita’s<br />

controls to surprise and delight you in<br />

new ways for hours on end – all within<br />

its pretty-as-a-picture papercraft world.<br />

7<br />

LUMINES: ELECTRONIC<br />

SYMPHONY<br />

Part block puzzler, part mobile disco,<br />

this is as certain to have you nodding<br />

along to ace choonage as it is to keep you<br />

returning for more reflex-testing action.<br />

14<br />

RAYMAN ORIGINS<br />

He of no limbs finds the perfect<br />

home on Vita’s handheld screen.<br />

Beautiful visuals and flawless platforming<br />

make Rayman a handheld delight of quirky<br />

cartoon ridiculousness.<br />

8<br />

TXK<br />

Arcade legend Jeff Minter updates<br />

a 20-year-old Atari Jaguar blaster<br />

and creates one of the platform’s best<br />

games in the process. TXK is an essential<br />

onslaught on the senses.<br />

15<br />

FIFA FOOTBALL<br />

The sequel’s a shameful rip-off<br />

that only updates kits and rosters,<br />

so unless you find them both for the<br />

same price, this entry is still the best<br />

way to get a footy-on-the-move fix.


PARTING SH T<br />

<br />

Celebrating PlayStation’s finest moments<br />

No.19<br />

Fairgrounds for dismissal<br />

Revelling in Bioshock Infinite’s invigorating carnival<br />

Last<br />

Month<br />

Shadow<br />

Of The<br />

Colossus<br />

Take flight<br />

with the most<br />

incredible<br />

boss on PS2<br />

as you ride<br />

Phalanx.<br />

FORMAT PS3 / PUB 2K GAMES / DEV IRRATIONAL GAMES / RELEASED 2013 / SCORE 10/10<br />

Life moves pretty fast. If you<br />

don’t stop and look around<br />

once in a while you could<br />

mis… aaaand Booker’s been<br />

pole-axed by the Songbird again.<br />

Terrific. Day to day existence in<br />

Columbia – thanks to the constant<br />

intervention of murderous cult<br />

members and 70 ton mechanical<br />

budgies – shifts along at quite the<br />

pace. So praise be to the almighty<br />

Comstock for that fairground bit.<br />

Bioshock Infinite’s opening hour<br />

is simply masterful. It’s a joyous<br />

synergy of mystery and theatre<br />

that carries real spiritual weight<br />

as you find yourself reborn in a<br />

skyward city. Ken Levine’s shooter<br />

has the power to shake your<br />

emotions out of FPS apathy long<br />

before carnage ever erupts among<br />

those rolling clouds.<br />

No moment sums up this expert<br />

authorship over atmosphere<br />

better than Booker DeWitt’s trip<br />

to Columbia’s fairgrounds. After<br />

going through a twisted baptism,<br />

your hero has to contend with<br />

all the sights, sounds and creepy<br />

clowns of the carnival. Breathless<br />

salesman trying to hawk Vigors;<br />

a humiliated Handyman being<br />

paraded in front of the gawking<br />

masses like a mechanised King<br />

Kong; crooked games that rekindle<br />

warm memories of candy floss<br />

and ring toss. Columbia’s fair is<br />

a completely intoxicating detour<br />

from the inevitable havoc and<br />

headshots that await.<br />

Whether using the Bucking<br />

Bronco ability to ‘Cast Out The<br />

Devil’ in one stall or unloading on<br />

tin Sky-Line Vox targets in another,<br />

the carnival also subtly teaches<br />

you the game’s superpowered<br />

mechanics. Yet because of that<br />

commitment to atmosphere and<br />

a sense of place, this is one setpiece<br />

that can never be accused<br />

of tutorial blandness. Fair play. <br />

Next<br />

Month<br />

Half-Life 2<br />

Celebrate an<br />

iconic gaming<br />

gun as Gordon<br />

Freeman earns<br />

his physics<br />

degree in<br />

Ravenholm.


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WE CAN ONLY FIT SO<br />

MANY WORDS INTO THE<br />

PAGES OF OPM WITHOUT<br />

ART ED MILF SLIPPING<br />

CYANIDE INTO OUR<br />

MORNING CUPS OF TEA,<br />

SO OFTEN WE JUST USE<br />

A FRACTION OF THE<br />

QUOTES WE GET FROM<br />

LENGTHY INTERVIEWS.<br />

UNTIL NOW. WELCOME<br />

TO OPM’S FIRST UNCUT<br />

COLLECTION OF SOME OF<br />

THE BEST DEV CHATS<br />

WE’VE HAD IN THE PAST<br />

FEW MONTHS…<br />

THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

<br />

03


THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

04<br />

<br />

Arkham City and the stakes are<br />

growing all the way through…<br />

it’s not just Batman versus<br />

BATMAN:<br />

Joker, there are all of these other<br />

agendas coming in from other<br />

ARKHAM KNIGHT<br />

super villains. Now with Batman<br />

Arkham Knight we have got<br />

all-out warfare on the streets<br />

as the Arkham Knight’s forces<br />

have occupied Gotham City.<br />

Batman’s fight back begins with<br />

DAX GINN<br />

the Batmobile and the onboard<br />

BRAND PRODUCER<br />

functionality and artillery that<br />

brings. So throughout all three<br />

games, yeah, we’ve seen it as<br />

climbing this ladder of escalation<br />

leading to the ultimate showdown, the fight for Gotham<br />

City itself.<br />

OPM: You’ve created a new character in the Arkham<br />

Knight, which is a very brave decision. How scary is it<br />

knowing that he has to survive in the DC universe and<br />

belong there?<br />

Dax Ginn: Absolutely terrifying. Creating Arkham<br />

Knight was an absolutely terrifying process because of<br />

the expectation of new super villains within the Batman<br />

universe. So from the perspective of us as developers, we<br />

had a very clear idea what sort of role and function he<br />

would play in the game, but it was really the collaboration<br />

with DC and talking to them about the visual design,<br />

marrying up the visual appearance with the functional<br />

purpose of this character, that I think really brings the<br />

Arkham Knight to life as a character.<br />

OPM: In terms of visuals and scale you’re doing things<br />

with PlayStation 4 consoles that nobody else seems to<br />

be doing. How are you achieving it?<br />

DG: It’s hard to say but, without going into the technical<br />

side of it (because that is just magic to me), from the<br />

design and conceptual side of it it’s about deciding where<br />

you go crazy with the horsepower that you have at your<br />

disposal. So you can’t go crazy with everything because<br />

the world will just blow-up if you do that, so we’ve<br />

decided, ‘okay let’s go crazy with the Batmobile; let’s<br />

make sure it drives at insane speeds, let’s make sure it<br />

can transform and have all this additional functionality<br />

like you see in Battle Mode’. The world itself as Gotham<br />

City, let’s not try and create an entire city – even though<br />

we have – let’s focus on the environment and the<br />

atmosphere and the emotion of that city. So the rain, the<br />

reflections of neon signage on the puddles… Getting the<br />

feeling of Gotham right, and making very clear creative<br />

choices about how we use that horsepower, that’s critical.<br />

OPM: The one thing we enjoy most about the Arkham<br />

games’ pacing is the sense of escalation. Did you feel<br />

the Batmobile was required to continue that sense<br />

without hamstringing Batman again and stripping away<br />

all of his powers?<br />

DG: You absolutely nailed it. That’s the way that<br />

we’ve thought about Arkham Asylum to Arkham City<br />

to Arkham Knight, as an escalation. Going from the<br />

claustrophobia of the kind of maze of Arkham Asylum,<br />

blasting it out into a more open-world structure within<br />

<br />

OPM: The inclusion of a vehicle is a bold move – in years<br />

gone by we’d roll our eyes at long running shooter<br />

series adding lame ‘vehicle levels’ to try and spice<br />

things up. So how have you ensured it feels right and is<br />

a suitable addition to the Arkham series?<br />

DG: The most important thing for us is that it didn’t<br />

feel like those games that you just kind of mentioned.<br />

It needed to be integral to the Batman experience rather<br />

than just, ‘oh here’s a driving section that we’ve bolted<br />

on’. So integrating Batman’s navigation and offensive<br />

capabilities with the Batmobile is really the key to<br />

that. You can gain more altitude and glide at faster<br />

speeds if you eject out of the Batmobile. You can take<br />

defence when you’re under attack by jumping inside the<br />

Batmobile. You can use it in ways that Batman wouldn’t<br />

be able to, to progress, if it was just him on his own. So<br />

giving players a game world in which there’s a whole<br />

range of brand new challenges that they can’t conquer<br />

just being Batman alone, you have to use this new...<br />

effectively it’s a massive gadget in order to progress, and<br />

that was really the key. We had to really think and rethink<br />

how we design the game world and how we design<br />

puzzles, and really rethink every aspect of our game<br />

progression to ensure the Batmobile felt really natural.<br />

OPM: Did you bring anybody with driving or racing game<br />

experience into the team for the Batmobile sections?<br />

DG: The crazy thing is, it was just natural talent. So the<br />

lead gameplay programmer Adam Doherty, who I have<br />

to give massive props to, he has been the programmer<br />

who has controlled Batman ever since day one in Arkham<br />

Asylum. So everything about Batman’s movement and<br />

abilities and gadgetry has been his vision in collaboration<br />

with Sefton Hill, the game director. When we were<br />

thinking about the Batmobile we were all like, ‘well is this<br />

a car or is this just an extension of Batman? How do we<br />

WE SEE THE WHOLE<br />

SERIES AS AN ESCALATION<br />

THAT LEADS TO THE ULTIMATE<br />

SHOWDOWN – THE BATTLE<br />

FOR GOTHAM ITSELF.


want this to feel?’ And of course the natural reaction is<br />

In terms of what we want to learn, we’re watching all<br />

to treat it like a car, but we were like, ‘no it’s got to feel<br />

the forums. There’s a lot of telemetry to make sure that<br />

like an extension of Batman’. So we gave that job to Adam this is as tight and graded a game as it can be. In terms<br />

Doherty so that he could approach the behaviour of the<br />

of actual content, that’s how are people starting to use<br />

Batmobile as if it was a character. And I think that’s why all the toys that we’ve developed, and what surprises or<br />

the two of them feel so perfectly married to one another, great moments can we take advantage of so we can do<br />

because it’s the same kind of creative and technical drive even more of that before we ship? And then, obviously,<br />

that we’ve been pumping into Batman all these years, just practically launching a game of this scale worldwide is an<br />

applied to a vehicle. It’s crazy that that’s what we did, but incredibly complicated endeavour and one that has bitten<br />

looking back it was totally the right decision.<br />

many people, including us, before, so we want to go big<br />

and early and learn a lot about what can we do to make<br />

our infrastructure as strong as it can<br />

possibly be so people get the smooth<br />

launch they deserve.<br />

BATTLEFIELD<br />

HARDLINE<br />

IAN MILHAM<br />

CREATIVE DIRECTOR<br />

OPM: Do you feel lessons have been<br />

learned from Battlefield 4’s troubled<br />

launch last year?<br />

IM: We had some pretty hard lessons,<br />

of course. I think there’s been a ton<br />

of work put into Battlefield 4 before<br />

and since its launch. All of that<br />

work, some of which we did, will be<br />

coming into what we’re doing, of<br />

course. You could say that, yes, we are<br />

extra vigilant to make this launch as<br />

smooth as possible.<br />

THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

OPM: So the cops versus robbers theme is a bit of a<br />

departure from the Battlefield most people are familiar<br />

with. What was the thinking behind the theme?<br />

Ian Milham: Well it was multi-parts. One part was just<br />

that it’s awesome we (Visceral) get to make a Battlefield<br />

game, but Battlefield already exists and it doesn’t feel like<br />

it’s fair play to just make the same game again. So let’s<br />

change it up. And then we started thinking about what<br />

we wanted to do, and it felt like cops and criminals –<br />

relative to how popular it is and how much we all played<br />

it as kids in the backyard – just doesn’t show up that<br />

much. And in a sea of science fiction it would actually<br />

stand out and be nice and accessible and cool.<br />

The other thing I like about cops and criminals is that<br />

everybody can immediately help me design this game.<br />

Like right now. You could. Because everybody comes<br />

along and goes, ‘well what do I want to do?’ What are all<br />

the cool cop things that we would do? What are all the<br />

cool criminal things we want to do? I want to rob banks…<br />

I want to use the word ‘perp’… I want to go whoop with<br />

the siren… Like all that stuff. The list of fantasy moments<br />

to deliver on are right there and it’s not that difficult to<br />

explain to anybody.<br />

OPM: What are you hoping to learn from the public’s<br />

experiences with Battlefield, such as the Beta test?<br />

IM: Well there’s a couple of sides. There’s what we want<br />

the public to learn and what we would like to learn. I<br />

think, as gamers ourselves, we’ve all had an experience<br />

where we’ve seen a really sexy trailer. And then we’re<br />

disappointed with the final result and the game. And so,<br />

we wanted the public to see that this is a real thing. And<br />

you can play right now. We wanted to share it.<br />

<br />

OPM: What would you say is the Visceral Games stamp<br />

on this Battlefield?<br />

IM: Well I think what we have really had fun doing before,<br />

and would like to do again, is creating rich, emotional<br />

worlds. People think you need to make up a whole lore<br />

and a fiction and all that kind of stuff to do that, and<br />

we’ve done that before – I think we did it pretty good –<br />

but we like doing it in general. I really love it when all the<br />

things come together to create a sort of fantasy feeling<br />

or an emotional experience. Be that in the single-player<br />

mode, which is of course near and dear to our heart, or in<br />

the multiplayer, where it’s not just always the exact same<br />

modes or always the exact same thing, we can do things<br />

where, with the music, with the voices, with the sounds,<br />

with the look, it really feels emotionally rich and fun. I<br />

think that’s something that we’ve done before that we’d<br />

like to do again.<br />

OPM: Was the transition to a first-person perspective a<br />

difficult one to make?<br />

IM: It’s a monstrous challenge. There’s no question<br />

about that. I don’t know if it’s necessarily harder, it’s<br />

just different. And it’s a different type of game and we’ve<br />

tried to be humble from the beginning. I think we’re<br />

pretty good game makers but you’ve got to watch out.<br />

You can’t get cocky. So we’ve tried to be humble from<br />

the beginning. We’ve spent a ton of time with DICE, who<br />

obviously are the experts in Battlefield, and a lot of those<br />

guys have been there since day one. So learning all about<br />

what makes Battlefield Battlefield and transitioning to all<br />

that stuff…<br />

First-person in general? It’s a different type of game<br />

but I think we’ve spent a lot of time making sure we get<br />

it right. We’ve had a bunch of people join the studio that<br />

have multiplayer and first-person shooter experience, so<br />

I think the results are turning out pretty good.<br />

05


THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

06<br />

<br />

OPM: Did you ever consider making it in third-person?<br />

IM: To be honest, nope. The idea was not to make a<br />

spin-off or an off-year or some sort of other thing for<br />

Battlefield. This is to make a full and proper Battlefield<br />

THE CREW<br />

game. And so I think third-person would be a reinvention<br />

farther than we needed to go for this. I don’t know, I<br />

think that it’d be kind of cool, but that’s not in the plans<br />

for this.<br />

OPM: What have you enjoyed most when you’ve been<br />

playing Hardline in the office?<br />

IM: Well, what’s really been great is the way in which we<br />

continue to be surprised by it, because [of] the alchemy<br />

of all the different crazy things that can happen in<br />

Battlefield with the physics system, with those vehicles,<br />

with all of those different gadgets and things going on,<br />

and a world with all that potential of giant tall buildings<br />

and underground and everything. It’s not like there’s a<br />

single sequence that we keep loving, what I keep loving is<br />

how we play the game for two hours every day and there<br />

are still big surprises and things that happen where you<br />

go, ‘Oh my God, did you see that? I didn’t even know that<br />

was possible!’<br />

Seeing people getting to the tops of buildings that we<br />

didn’t intend for them to get to the top of… Learning<br />

how to do all these kinds of crazy tricks and things that<br />

happen… To me it’s the constant sort of emergent ‘only<br />

in Battlefield’ moments that make me so happy.<br />

OPM: And given some of the videos that emerged from<br />

previous Battlefields, where people dive out of jets to<br />

rocket somebody and hijack another plane in midair,<br />

can you comprehend what you might see when the<br />

community gets hold of it?<br />

IM: I’m very excited. That’s the other really great thing<br />

that we’re getting out of the Beta: people are playing it<br />

right now. You know they only have the one map and<br />

a subset of the weapons and game modes, but we’re<br />

already seeing all kinds of amazing stuff, which is really<br />

gratifying and unusual to get a taste of so early. I think<br />

some of the things we’ve been doing in terms of the<br />

zipline and the grappling hook, there’s definitely going to<br />

be possibilities [for mirth] there. I’ve already seen some<br />

funny videos.<br />

OPM: We’ve got to ask – with Visceral now developing<br />

Battlefield, is this the end of Dead Space?<br />

IM: I would love to make more Dead Space. It’s certainly<br />

not dead. For a lot of us, that game holds a special place<br />

in our hearts and represents a lot of what we stand for as<br />

game makers. And I think there’s a lot more stories and<br />

adventures that could happen in the Dead Space universe,<br />

so that would be really cool to do. Right now at this role,<br />

this is our primary priority, and we’ve also got our really<br />

awesome Star Wars project bubbling. But we’re always<br />

working on several things, so Dead Space could be part of<br />

the future for sure.<br />

<br />

JULIAN GERIGHTY<br />

CREATIVE DIRECTOR<br />

OPM: The Crew’s scale is very impressive. Did you ever<br />

think you were taking on too big a job by mapping all of<br />

North America?<br />

Julian Gerighty: The way I see it is, if we create<br />

something that’s really compelling and not a hostile<br />

environment, but an environment that’s inviting too,<br />

with lots of little challenges… I’m a dad. I don’t have<br />

three hours consecutively to play on the game, so I<br />

love having small challenges that give me a sense of<br />

completion too. It’s big, but if we didn’t fill it with stuff,<br />

it’d feel a little bit empty.<br />

OPM: What cool things have you hidden in and around<br />

the gameworld?<br />

JG: The coolest thing for me is that we’ve hidden car<br />

parts in the world. Once you collect them all you get<br />

another free car basically. And the cars are kind of cool<br />

and kind of fun, like a Hot Rod or something like that.<br />

Those extras for me are the ones that work the best.<br />

OPM: Are we right in thinking you have missions in the<br />

game that last up to two hours?<br />

JG: Up to four hours. We’ve got different kinds of<br />

missions. We’ve got a linear storey, which is linear with<br />

branches that guides you from Detroit and around the US<br />

until you get to Los Angeles. And that’s fun and it’s cool,<br />

but I know that a lot of people don’t necessarily want<br />

to be stuck to something that’s linear, to a structure like<br />

that. Some people need it, other people don’t really want<br />

it. So we’ve filled it in with lots of different other races<br />

and challenges and PvP missions.<br />

Some of my favourite missions are the ones that are<br />

really extreme. And the most extreme one we have, pretty<br />

much, is a four hour mission. It’s the circumference of<br />

the States. And those are really fun. I know that 1% of<br />

people are going to play them, but that’s okay. We can


still make that for that 1% of people who are adamant on<br />

We didn’t have that option. So we put it in. It’s an<br />

trying everything in the game.<br />

easy option to do: turn-off all the HUD and all he did was<br />

drive around the States. That was it. He was like, ‘okay<br />

I haven’t been down this road, I haven’t done this’. And<br />

that’s awesome. Again, underlining the fact that people<br />

want to play these games their way, and that’s kind of<br />

cool to be able to do that.<br />

OPM: It’s good to hear you’re not afraid to cater to the<br />

minority. Is that philosophy you put into everything?<br />

JG: I think it is. The way I like to think we really started<br />

working on this was looking at how can we give content<br />

for all different types of players. So if you want to play<br />

single-player solo you can do that. If you want to play<br />

synchronously there’re lots of ghosts. Every single skill<br />

in the game, and there are 500, has a ghost associated to<br />

it, with bronze, silver and gold medals. As soon as you<br />

break a friend’s record you can send him your ghost. It’s<br />

the same thing for co-operative play; you can play every<br />

single mission co-operatively. PvP is either Crew versus<br />

Crew, or it’s individuals. So every single thing is tailored<br />

to the way that you want to play.<br />

OPM: Plus you’ve got, what, six different car classes?<br />

JG: It’s actually five, plus Full Stock; Full Stock being the<br />

base dealership style car, the stuff that you’ll buy from<br />

a warehouse or a dealership and you drive it out and it’s<br />

got no modifications whatsoever. Then you’ve got Street<br />

spec which is all about street racing: very fast, but very,<br />

very agile. Endurance, which opens up rally style driving<br />

and off-road driving: very good at sliding, the Colin<br />

McRae sort of experience. Then you’ve got Perf which is<br />

super fast but you’re sacrificing some of your handling<br />

on asphalt. Raid: full off-road – you don’t even need a<br />

road. And then circuit: race cars.<br />

OPM: What area of the States excites you the most to<br />

drive around?<br />

JG: For me, Miami.<br />

OPM: Why?<br />

JG: I think there’s a visual complexity and a warmth<br />

in the art direction that we’ve got, which I really love.<br />

Just outside of Miami you’ve got the Everglades and<br />

the Everglades are gorgeous to drive around. You’ve<br />

got the Keys, with the bridges True Lies made famous.<br />

You’ve got the Bayou closer to New Orleans, which<br />

is magnificent to drive into. So, there’s a little bit of<br />

asphalt… There’s a little bit of off-road… There’s a lot<br />

of different stuff there, and it’s all really warm and fun<br />

to drive.<br />

OPM: There was a mini explosion online a few months<br />

ago regarding microtransactions. Tell us about The<br />

Crew and microtransactions…<br />

JG: There are microtransactions. I was very surprised at<br />

this [explosion], because one of the things that I really<br />

want to put forwards and is very important to me is<br />

generosity in terms of content. We’ve lots and lots of<br />

content. There are seventy PvP missions. There’s 80<br />

normal missions that you can play solo or co-operatively.<br />

There’s over 500 skills. There’re hundreds of collectibles.<br />

All of that, plus I’d like to deliver content packs postlaunch<br />

for free; more races, more activities.<br />

The one thing that we’re giving players the option<br />

to purchase, if they want, is cars or parts for their cars.<br />

You’re always going to be level capped by your player<br />

level so it’s not pay-to-win at all. It’s very similar to what<br />

you have in a Battlefield with a kit purchase or something<br />

like that.<br />

But you know it makes for a good article that you click<br />

on and whatever. I’m super sensitive to it because I’m an<br />

old-school console guy, not a PC guy, and I come from<br />

the age where you had a cheat code to unlock something<br />

and you didn’t micro-transaction it. I’m super sensitive<br />

to that but I completely understand the concern; it’s a<br />

concern of ours too. But the attitude that we have is it’s<br />

only going to be there if you feel that you need to push<br />

the experience or you don’t think that you want to wait<br />

until a little bit later on to drive one of the end-level cars.<br />

DEAD<br />

ISLAND 2<br />

THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

OPM: It might seem odd to ask this barely a year into a<br />

console life cycle, but considering you’re doing so much<br />

are you hitting any hardware limitations?<br />

JG: There’re lots of things that I think we’d love to do<br />

and that we thought we’d better cut because we want<br />

to launch and don’t want to keep developing. There’re<br />

lots of little things that we’re putting in, continuing to<br />

put in, that are basically feedback from the community.<br />

We had a super-hardcore simulation fan come in, and<br />

he was playing the game and he didn’t want to do any<br />

of the challenges. He didn’t want to do any of the, let’s<br />

say, normal gameplay, with rules and success or fail<br />

conditions. What he wanted to do was just drive around.<br />

So we got into a full stock vehicle, no modifications,<br />

no anything, didn’t spend any money upgrading it. Got<br />

inside it, put him in the cockpit view and asked us if he<br />

could turn off all of the HUD.<br />

MICHAEL KEMPSON<br />

PRODUCER<br />

OPM: Yager and Dead Island. Talk us<br />

through it – how did it happen?<br />

Michael Kempson: Yeah it was really<br />

fortuitous actually. We were coming<br />

towards the end of Spec Ops: The Line’s<br />

production and just as it happened that’s<br />

when Dead Island 1 launched. It was<br />

<br />

07


THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

08<br />

<br />

the game in the office – we’ve got lots of retail kits and<br />

WE GOT TO A PLACE<br />

couches and stuff where you can play, and that was the<br />

game everybody was playing for weeks and weeks and<br />

weeks after launch. It wasn’t released in Germany, so it<br />

was even extra special to get copies of it in so everyone<br />

can play, so there was that factor...<br />

OPM: If it didn’t come out in Germany did you order in a<br />

contraband delivery?<br />

MK: Not quite, but people were encouraging me to go<br />

back and visit my mum all of a sudden in England and<br />

say, ‘how many do you think you can get in your luggage?’<br />

It was just always on in the office for weeks and weeks<br />

and weeks. And one of the big reasons was because the<br />

melee combat was great. It looked really lovely and I<br />

think, as well, because you could play co-op really easily.<br />

So people were doing co-op in the office constantly<br />

during lunch breaks, and then they were going home in<br />

the evening and playing even more, and it was just really<br />

easy to play and it just was this game that took us by<br />

storm.<br />

As it turns out we finished up [Spec Ops], and as we<br />

were finishing we heard that Deep Silver were interested<br />

in partnering up with somebody for doing a sequel. We<br />

heard it on the grapevine. We thought, ‘Okay, well we’re<br />

just finishing, we’ve got a good few guys who are available<br />

to do a pitch’. So they started to work on a pitch pretty<br />

quick and we got in contact with Deep Silver, made that<br />

pitch and they really liked the idea of working with us.<br />

Thankfully! And yeah, we just basically jumped on it. We<br />

couldn’t believe it because it had just been so popular [in<br />

the office].<br />

OPM: How is the studio split for your two games? Are<br />

the core Spec Ops team now working on Dead Island or<br />

[PC-only] Dreadnought?<br />

MK: We haven’t really split it so we kept core guys from<br />

Spec Ops on one or the other. We’ve obviously ramped<br />

up for both projects, so we’ve got upwards of 90 or so<br />

people with Dead Island and I think we’ve got about<br />

another 40 on the other project, Dreadnought. But it’s<br />

a real mix of Spec Ops wards between both projects.<br />

We opened it up to everybody: ‘who’s really passionate<br />

about what? Please do what you really want to do’. A lot<br />

of people stayed with Dead Island, particularly all the<br />

guys who did the pitch, and we kept a really big team<br />

with Dead Island all the way through pre-production and<br />

production now.<br />

OPM: What do you think is the secret of taking over a<br />

franchise such as Dead Island?<br />

MK: That’s a really good question. I don’t know. We<br />

didn’t really think about any sort of transition like that<br />

when we were pitching. As I say, we heard Deep Silver<br />

just wanted to find a good partner for it for whatever<br />

reason and we didn’t really stop to think. We were just,<br />

I don’t know, just so enthusiastic about going for it that<br />

we never stopped to really consider – we just thought,<br />

‘wow we’re actually going to get the chance’, and it’s not<br />

often you get to do that. It’s not often you get a game you<br />

really, really, love and then someone says: ‘would you like<br />

to give it a go?’<br />

‘Well of course!’<br />

‘Really?’<br />

<br />

WHERE YOU COULD UPPERCUT<br />

A ZOMBIE WITH A SLEDGE-<br />

HAMMER AND SEND THE THING<br />

60FT IN THE AIR.<br />

‘Yeah.’<br />

So we really just jumped at the opportunity and then<br />

it all kind of like settled in. ‘Oh God, people really like<br />

this game as much as we do.’ Then it really turned into<br />

the, ‘Oh right, we’ve really got a position of responsibility<br />

here now because of how popular Dead Island is and how<br />

it’s spread and how much it’s sold and all the word of<br />

mouth…’ I mean it’s really quite incredible.<br />

I still play Dead Island 1 on a weekly basis on my<br />

machine. We all do for reference and to make sure we’re<br />

still on track with the game. And there are still people<br />

playing online all the time. Usually when I’m playing at<br />

my desk I don’t turn the online off because I always want<br />

to experience that, and there’s always people from the<br />

community still actively playing it, joining my game and<br />

having fun. Obviously they don’t know who I am, but I<br />

appreciate it all the same. I think the main thing we take<br />

on is just the responsibility, and obviously people still<br />

really love that game and that franchise.<br />

OPM: The CG trailer versus the original CG trailer<br />

suggests quite a big tonal shift here, from tragedy<br />

to comedy. What were your key objectives with Dead<br />

Island 2 and its tone in particular, especially given your<br />

Spec Ops background?<br />

MK: A lot of people have been talking to me about that.<br />

Like, how do you go from doing something like Spec Ops:<br />

The Line in terms of tone and narrative and come out<br />

with a trailer like this for Dead Island? That’s a really big<br />

shift. And even a big shift in terms of Dead Island, like<br />

you say.<br />

Everyone watched that first trailer and it was a<br />

beautiful, well crafted trailer in its own right, and they<br />

won great awards for that. It was wonderfully artistic.<br />

And when we sat down originally with Dead Island we<br />

had a different idea of tone back then. I mean, this was<br />

the time when The Walking Dead suddenly surged in<br />

popularity. So I think a lot of our early thoughts on the<br />

project were definitely kind of painted with that brush;<br />

it was painted with the brush of The Walking Dead, we<br />

weren’t trying to paint it with Spec Ops: The Line at all.<br />

But as we started exploring the main ideas about Dead<br />

Island and how it’s going to play out, how it’s going to<br />

work with players actually doing the things they do to<br />

zombies… that’s where this tone changed. It clicked for<br />

us. In the pursuit of trying to tackle the melee combat<br />

and the first-person melee combat – something we<br />

haven’t done before at Yager – we thought we needed<br />

to get that right. If we get anything right in terms of<br />

gameplay, it has to be that.<br />

We went straight into that and then we got to a place<br />

where suddenly you could uppercut a zombie with a<br />

sledgehammer and make him shoot up in the air 60 feet.<br />

That was great. We thought, ‘that’s it’. It’s those moments<br />

that are intrinsically funny and humorous, and that’s


when we got this tone down. And we were working with we understand it’s a quarantine zone…<br />

Deep Silver on it all the time and it was just so... That<br />

MK: Semi-land locked! [laughs]<br />

was a really nice bit of collaboration because we realised<br />

it was so obvious. There wasn’t a lot of back and forth<br />

OPM: The previous games were all set in one big<br />

and banter on that.<br />

open-world environment. We’re guessing there’s a<br />

You show anyone an uppercut with a sledgehammer, slight shift this time around? You’ve got LA, San Fran,<br />

whilst a zombie’s on fire, and they immediately get it.<br />

different bits of California… How does that work? Are<br />

And then we realised that’s the tone and we’ve got to find we going out on missions in set locations?<br />

a way to announce this game with that message and be<br />

MK: We’re going to have the vastly different regions of<br />

really consistent and be really, really obvious and to the<br />

LA separated out. But every region is going to be a vast<br />

point with it. Because we just want consistency. We want open world in its own right. We’re not showing all the<br />

everybody on board with this tone and to make sure it’s<br />

different geographical locations right now, but it’s safe to<br />

objectively the correct thing to be doing. We wanted all<br />

say that when we start looking at California we want it to<br />

the consumers and all the fans on board with it.<br />

really just best represent all those picturesque postcards<br />

Luckily the response has been pretty much just what<br />

you could imagine of any given vista and environment in<br />

we all wanted, and everyone seems to be on board. So<br />

California. It’s so varied.<br />

yeah, I think in terms of that what that means for us at<br />

Yager is what we’re taking over from Spec Ops isn’t the OPM: What put you onto California as a potential<br />

tone but it’s the approach to the work – it’s the approach location in the first place?<br />

to the craft. We answered certain questions in Spec Ops a MK: Well, we started with Dead Island 1 and obviously<br />

certain way in terms of the tone and that was very much they were in Banoi, this fictitious island. It was always<br />

the right thing for that game. And we’re pretty happy<br />

that contrast with the obvious beauty of the tropical<br />

that we’ve looked at the questions associated with Dead<br />

island, the resort… [starts whispering] And then<br />

Island and answered them as well and with the same<br />

zombies… Ahhh! And then we thought it’s clearly<br />

conviction, the same craft and work ethic. But, of course, something that the users like and everyone understands<br />

we’ve come up with different answers for Dead Island.<br />

is part of the franchise. And we thought we needed to<br />

bring that again, but we wanted to make it even more<br />

beautiful if we can. We wanted somewhere which is going<br />

to make it easy for us to really take that up a few notches,<br />

and also have people immediately understand it. We’re<br />

not going to give you a long diatribe of how this place<br />

came to exist and what it means and it’s this, that, and<br />

the other…. And you don’t want a location that’s got too<br />

long a back-story.<br />

So we went with California just because it’s<br />

immediately recognisable. Palm trees, Americana,<br />

the Golden Gate Bridge and all these things… You<br />

immediately recognise it and, yeah, we get a few<br />

vacations out to California for a reference, so that’s<br />

alright! [laughs]<br />

OPM: How important is the soundtrack for you? Spec<br />

Ops had an amazing soundtrack and already a couple<br />

of songs that we’ve heard in the Dead Island 2 demo,<br />

which we’re not allowed to tell readers about, suggest<br />

a similar approach to obtaining punchy licensed music.<br />

Is it a key thing to get that right for a Yager game?<br />

MK: Very similar. That’s one of the things we did learn<br />

on Spec Ops: when you’re going through a narrative<br />

experience or just trying to accentuate or punctuate<br />

an experience, whether it’s narrative or gameplay, the<br />

right soundtrack can just amplify that beautifully. And<br />

it did really well in Spec Ops, and we figured that was<br />

something we could utilise again in Dead Island.<br />

Fortunately for us we’ve got a really talented group of<br />

guys at Yager. Berlin’s got a really big music scene. It’s<br />

one of the places where there’s still vinyl record stores<br />

just everywhere. So regardless of discipline at Yager, you<br />

know we’ve got design – not just audio<br />

people – but designers and artists all<br />

super-into music. We’ve got quite a few<br />

DJs in the office as well who are actively<br />

working the DJ scene in Berlin. Those<br />

guys, they come together on kind of a<br />

weekly basis and basically figure all that<br />

stuff out.<br />

We’ve got a composer as well based<br />

out in California. He’s really great, and<br />

he’s working with us on the composition<br />

of the original pieces of music that’s<br />

going to be playing with the actual<br />

gameplay and the systems there. A lot of<br />

the licensed tracks… we actually do that<br />

internally at Yager, and we have a music<br />

group dedicated to that.<br />

OPM: California is the new setting for<br />

Dead Island. It’s not an island, although<br />

OPM: We definitely heard Jack Black in that teaser…<br />

MK: Did you? Did you definitely hear Jack Black?<br />

Definitely? That’s interesting that you definitely heard<br />

him [in the trailer].<br />

OPM: That’s a very good Jack Black<br />

impersonator then...<br />

MK: He could well be. That’s actually the<br />

character Max and he’s the radioman of Dead<br />

Island 2. He’s going to be the guy who’s kind<br />

of guiding you through this world and setting<br />

you up. He’s a pretty interesting character.<br />

One of the core things about California as<br />

opposed to what we did in Banoi was, we<br />

decided that this is really more of a vacation<br />

spot still. In the first game, Sammy B and all<br />

the player characters desperately wanted to<br />

escape, but in our California certain people<br />

desperately want to be there – and Max, the<br />

character you’re talking about, is one of them.<br />

However, Max is not immune, so he’s<br />

not as biologically bad-ass as the player<br />

characters. But he’s desperate to be part of<br />

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something special and he sort of sees these guys and<br />

OPM: How long did it take?<br />

he’s like, ‘Cool, I can have some kind of like Nick Fury/<br />

MK: It was, I think, a full day of work with four cats, and<br />

Avengers things going on here. I can be their leader’.<br />

Audiomotion were pretty exhausted after running around<br />

He’s obviously got his partner, Rick Furry, our motioncaptured<br />

cat friend. And he’s going to be guiding you<br />

after the cats that wanted to bugger off and go to a corner.<br />

through this world and because he’s going to be the radio OPM: So as far as reveals go you had a pretty good one<br />

guy he’s going to be involved in the music playback and at the Sony conference at E3. How did that all come to<br />

stuff like that.<br />

play? And were you there watching it?<br />

We just hope, again, we get the right tone of that<br />

MK: No, I mean we were pretty busy getting prepared for<br />

character. I hope that when you made your assumptions<br />

everything else – making sure we were ready for the next<br />

about who it might be, that was at least in keeping with<br />

day because we had our fingers crossed it was going to<br />

the tone that we set off.<br />

be really big. I managed to stop for a few minutes when<br />

passing a screen and I was like, ‘Oh God, it’s happening!’<br />

OPM: It just felt like School Of Rock: he’s got the van<br />

And then it happened faster than I imagined.<br />

and his little gang…<br />

It was a really great feeling and as it happened there<br />

MK: If it gave you that feeling that’s great. That’s a really<br />

was a bunch of other Yager guys from our other game<br />

awesome thing.<br />

walking around so we just grabbed them and we all<br />

watched it together. It was a really great moment for us<br />

– as you say, I think it was a good announcement and it<br />

seems like everybody responded to it. And to be honest<br />

I don’t think I was really prepared for it. It’s been pretty<br />

overwhelming and nice...<br />

OPM: So you motion captured a cat. No one else has<br />

done that, how did that go?<br />

MK: Really, really interesting. No, we’re really lucky. We<br />

work with a motion capture studio called Audiomotion<br />

in Oxford. A really great bunch of guys – they worked<br />

with us on Spec Ops: The Line and did all of our motion<br />

capture work on all our cutscenes. And they wanted to<br />

partner again with us on Dead Island, and the idea of the<br />

cat came up with Max. Max needed an entity to sort of<br />

banter at, not banter with. So an animal made the most<br />

sense and that’s how Rick Furry came along.<br />

And we go sit with the animation team and we’re like,<br />

‘guys, what do you think is the best way to do it? Do you<br />

want to do key frame or do you want to do something<br />

else?’ And they’re like, ‘no we want to motion capture<br />

this’. And I’m like, ‘can that be done?’ And they’re like,<br />

[in an apprehensive manner] ‘maybe’. So they got on the<br />

phone to Audiomotion and they had a little chat and<br />

Audiomotion just went, ‘we want to do that’. And we<br />

were like, ‘oh, how come?’ They’re like, ‘because if we do<br />

it we’ll be the first people to have ever have done it’. And<br />

we’re like, ‘okay!’<br />

And then that’s how I learnt, because I’m not an<br />

animator myself, but I learnt with Audiomotion the<br />

trials... People have done dogs before, like the Activision<br />

and Call Of Duty guys, they obviously did dogs. The<br />

trouble with cats is it’s much the same process, but cats<br />

they’re just small enough that getting certain dots and<br />

positions on them is terribly difficult because they’re so<br />

small: paws and things like that are so tiny and they’re so<br />

dainty. And obviously cats aren’t the most malleable of<br />

animals when it comes to behaviour.<br />

They had some really great trainers come down to<br />

Audiomotion, they put wee little suits on the cats and<br />

they got little dots on. They had to bring four cats with<br />

the cat trainer. One of them just didn’t want to wear the<br />

suit. At all. It was just not happy doing it. One of them<br />

was just completely indifferent to doing anything that<br />

they wanted to get it to do.<br />

They got a lot of actions, but we weren’t trying to<br />

really get them to do any specific tricks or jumps or stuff<br />

like that. We really wanted a cat to be a cat, you know? if<br />

it’s going to sit there and lick its bum, that’s what a cat<br />

does and that’s fine. So yeah we’ve actually got footage of<br />

that – we recorded the whole thing and I really hope we<br />

get to put that out there later this year.<br />

<br />

OPM: Earlier on you said The Walking Dead was<br />

exploding early on in the project. Is there anything else<br />

you’d identify as being key influences on your work?<br />

MK: I think once we got over our geekdom of The<br />

Walking Dead and we’d really started looking into how<br />

these actual combats play out, we started looking a lot<br />

more at Zombieland and their approach to these kind<br />

of situations. Because doing comedy, doing something<br />

that’s meant to be humorous or comedy is really,<br />

terrifically difficult.<br />

It’s funny, when something’s dark and has got a lot of<br />

weight to it, like Spec Ops, we need an expert because<br />

this is obviously tough. Comedy, everybody knows<br />

what makes them laugh, so everybody’s got an idea as<br />

to what that is, so when we established the humour<br />

touch of it, everybody in the company started watching<br />

Zombieland as kind of ‘if everyone is at point zero with<br />

this, this is a good reference for you in terms of the kind<br />

of humour that this title needs [to have]. Regardless of<br />

your subjective humour, that would be the best place for<br />

everybody to start’.<br />

And there’s a really good set of points in Zombieland<br />

because, unlike Shaun Of The Dead, the characters in<br />

Zombieland really aren’t trying to be funny all of the<br />

time. In Shaun of the Dead they crack quite a few jokes,<br />

they like a lot of one-liners and there’s a lot of setup<br />

and then a lot of slapstick, whereas in Zombieland the<br />

characters are genuinely trying to survive and they are<br />

quite desperate, but they just do cool stuff because of it.<br />

You know what I mean? What they do is just cool and<br />

funny and they’re not trying to do a joke and a setup and<br />

a punchline with it. So that’s how we take that approach.<br />

IT WAS A FULL DAY OF<br />

WORK WITH FOUR CATS. WE<br />

WERE PRETTY EXHAUSTED<br />

AFTER CHASING THE ONES<br />

THAT BUGGERED OFF.


lot of other multiplayer games. The grimmest ones are<br />

the survival games, that I love personally. Like Rust. [on<br />

PC]. Genius! But man is it scary if someone else turns up.<br />

You look at them, well hidden, and then you realise if you<br />

BERND DIEMER<br />

can take the guy or not. We decided to go the other way.<br />

GAME DIRECTOR<br />

In one of those scenes, at the beginning we wanted<br />

to have a linear narrative, which isn’t compatible with a<br />

multiplayer game. You have this one moment where you<br />

meet an NPC, he has a little daughter, and you can guess<br />

- the daughter gets bitten and turns into a zombie. You<br />

have a moral situation which is very Spec Ops: The Line<br />

– are you going to leave them behind and go away, or<br />

OPM: Tough question to start with: what’s the big<br />

kill the zombie girl or not? Very much like The Walking<br />

secret to a great zombie experience?<br />

Dead, the idea came from the second season where this<br />

Bernd Diemer: I think there are lots of secrets. One is<br />

little girl turns into a zombie.<br />

where we spent the most time on to get it exactly right<br />

We constructed this moment where as a player you<br />

is the tone. The perfect tone – that is something I think stand there and have a choice: kill the girl or not? We had<br />

that sets us apart from other zombie games, and there are to play test it in our cinema. We played and there were<br />

lots and lots. When we started pitching Dead Island to<br />

two of us sat there and we both got the prompt; we sat<br />

Deep Silver, we decided, what do you want? If you look<br />

there and thought we now had this genius moment where<br />

at the first game it basically has two tones: one is very<br />

we have to decide what to do, and then another guy from<br />

serious, there is a nuclear weapon about to go off and<br />

our team basically drove by in a car, hit the girl and she<br />

everybody dies. On the other hand you whack zombies<br />

flew 500 metres across the map. We were all laughing.<br />

clear across the map with an electrified sledgehammer.<br />

Then we realised we can’t do stuff like that. It has to<br />

We decided together, what are we? Are we The<br />

embrace the awesomeness and the over-the-top tone of<br />

Walking Dead or are we Zombieland? After a bunch<br />

Zombieland. It’s not slapstick and it’s not people playing<br />

of failed experiments, which are mainly related to<br />

it as a comedy, but it’s light-hearted and it has this<br />

multiplayer, we decided to go for Zombieland. Our game internal dialogue of people reflecting on how absurd this<br />

is The Expendables meets Zombieland.<br />

situation is but also how cool [it is].<br />

OPM: Can you share the details on some of those early<br />

failed experiments?<br />

BD: Actually it was one of those moments where I had<br />

an epiphany. Saying that sounds incredibly smart, but<br />

mainly it comes…<br />

OPM: To give you full credit, that’s especially smart in a<br />

second language!<br />

BD: I looked that word up because it perfectly describes<br />

how stupid we all felt when we realised something that<br />

should’ve been obvious right from the start. We had<br />

multiplayer, right? And our main inspiration, as funny as<br />

it sounds, comes from Journey. The excellent, the sheer<br />

brilliance of Journey, where you start playing with other<br />

people and you don’t realise it.<br />

That was one of the things that stood out in Journey<br />

for me, personally, when I played it. For some reason I<br />

didn’t even know it was multiplayer when I was playing,<br />

so there were these other people turning up in my game<br />

and I thought it was AI, but it wasn’t – it was other<br />

people. When I realised that I thought, ‘wow, I wish I had<br />

done that’.<br />

So we wanted to bring that to Dead Island, so people<br />

join your game when you decide to play multiplayer.<br />

You can play it alone, but we really want you to drift<br />

into multiplayer seamlessly. There’s no hurdle, no speed<br />

bump, annoying lobby, menu, or even having to decide on<br />

the perfect time to play together. I want people to turn<br />

up in my game.<br />

That was something I liked about the first game – and<br />

that they could do me no harm. The second thing about<br />

Journey, the people in your game – they do you no harm,<br />

they’re cool. It’s a nice moment when you realise, ‘woah<br />

there’s another one’. That’s completely the opposite to a<br />

OPM: From the outside looking in it seems like there are<br />

a lot of games censored or not released in Germany<br />

because of gore. How have you found yourselves<br />

restricted on that front? Do you have to be mindful of<br />

that because of censorship, and does the censorship<br />

factor hold you back during development?<br />

BD: So far no. But there’s always weirdness. When we<br />

start submitting it for ratings, I shouldn’t say weirdness...<br />

There are special things we need to take into account for<br />

different countries. No pandas in China, and in Japan you<br />

can have no skeletons… They really don’t like that. It’s<br />

one of those cultural special things, that every culture is<br />

sensitive to different things.<br />

Another one in Japan is that buildings have no fourth<br />

floor, because four is unlucky.<br />

So if you have a house in<br />

Japan they ask you to take<br />

out the fourth floor, or ask<br />

you to remove any important<br />

gameplay or objectives on the<br />

fourth floor. That is the [kind<br />

of] stuff that throws you as a<br />

game developer.<br />

OPM: You’ve got eight<br />

player multiplayer but<br />

four characters, is that<br />

a contradiction?<br />

BD: Well, we have four<br />

characters now…<br />

OPM: Okay, that’s a good<br />

answer. From the early<br />

concept art to now there have<br />

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been a few changes. we noticed the female Speeder’s<br />

had a bit of a visual makeover and is more covered up WE CARE ABOUT DETAILS<br />

now – what are the reasons behind these changes?<br />

BD:<br />

SOME PEOPLE MIGHT NOT EVEN<br />

To better fit with the tone. One of the things that<br />

Yager is doing with all games is that we care a lot about NOTICE. WE HAVE THE PROPER<br />

details. With the Speeder for example, we changed ZOMBIE ETHNICITY MIX.<br />

her backstory, which isn’t even in the game. She has a<br />

different profession now and that required us to change<br />

her appearance – she is a stunt girl now, and previously I<br />

a mainstream guy when it comes to [elements such as]<br />

think she was a stunt driver.<br />

gunplay, so I like Battlefield.<br />

It was one of those weird things that I like about<br />

The secret to doing melee is that it needs to be<br />

Yager; we care about some details some people might not<br />

playable from day one. That was a big struggle. With<br />

even notice. For example, we have this great component<br />

guns you can leave a lot for later for polishing. You can<br />

system to construct zombies. We have male, female,<br />

basically build your game solely based on numbers and<br />

tall, little… But then somebody said, ‘wait a minute, it<br />

make them relatively late in the process. With melee<br />

needs to match the gender mix and ethnicity mix we<br />

weapons you need to do a lot more earlier. That was<br />

have of California’. So somebody looked up if we had<br />

difficult for us.<br />

the correct ratio between male and female for a typical<br />

You can simulate how a [projectile] weapon feels. If<br />

suburbia section, and also the ethnic mix. We make<br />

you have a sledgehammer and it hits a zombie, the visual<br />

sure we have the proper ethnicity mix between white,<br />

effects, the feel, the heft and the impact is relying on a<br />

Asian, Hispanic... And if you would analyse the game<br />

lot more – you need animations, particles and sound.<br />

and compare it to… Well, we aren’t scientists, so most<br />

You need that stuff in. With guns I can imagine it. I did a<br />

of our sources are Wikipedia, but if you compared that it<br />

bunch of shooters so I know how it works in my head –<br />

would match.<br />

if the weapon is cool. With melee, not so much. You need<br />

to prove it. That’s what we did relatively early on. The<br />

melee combat was the first demo we did. Our E3 demo<br />

was over a year old. It was built specifically to master<br />

melee combat. Well, our version of it, of course.<br />

Also I think it’s important that you pick the right<br />

tonal flavour. What are your weapons supposed to<br />

be? Realistic? Hollywood? Over-the-top? You need to<br />

embrace that. A sledgehammer doesn’t make people fly<br />

20m through the air but you expect it to. That’s really it.<br />

OPM: So you guys have scanned yourselves and you’re<br />

in the game as actual zombies. What does it feel like to<br />

kill yourself?<br />

BD: I haven’t found myself yet. I don’t know if I’m<br />

actually in already? My head is in there, but I’m not sure<br />

if the system is hooked up. I’m sure it will feel weird.<br />

When the system came online, we only had one head of<br />

the character artist. So all zombies had Calvin’s head, no<br />

matter what they looked like: male, female... They all had<br />

his head and that was really creepy. For two weeks or so<br />

you had to kill Calvin over and over again.<br />

OPM: How did he feel about that?<br />

BD: He took it as a compliment.<br />

OPM: With Spec Ops you mastered projectile weapons.<br />

This is a very melee heavy game; it’s a very different<br />

skillset to make. How have you found that transition and<br />

have you got to grips with melee combat? What have<br />

been the challenges in doing that?<br />

BD: We had the benefit of having lots of people on the<br />

team who worked on melee based games before. We even<br />

have some developers from the original DI: a programmer<br />

and a level-designer who are working with us. I think<br />

with melee… Guns are easier because it’s so established.<br />

It’s so established – gunplay – by now that if you’re not<br />

careful it becomes boring very fast. You run and you end<br />

up with a generic shooter. You have your AR-15, your<br />

Colt, Desert Eagle and everything.<br />

It’s tempting to end up with a standard mix of<br />

weapons that, in essence, will result in a boring<br />

experience because there’s nothing that stands out.<br />

However, they are very clear references: if you want to do<br />

a gun game, they are the best of classes and you can look<br />

up whatever [you want]… Personally, for example, I think<br />

the way the weapons feel in Battlefield is top of the line.<br />

It differs – the more simulation-oriented people drift<br />

towards something like Arma, or Red Orchestra, where<br />

weapons jam and behave differently. I’m much more of<br />

<br />

OPM: So a lot of our readers are waiting for first true<br />

wave of proper new-gen games to come out. We’ve had<br />

a lot of cross-gen games, a lot of remastered editions...<br />

BD: The Last Of Us is sitting on my PlayStation….<br />

OPM: Exactly! But Dead Island 2 is a new-gen only title.<br />

What does PS4 allow you to do that you couldn’t have<br />

done last-gen?<br />

BD: I think what new-gen allows us to do… Well, I’m<br />

not talking about visuals – that stuff you have to deliver<br />

anyway. Every game nowadays has to be pretty and I have<br />

no worries that we will pull that off.<br />

Behind the curtains, behind the scenes, what it<br />

allows us to do is be closer to the platform owners.<br />

Everybody, Sony, Microsoft, whoever, they are a lot more<br />

relaxed about getting stuff in the hands of the players<br />

as early as possible. That is very helpful. The shortness<br />

of submission cycles means it’s easier to update, so<br />

adjusting the game once players get their hands on it is a<br />

lot easier. That’s cool for developers. You can make sure<br />

that stuff is polished in the right way.<br />

By establishing this infrastructure it allows us to<br />

basically build what we call the world’s smallest MMO.<br />

On the last generation platforms it wasn’t possible,<br />

simple as that. We couldn’t have achieved the seamless<br />

multiplayer on the last hardware – that simply wasn’t<br />

possible. It’s not just the box itself which has more<br />

RAM and power – which is nice – but mainly it was the<br />

infrastructure around it, and mainly the way platforms<br />

treat players. Sony, for example, they featured us in their


press conference and we’re doing some exclusive stuff<br />

possible now because of a mix of two main components.<br />

for them, but the way they featured us [at E3], I still get<br />

One is the console itself. Something as simple as<br />

goosebumps… It shows that they care. That platform<br />

memory: you need a certain amount of memory to have<br />

holders care about players, and that I like as both a player a certain size in the world. Yes, there is all sorts of clever<br />

and also as a developer. It allows us to work on the right<br />

streaming and so forth, but still, it makes things a lot<br />

things. And the whole thing of sharing is awesome.<br />

easier, and you can focus on other things and you do not<br />

need to optimise on that level too much.<br />

OPM: To pick up on one point you said there, games are<br />

The other component for us is online. So we’re going<br />

coming out and day one they’re getting patched. You’ve to use the compute cloud for that to run dedicated<br />

said it’s easier for things to be patched after the day of servers in, and that means we can actually achieve<br />

release. With the freedom now from platform holders<br />

what we call ‘seamless multiplayer’. That’s the way we<br />

to do that, is that a danger as well as an asset? A<br />

discussed this with Deep Silver when we talked about<br />

potential to take things easier than before in the run up this idea: the only way for us to achieve a step up from<br />

to going gold because you now know you can fix it later? the really well done co-op experience of Dead Island 1,<br />

BD: I think it helps us. It’s a positive thing overall.<br />

was: ‘Hey, there’s somebody around, why don’t you join?’<br />

Towards the end of development, when you work on the That is a lot better than lobbies or invitations and all of<br />

game and look at the bugs and discuss what bugs they<br />

that stuff.<br />

want fixed, there’s a tendency of saying,‘we’ll stick that<br />

We want to put in the next level, which is saying,<br />

in a patch’. And very often that’s an excuse for whenever<br />

basically: ‘You’re playing online, and there’s somebody<br />

we can have time for it.<br />

– just play with them!’ And you can only do that if you<br />

Sometimes in the bad old days it also often resulted<br />

do not punish the player if they’re playing online at all.<br />

in day one patches which are very substantial. Let’s<br />

So if he chooses to play for himself, he can do that, no<br />

put it like this: with the best intentions you want to<br />

problem. And at any given moment, he can decide to go<br />

deliver a bug-free project into the hands of your fans.<br />

the other way, and that’s only possible if your servers run<br />

But sometimes it gets too big and you only get to do one in the cloud.<br />

Day One patch because it needs to go to submission.<br />

Then there’s the obvious bells and whistles of having<br />

In the old days, doing a patch took almost a month and<br />

more GPU power, which... I think the people that benefit<br />

that means you have to be careful what you put in there.<br />

the most from that are our artists. Of course they can<br />

If you realised there was an issue after the patch was<br />

have more polygons and more shaders and whatnot, but<br />

already in submission, which a day one patch needs to be what we can do now is – which helps us with building<br />

before you ship, then it’s too late. Basically as a developer open-world games – we’re using physical based shading,<br />

you’re f***ed – you can’t patch it because it’s already in which is something that Unreal 4 comes with. And what<br />

submission, but you need to and people will be pissed<br />

this allows us to do is define the materials in a way that<br />

off. But now you can do invisible micro-content patch.<br />

you can place the very same item in totally different<br />

lighting and game situations and it will still work, which<br />

OPM: Final question for you – there are a whole bunch<br />

is different.<br />

of zombie games out there. Why should people be<br />

So as an example in Spec Ops – I’m not making this<br />

excited for Dead Island 2 above the others?<br />

up now – but there was a level where all the materials<br />

BD: Because it’s awesome. It’s open world, California.<br />

in that level had to be touched up by an artist to make<br />

Over the top and so much fun. It has been a pleasure<br />

it fit to the lighting situation of that level. It was a very<br />

to work on. Now we are entering that phase in game<br />

extreme lighting situation, and it paid off in the final<br />

development where we can play ourselves and we can get game. This is something that we do not need to do now,<br />

it into the hands of players relatively early. When people so... You get a certain amount of realism, even though it’s<br />

play it [at events] they’re going to tell us what’s wrong<br />

not photorealism. If you want you could do photorealism,<br />

with it and what isn’t, and we can make it even better.<br />

but that’s not the goal. ‘Making it look believable’, is<br />

what we call it. But you can do it in a way that makes the<br />

reusability of things a lot easier, and that’s one of the core<br />

principles that we need to do a game the size of Dead<br />

Island 2 with a team of our size. So all these systemic<br />

things only work because of that.<br />

ANDRÉ DITTRICH<br />

TECHNICAL DIRECTOR<br />

OPM: As technical director, how nice is it to finally be<br />

making a game on new-gen hardware and what can you<br />

do now that you couldn’t before?<br />

André Dittrich: I think that given Dead Island 2 is going<br />

to be that open and that accessible, it’s actually only<br />

OPM: Is PS4 as easy to code for as Sony made out back<br />

at the reveal of the hardware last year? Is it basically a<br />

PC in a console shell?<br />

AD: Is it a PC in a console shell? Yes and no. Is it easy to<br />

develop for? If I compare it to when we started with PS3?<br />

Hell yes. Gosh, is that a step up!<br />

OPM: Do you feel like it was designed as a reaction<br />

to your complaints from last gen? By you I mean the<br />

development communities – do you feel it was designed<br />

for you guys to make games on?<br />

AD: You can feel that, yes. And you feel it, a) from the<br />

architecture, because – there’s one thing that consoles<br />

<br />

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<br />

need to give you, right? Which is you need to be able to<br />

SO WHAT HAPPENS WHEN<br />

grow on the console while it’s alive. So you want to be<br />

able to have, say, The Last Of Us towards the end of a WE HACK OFF A ZOMBIE’S LEG?<br />

generation. If you compare that to Resistance – the first<br />

WE NEED TO SHORTEN THAT AS<br />

instalment – which is a great looking game, but if you<br />

compare the two, you can tell the difference. And you WELL BECAUSE WE’VE GOT THE<br />

want to have that still possible. And from talking to other FREEDOM OF VARIETY.<br />

developers, and we’re of course visiting the different<br />

things that Sony puts out where they explain their<br />

technologies, you can totally tell that this is going to be in handy for all future Yager titles?<br />

happening again.<br />

AD: Definitely yes. Even if we do another corridor game,<br />

It’s easy to get something really, really good out of<br />

with everything pre-defined, there’s still going to be<br />

it right now, but I think the moment people learn to<br />

characters in there. In Spec Ops we tried to give them as<br />

actually harness it properly, then you can actually tell<br />

much variety as we could with the limitations that we<br />

that there is the possibility there for growing. And they<br />

had, but this variety now can be... You know, I’m a tech<br />

do a lot on their end to prepare for that, so they help<br />

guy so of course there is a limit. But now this limit is<br />

developers quite a bit. I can only judge from basically<br />

pretty high.<br />

listening to their talks, but judging by that, they have<br />

The thing that we do with this body system, for<br />

a lot of people who are just trying to do exactly that:<br />

example, is that it’s not only parts that are changed;<br />

maxing it out.<br />

there’s things that are numerically tweakable. So one very<br />

easy-to-understand example is the length of a T-shirt or<br />

the trousers: we can actually shorten and lengthen them<br />

absolutely fluidly, how we want.<br />

Of course, there are other things – so what happens<br />

if we hack off the leg? We need to shorten that as well.<br />

Basically we gave ourselves a foundation that with<br />

numbers we can do infinite variety, and now you can<br />

basically pick and choose and say: ‘What is a variety that<br />

somebody can see [and appreciate]?’<br />

Another thing that we thought about was height<br />

differences. But with the normal zombies, doing height<br />

differences doesn’t pay off. You cannot tell. Somebody<br />

being five centimetres taller than the one next to him?<br />

You can’t tell. You can definitely tell that a Thug is bigger<br />

than the others, yeah – but the height differences that we<br />

as humans are used to, they’re easier for us to tell out of<br />

our human perspective. In a game? It doesn’t really work.<br />

We tried it on Spec Ops and didn’t do it, and we looked<br />

at it again and... It’s not worth it, actually. I think we can<br />

do it, but I don’t think that we’re actually going to use it.<br />

OPM: You focus on tech, so what does it take to fully<br />

‘harness’ a console? What does it take to max it out? Is<br />

it purely experience, is it just working on that platform<br />

for five years?<br />

AD: Is it experience? Yes, definitely yes. And experience<br />

is not only for the tech people, it’s the whole team. Our<br />

artists, when they started for example in physics-based<br />

training, that was a very painful process, because they<br />

needed to change the way they do things dramatically. It<br />

took a while, but the results I think speak for themselves.<br />

On the pure engineering side, that’s true as well,<br />

because… Let’s take the graphics for example: to be able<br />

to really harness that [power] and make sure that all<br />

the different computing units have something to do –<br />

something useful to do in an efficient way – that’s not<br />

easy. And that’s more a matter of time and so forth. You<br />

start with an engine – Unreal works well on PC and has<br />

been put onto the consoles and works well there, but<br />

until this is really using all of the fine details properly it’s<br />

just a matter of time.<br />

We need to ship this game at some point, so if you<br />

would give us – I don’t want it – but if you would give<br />

us infinite time we can try and push that with one title.<br />

But I think it’s better to push things to a final quality<br />

every now and again, and every time you do that you<br />

learn a bit more and develop new tech. And then that<br />

tech is the foundation on what you build [next].<br />

I think the main difference to the last generation,<br />

when we switched from PS2 to PS3, I think the jump was<br />

not that strong for the players. I think this time around<br />

[PS3 to PS4], maybe it’s due to the fact that the PS3<br />

generation lasted a bit longer, but also because of the<br />

hardware being pretty hefty, I think if you look at that<br />

PlayStation 4 shooter launch title...<br />

OPM: Killzone: Shadow Fall?<br />

AD: Killzone: Shadow Fall! You already can tell that there<br />

is a big leap from PS3 to PS4. But I don’t think that’s the<br />

end of it.<br />

OPM: You’ve got tech that now randomises zombie<br />

models in the game. It took a lot to build that<br />

technology, but is that now a tool that’s going to come<br />

<br />

OPM: But that’s the interesting thing, the idea that you<br />

now have the ability, that kind of possibility to do those<br />

things – is it about taking that experience and moving<br />

into the next project while going ‘We have all this<br />

available to us’?<br />

AD: Yes. And that’s one of the reasons why everything<br />

is so systemic; of course we’re thinking a bit ahead. It’s<br />

going to be in the next project, right? And there’s lessons<br />

that we learned with how systemic we can be and we<br />

should be, and we will do certain things differently next<br />

time, because they work okay right now, and we will not<br />

change it for this game but we probably will change it for<br />

the next one. The characters are not among them – that<br />

is actually working very well for us.<br />

But an interesting challenge for example is filling the<br />

world. Just imagine you have an LA suburb in somewhere,<br />

and you want to fill it with houses; you don’t want to<br />

have a horde of thirty level designers doing that, you need<br />

to have a way of them basically placing fully working<br />

houses, with everything in there – all gameplay, audio,<br />

everything set up – just by dragging it into your level.<br />

And that’s not as simple as it sounds. We have a system<br />

that we’re quite happy with for now, but we want to put


that to the next level. We’ll probably go a bit further for<br />

So we had a strong stealth part in that in the beginning,<br />

this game, but there’s already ideas floating in people’s<br />

with a stealth suit that could hide you in plain sight<br />

minds about how to actually bring it one step up.<br />

[with] and that sort of stuff.<br />

OPM: So do you see this generation as the point at<br />

which the definition between a technical worker on a<br />

game and an artist working on a game becomes a bit<br />

more fluid? Does the technology offer you the ability to<br />

have a whole team of just ‘game makers’?<br />

AD: Yes. It’s something that some people don’t like<br />

to hear, but I think there’s nobody on this team that<br />

can survive without some knowledge of tech. Even the<br />

concept artists. For us it works, right? So you have to<br />

adapt to the people you have so that you have a great<br />

team with certain talents. We are a bit fortunate, so<br />

we have a lot of people who are willing to embrace<br />

technology.<br />

And for our concept artists, for example, they’ve<br />

started to do 3D concepts in the level that are actually<br />

already somewhat playable. It’s not ‘level designer’ quality<br />

levels, but there are areas in the game that have started<br />

that way. So they put it together using the systems<br />

we have, and that means they have to get somewhat<br />

acquainted with the technology.<br />

For others, like animators or environment artists, that<br />

learning curve was a bit more steep. But in the end, what<br />

you get is somebody that is a lot more self-sufficient and<br />

a bigger part of the overall thing. You’re not just doing a<br />

mesh and handing it over to somebody and he turns it<br />

into something that works in the game.<br />

And an interesting effect that has is that<br />

communication between people on the team starts to<br />

change. So you start to see people talking to each other<br />

– that was rather uncommon before – because basically<br />

their working fields start to overlap. And I’m not sure<br />

where this is going, like how far, but right now we’re<br />

trying to support that as much [as possible]. Even<br />

though it means, yes, the system initially is a bit more<br />

work to implement.<br />

But even on a prototype level, that is true. We actually<br />

started on Unreal Engine 3 because Unreal 4 wasn’t<br />

available. So we actually had, pretty much, a working<br />

game in Unreal Engine 3 already, and that allowed our<br />

level designers to already play and toss around ideas.<br />

There’s stuff in the current game that is just<br />

straight out of that.<br />

And what we learned there already is that<br />

even prototypes need to be built in a way<br />

that allows our content people to play with<br />

them and start changing things. Even [back]<br />

then, configurability, exchangeability etc is<br />

important. Of course, if you do a next game<br />

that is somewhat akin to what you’re doing<br />

right now, then you can use some of the stuff<br />

you built already for a head start…<br />

OPM: We know we’re here to talk about<br />

Dead Island 2 obviously, but earlier on in<br />

the day you talked about Spec Ops and the<br />

changes it underwent. In fact we think you<br />

said it was called Stealth Ranger…<br />

AD: Yeah, I’m not sure if I’m allowed to talk<br />

about that… Obviously not everyone’s called<br />

it like that – it was an internal name for it.<br />

<br />

OPM: You’re shaking your head like, ‘Why did you ever<br />

come up with that?’ regretfully… Why a stealth suit?<br />

AD: Because everybody thought it was a good idea! I<br />

mean the game it turned into in the end was just… it<br />

just happened, to some degree. Like it was a concerted<br />

effort of a lot of people, but to say that in the beginning<br />

we knew exactly what we would have in the end? That’s<br />

nonsense. That’s why it took so long!<br />

But there was a distinct point in time where we<br />

realised, ‘Ah, now we’re on to something! Now we know<br />

we’re in business!’ and the same happened with Dead<br />

Island 2 as well. There was this point that I think now we<br />

understand what this game is.<br />

OPM: So no stealth suits in Dead Island 2?<br />

AD: No stealth suits! [laughs] No stealth suits. I think<br />

you can tell in finished products if there was a point<br />

during the production where things just click together.<br />

So those games that are just finished because they need<br />

to be finished – you can tell. And then there are games<br />

where you can tell, ‘Oh! They understood what they were<br />

doing’, and everything falls into place.<br />

OPM: Is there anything in particular that you want to<br />

highlight as one of the things that clicked for you?<br />

AD: I think, in the end, it’s the way we approached<br />

multiplayer. So the parallel nature of me being able to<br />

play this game as I see fit, and still enjoying it with<br />

others. So there’s a guy in the office that I like a lot as a<br />

person, but I will never play other games with him again!<br />

I’m a sniper, I like to stay in the back and shoot people<br />

from a distance. It’s just my playstyle. And he’s a rusher<br />

– so he’s just, ‘AAARGH!’ and you can’t... It just doesn’t<br />

work. And the reason why it’s not working very well is<br />

just the way it has been done.<br />

We want to make sure that this is never going to be a<br />

problem. If two playstyles don’t match, they don’t match.<br />

There’s nothing you can do about that. But what you can<br />

do is make sure that neither spoils the experience of the<br />

other. That was the moment when we thought, ‘okay,<br />

how do we need to change all of our quest<br />

systems, all of our loot systems, spawning<br />

and everything to accommodate that?’ So at<br />

any given point anyone could join a server<br />

and have fun on his own, and then somebody<br />

comes around the corner and you’re playing<br />

together for a while – if it’s really fun then<br />

you stay together, if not then you part ways.<br />

OPM: Is that operating in a way similar<br />

to how people experience it in Destiny –<br />

flashpoint match-ups with randoms? Is that<br />

a fair comparison?<br />

AD: Um… We’re not totally certain about<br />

that yet. So the idea is, again, that you turn<br />

on the game and you’re online and you can<br />

play. Of course, we will try to look at things<br />

like friends that are online and playing, so<br />

that we match you with them. We want to<br />

maybe look at things like people you have<br />

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OPM: And just to clarify, you’re talking a lot about coop,<br />

but can you play offline or is it online-only?<br />

AD: No [it’s not online-only]. When we say we’ll do a co-<br />

<br />

played with already for matching… What we’re trying to<br />

op game, what we mean is that our game is giving you the<br />

get is ‘a bit’ [of that] out of the equations.<br />

choice on a minute-to-minute basis, whether you want<br />

That’s why I’m saying we’re not sure because we’re<br />

to play co-op or not. That’s the difference. So we’re not<br />

actually playtesting that. The sole reason why we want<br />

saying you join up for co-op and you play co-op; we’re<br />

to make it possible that a level 20 and a level one player<br />

just saying you’re joining a game, and how you play it:<br />

can play together and both have a challenge is because<br />

that’s what you have to decide.<br />

we want to get that out of the matchmaking equation,<br />

What does playing offline mean in terms of the<br />

because it’s one of the things that doesn’t work for me<br />

experience? That’s something we have to see. It’s<br />

very well in games like Diablo, for example. I just started probably going to be fun, but is it going to be as fun? I<br />

a new class, right? And I’m enjoying playing it, and<br />

don’t think so, because when I was watching the guys<br />

then a friend comes online and he’s already in a second<br />

play the demo yesterday or the day before, they had this<br />

playthrough, maybe – so when I’m joining that guy, I<br />

carnage event at the end where you have a Beserker in<br />

have to pick one of my old characters. But I want to play<br />

the middle and he’s just throwing zombies left and right.<br />

the new one, right? That’s why I started them, initially.<br />

Watching that as a player is just nuts, and then you just<br />

We want to get that out of the way, so if you just<br />

pump in with a shotgun… That’s an experience you will<br />

bought the game and your friend has been playing for<br />

never have in single-player. But of course, it’s fun to slash<br />

three weeks – play together, that’s fine! And that has<br />

zombies and level-up your characters; you still have that.<br />

consequences everywhere. That’s not only balancing; that<br />

has consequences in storytelling and quests and loot…<br />

Everywhere. Once we realised that, this is actually what<br />

we spin around.<br />

OPM: Your game obviously fits into a wider rush of<br />

games that are very co-op driven. So you’ve got Evolve<br />

and Destiny and all of this stuff coming at once, and it<br />

seems like there’s been this sudden trend for it. Why?<br />

A lot of people are saying, ‘it’s all about sharing,’ and<br />

the experience that people want from their gaming<br />

has changed, but does it essentially come down to the<br />

technical aspects? So, behind all of the decisions, it’s<br />

actually: ‘We couldn’t do co-op well enough before, and<br />

now we can’? It seems like there’s mixed messages<br />

around the trend…<br />

AD: I wouldn’t say that. Could you do an open-world<br />

co-op experience like Dead Island 2 that would be on<br />

last-gen? Probably. Probably... GTA V isn’t too far from<br />

that. They made a few different choices in how that<br />

multiplayer is playing out, but they’re choices. Those are<br />

design choices, so I think they could have done –<br />

if they wanted to – a joined experience of the game.<br />

The amount of effort you have to put into that; that’s<br />

a totally different story. So the amount of effort that we<br />

have to put into this right now is a different level than it<br />

was before. Maybe to put it in perspective, if you would<br />

do a corridor shooter on ‘new-gen’, you can drive it to<br />

visual levels that are just mind boggling. And I think The<br />

Order looks like it’s going into that direction.<br />

OPM: The Order: 1886 is just astonishing, visually.<br />

AD: It’s like, ‘what the heck is going on!?!’ Really, that<br />

kind of stuff. Lucky for us is that even if you do not reach<br />

that level of visual fidelity, still the amount of power<br />

that is there allows you to go so far. I think we’re looking<br />

f***ing awesome, but that [visual fidelity] would not<br />

have been possible on last-gen, definitely not.<br />

Especially for games that were a bit more open and<br />

a bit wider except for your Rockstars and those with<br />

resources up to the brim who can actually pull that off<br />

on a big scale. But for a small team like us… There were<br />

limitations that we just had to accept.<br />

<br />

DESTINY<br />

DAVID DAGUE<br />

COMMUNITY MANAGER<br />

OPM: One thing that Bungie is great at is taking<br />

feedback. What info in particular are you looking for<br />

from player data above service stress testing?<br />

David Dague: We want[ed] the launch to be as positive<br />

and as high quality experience for as many people as<br />

possible, and that’s certainly not something that we take<br />

lightly. There is so much new technology in play with<br />

that: social matchmaking, cooperative matchmaking and<br />

obviously the competitive matchmaking that we have a<br />

lot of experience with.<br />

Making sure that Guardians have chance encounters<br />

with each other in the wild, making sure that total<br />

strangers can rescue each other from danger. Trying<br />

to create the sensibility that the Tower is like a small<br />

village, where you go and have interactions with people<br />

who are from your friends list, or people that you might<br />

be connected to through social graphs, or even different<br />

WE WANT TO MAKE SURE<br />

THAT GUARDIANS HAVE<br />

CHANCE ENCOUNTERS WITH<br />

OTHERS OUT IN THE WILDS OF<br />

OUR MANY SETTINGS.


Guardians you might have shared experience with on one pillars that have been there from the start?<br />

of your missions in the wild. All of these things are new DD: Absolutely. When our community plays our game<br />

and theoretical for us.<br />

we learn what it really is. We have our theories of what<br />

Putting them to the test, a lot of what we’re testing<br />

Destiny is – we feel comfortable as to what this game<br />

and refining are under the hood, these are systems that<br />

is – but we will learn more and more about what Destiny<br />

will be invisible to the player. We’re always listening to<br />

is the more people play it, and the more they go from<br />

see if there is any one Guardian or any one weapon that is new players of the game to veterans who are expert<br />

the only logical choice when it comes to combat, because players in this game. Just like the Guardians who play<br />

we want our players to be confronted with many different it, the conversation will evolve over time. We certainly<br />

engaging and interesting choices. Where they feel like<br />

don’t stop paying attention on September 9th; that’s the<br />

if they choose the Hunter, Titan, or Warlock they’re all<br />

beginning of the process, not the end for us.<br />

embracing different strength and weaknesses. When<br />

they choose one weapon over another, they’re favouring OPM: It’s that thinking that gave birth to Forge and<br />

a very specific attribute. If all of these questions become Theater modes in Halo. Is taking on community<br />

logical and something sticks out like a sore thumb on the requests for specific modes something that’s still alive<br />

gunsmith’s rack, which is the only weapon you should<br />

in Destiny? Even those modes in question? If there’s a<br />

take into the Crucible, then that’s something we’ll act on. big call for Forge and Theatre, will they find their way<br />

We’ll make sure the sandbox of Destiny is diverse and<br />

in to the game?<br />

rich in terms of the options given to the player.<br />

DD: That is such an astute question. I think if you<br />

take a look at what Forge and Theater were in the Halo<br />

OPM: How much will you continue to monitor the way<br />

experience, they were things that entered by the third<br />

people are playing after launch, and how is that going<br />

iteration. Halo would be the party game when we realised<br />

to change the experience long term?<br />

that people connected over local area networks, either<br />

DD: You just described my job and I will be working with in their apartments or halls, or over the backbone<br />

entire group of designers at Bungie who will be tasked<br />

of a college campus network. We say Halo become a<br />

with being one of the most player-focused developers<br />

competitive phenomenon, which is why we iterated on<br />

in the industry. We will listen, we will monitor, we will<br />

the experience with matchmaking; making competitive<br />

observe, we will debate, engage… We will discuss. There<br />

multiplayer and making it a global phenomenon; a<br />

will be a feedback on Bungie.net, there will be a forum<br />

household pastime that anyone could enjoy.<br />

devoted to feedback.<br />

From there we saw people starting [to use] the game<br />

We are serious enough as developers who have<br />

as a stage for their creative expression, in which case<br />

listened to our community to know that sometimes<br />

we put better tools for storytelling into their hands. We<br />

players will argue with things that will make them more<br />

saw people wanting to customise their experience to the<br />

powerful. Specifically stuff breaking the design pillars<br />

nth degree, which is why we gave them their own mapbuilding<br />

tool. In every case we draw inspiration from the<br />

that we’ve painstakingly created for the game. But if<br />

we ever find an issue or complaint that is universal to<br />

community. We love observing them and seeing the way<br />

everyone, we’ll decide if that’s something we want to act they will surprise us.<br />

on, or we’ll decide if it’s just one of those elements of the<br />

We don’t fully know how they’ll surprise us in<br />

experience that we wanted to create for people.<br />

Destiny yet, which is why we have invested wholly in<br />

There are some elements where people<br />

the core player experience. We have tried<br />

will say, ‘make my favourite weapon more<br />

to create an enormous world that will be<br />

powerful so I can win more matches’. And<br />

a place that would invite them to explore,<br />

we’ll say, ‘no, please enjoy your competitive<br />

we tried to create a game in scope and scale<br />

experience in the Crucible’. There are some<br />

that was more elaborate and more vast than<br />

people who will say, ‘give us a mini-map<br />

anything Bungie had ever created before,<br />

so I know where I am’. I will say, ‘no, enjoy<br />

and on that foundation we can iterate and<br />

your adventure as you’re lost in a wild and<br />

we can build for years to come as they<br />

abandoned Earth’.<br />

[continue to] surprise us with interactions<br />

Destiny is about exploration. Discovery.<br />

that we never imagined.<br />

It’s about balance in the face of many<br />

We can say, ‘that’s the sort of thing that<br />

different types of foes… It’s about risk,<br />

will add to the player experience, that’s the<br />

reward, strength and vulnerability. It’s about<br />

sort of thing we want to better enable for<br />

finding your own place in that sandbox.<br />

everyone to enjoy’. So we’ll take the most<br />

If there is no challenge, if there is no pain<br />

clever people in our community and use<br />

for a player then the game is not fun in an<br />

them as role models for every other player,<br />

essential type of way. If we do determine<br />

and say, ‘let’s let more people behave like<br />

that there’s something about that sandbox,<br />

this guy’.<br />

about that experience, that is broken<br />

or could simply be enhanced, we will<br />

absolutely be in a position where we can act<br />

on that on a regular basis.<br />

OPM: So there’s give and take there<br />

between the community and those core<br />

<br />

OPM: That long-term experience remains<br />

the most mysterious to us at the moment.<br />

What are you doing to ensure that we’ll be<br />

having these new experiences and telling<br />

these new stories after the story’s over?<br />

DD: It was important to us that the narrative<br />

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<br />

in Destiny has a beginning, middle and end. There are<br />

I SPEAK FOR A DEVELOPER<br />

a lot of players that approached us saying, ‘is Destiny a<br />

game I can finish or beat?’ And that state of completion THAT IS VERY INTERESTED IN<br />

is something that a lot of gamers still demand from the DELIVERING MYSTERIOUS<br />

games that they play.<br />

The story missions do do that, but the thing we<br />

EXPERIENCES THAT ARE<br />

are giving people options for is optimisation, so if you ROOTED IN EXPLORATION.<br />

complete the story as a Titan, it’s completely different<br />

as a Hunter. It’s completely different as the Warlock.<br />

Each class of Guardian has different sub-classes that<br />

you have explored. So people find themselves setting foot<br />

may make them offensive or support-oriented. So until<br />

in the wild and wondering what they should do. What<br />

you’ve played Destiny at the most difficult setting and<br />

sort of task they should undertake next. There is always<br />

set-up, until you’ve played Destiny as all of the different a bounty you can take from the bounty tracker. There’s<br />

classes, you don’t understand the full spectrum of<br />

always something you can do to gain favour with the<br />

experiences we’ve built in to the game.<br />

gunsmith, or any of the Vanguard mentors you find down<br />

If all you want to do is play through the story as one<br />

in the Hall Of Guardians.<br />

class of character, if you don’t want to relive the same<br />

The more you pay attention to whatever a story agent<br />

experiences under different tactical scenarios, the world<br />

needs from you, the more you can work with them to<br />

will always be alive. There will always be some dude that evolve your character. The more you pay attention to the<br />

needs to be rescued in the public space. There will always things that they say, and the way they name their items,<br />

be new Guardians that want to be battled in the Crucible. the more you can understand what their objectives are<br />

There will always be a new friend of yours that is yet<br />

for sending a Guardian out into the wild… You can start<br />

to complete a Strike or a Raid, even beyond all these<br />

to understand how Future War Cult is different from<br />

experiences that we’re shipping with the game.<br />

Dead Orbit, [which] is different from New Monarchy.<br />

There is additional end-game content, there are<br />

The purpose they serve is the future of humanity.<br />

limited engagements in which new story agents appear<br />

in the tower with very specific missions and specific<br />

OPM: The game’s full of secrets and little extras – can<br />

engagements that people can enjoy. Those experiences<br />

you point us in the right direction to find one?<br />

will have very specific rewards that are available for a<br />

DD: No. What you just illuminated is one of the<br />

limited time, so players will ask each other, ‘Oh my God,<br />

interesting challenges of my specific role, because I<br />

where did they get that weapon?’ And they’ll say, ‘weren’t speak for a developer that is very interested in delivering<br />

you around last month when…?’<br />

mysterious experiences to players that are rooted in<br />

I have to leave that as mystery, but you know… the<br />

discovery and exploration. And I am trying to protect the<br />

living social world is something that we hope people use secrets of a developer in an information age where players<br />

in different ways. For people to explore, there are things<br />

have instant gratification, and unlimited information.<br />

that will happen beyond completion of the narrative that<br />

There are a lot of people on Bungie.net who want new<br />

Bungie has yet to even reveal. My view of the Director is information about the game every day. I work for a group<br />

very different from the view of the Director you saw back of people who are perfectionists who think their work is<br />

in the Beta, and it’s riddled with all sorts of surprises<br />

never truly completed, only released. We have tried over<br />

that we’re holding in reserve for well after 9 September… time to sustain people’s enthusiasm for Destiny and for<br />

keeping them wanting to play, feel itching to play the<br />

game, but at the same time things for people to enjoy.<br />

While the lure of retweets and Reddit gold is<br />

seductive, I don’t want to deprive anyone of that moment<br />

when they boost off a [plane] wing on a Sparrow only to<br />

find a secret cave which is full of a deadly enemies and<br />

grab the loot. It’s something they really enjoy finding for<br />

themselves, and those are the moments of Destiny that<br />

we think are important, and we try to lure people with<br />

the promise of those moments without describing them<br />

in gritty detail.<br />

OPM: Destiny’s environments are massive, but what are<br />

we in danger of missing if we hop on our Sparrows and<br />

speed through them?<br />

DD: I think the best way to miss something in Destiny<br />

is to travel quickly. Fortunately you can travel quickly.<br />

As a person who has always loved the vehicles in Bungie<br />

games, I love nothing more than spawning my personal<br />

vehicle and rocketing off to the sunset, but taking the<br />

time to peer into every corner, taking the time to smell<br />

the roses, as they say.<br />

When you’re walking around the Tower there are<br />

different story agents, leaders of the different factions<br />

that permeate the culture of the last city on Earth, who<br />

will give you a better sense of the lore that we’ve built in<br />

the game – give you a better sense of the flavour of the<br />

future that humanity inhabits.<br />

There will be different ways to gain reputation that<br />

will earn you the weapons and the gear that will make<br />

you more powerful, there are different ways to exchange<br />

the natural resources you’re collecting when you’re out<br />

in the wild that will gain you favour with different people<br />

that have access to weapons that you collect over time.<br />

All of this lends structure to this vast open world that<br />

<br />

OPM: There’s always going to be a balance between<br />

releasing some information about the game and<br />

retaining that sense of mystery. Do you as a studio have<br />

a clear directive on how much of a game to show and<br />

which parts to hold back for upcoming content?<br />

DD: I think so. Bungie certainly has a long storied<br />

heritage of being a community focused developer. We<br />

enjoy a rich and meaningful conversation with the people<br />

who enjoy our game, or the people who are waiting to<br />

play them.<br />

With Halo we were working for years with something<br />

that was widely known to people. So dropping a simple


detail about Master Chief opened volumes to people. We<br />

find ourselves in an interesting situation with Destiny<br />

because this is an unknown thing. We can show people<br />

the sweeping vistas or the heroes, and they can say, ‘it<br />

THE<br />

looks like a Bungie game, it looks like a world I want to<br />

DIVISION<br />

be in, it looks like a character I want to play, the action<br />

looks fun, I see vehicles and power armour’. But there are<br />

some new things about Destiny that are intriguing – the<br />

elements of fantasy and magic, and the characters go on<br />

to be elaborately caped with these heraldic devices that<br />

make them look like knights.<br />

RYAN BARNARD<br />

That’s where the questions come from, and the<br />

conversation has been around, ‘tell us what you mean<br />

GAME DIRECTOR<br />

about a world that we can explore, about an adventure<br />

that unfolds over time, tell us what you mean about a<br />

character that evolves over many different modes of play,<br />

how does that work?’ This is the conversation that’s so<br />

difficult for us to have, because these things are so much<br />

better experienced than explained.<br />

Even once the players start to share their experience, OPM: Last year you blew everyone away with the E3<br />

start to talk about what they saw, all they can really do is reveal demo. Earlier this year Watch Dogs had to<br />

legitimise our claim and say, ‘Bungie is right, this is the<br />

contend with accusations of visual downgrades, so<br />

next evolution of the FPS, this is a different way to play a we’ll ask this straight: is that reveal demo what the<br />

Bungie game’. When people say, ‘what does Destiny feel final game’s going to look like?<br />

like?’ we shrug and say, ‘I don’t know, it feels like Destiny’. Ryan Barnard: Yeah. Absolutely. If you look at this<br />

And we can [now] point and laugh and say, ‘now you<br />

year’s demo, we believe the graphical fidelity is actually<br />

know how it feels to try to explain this thing’.<br />

a little better and completely within what we expect for<br />

What we can do is we can set expectations: tell people the consoles, so absolutely. It is Snowdrop that allows us<br />

that it’s a shooter, not necessarily an MMO, but it may<br />

to do that high level of detail and the animations on the<br />

well remind you of that experience. Not necessarily an<br />

scale that we’re doing for the game. So yes, no worries.<br />

RPG, but it will remind you of some of your favourite<br />

moments: creating a character, watching it evolve<br />

OPM: The Division is set in New York. How much<br />

over time. We need to make sure that we are making<br />

research did you put into the city, and how many visits<br />

promises that we can keep, and that we’re setting player did you make out there?<br />

expectations in a way that we can satisfy them later on, RB: Well, the team’s done many. I actually, it’s a sad little<br />

which is why sometimes you may find Bungie isn’t as<br />

side note, I’ve only been able to go once – because I had<br />

conversational about this game as we might have been<br />

other work obligations – and I went in the winter, so the<br />

with something we’ve released in the past because this<br />

worst trip. But it was so good for us to go there. When<br />

commodity has been unknown to us throughout a major you see the areas that you’re building with your eyes,<br />

portion of development.<br />

not looking at it like from a tourist or someone visiting,<br />

We knew what our design<br />

when you’re looking at the city for a gameplay space or<br />

pillars were, we knew that<br />

iconic kinds of locations close to things, it really changes<br />

we wanted to create a big,<br />

it up. So we’ve done tons of research. Everything in the<br />

beautiful world to explore,<br />

game kind of starts with that logic thread. It’s a Clancy<br />

we knew we wanted to fill it<br />

game and we’re near-future, but we want everything<br />

with the life of other players<br />

to be plausible. So that’s no difference for the city; we<br />

and create many different<br />

pick areas we build locations and make adjustments if<br />

modes of action that can<br />

necessary for the game.<br />

surprise and delight you and<br />

have you feel like anything<br />

OPM: New York is no stranger to videogames. What<br />

can happen. Realising those<br />

made it the right city for The Division?<br />

goals has been the product<br />

RB: I would say a big part of the strength of New York<br />

of a painful creative process<br />

city is that it’s so iconic and everyone on the globe has<br />

where we have debated with<br />

an image of what New York looks like or would look like.<br />

each other, surprised each<br />

So choosing that city so that then we can have the stark<br />

other, surprised each other’s<br />

conventional wisdom over<br />

time, until we felt completely<br />

comfortable about what<br />

this thing was. We’ve had a<br />

difficult time making very<br />

specific promises.<br />

<br />

THE DIVISION IS A TOM<br />

CLANCY GAME AND IT’S<br />

NEAR-FUTURE, BUT WE<br />

STILL WANT EVERYTHING<br />

TO BE PLAUSIBLE.<br />

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<br />

contrast to the New York of The Division was really<br />

you want to empower your agent with stronger and<br />

important. Because then you get that, ‘I want to go see<br />

better gear and better weapons near the end of the game,<br />

Times Square and then look at what’s happened in Times and then we have endgame activities to keep people<br />

Square’ – you get that kind of real stark contrast, I think playing in-between major additions to the game.<br />

that’s really interesting.<br />

OPM: There aren’t too many console games operating<br />

OPM: You’ve been showing off a very flexible skill<br />

this way although we’re beginning to see more and<br />

system. Can you explain it for our readers?<br />

more. Do you think that’s the case and why is this<br />

RB: I think ‘simple with depth’ is the way we like to think happening?<br />

about it. So there’s kind of a baseline skill that you’ll be RB: I personally absolutely believe that that’s the case.<br />

able to make a choice on that bottom line, but all skills<br />

I think that, you know, it depends on the genre, but in<br />

can be modified as you level up through the game up<br />

general I would say the gaming communities first and<br />

to what we call ‘large modifications’, which will actually<br />

foremost like being online. You get some people that<br />

change the functionality of a skill maybe completely. The want their offline modes and of course you’re going to<br />

turret that you see in the main demo with the fire, that<br />

have that, but generally games where you’re competing<br />

can actually be made into a sticky turret, and you can<br />

with or playing with other players are always the most<br />

throw it into a ceiling corner and it’ll be able to come<br />

engaging and the most fun. So there’s that, and then I<br />

back and fire down at the enemies. So things like that is<br />

also think that most game companies are realising that.<br />

how our skill system works; we want it to be broad.<br />

Especially when I speak to Ubisoft. We want to create<br />

worlds. We want to create universes that our players can<br />

really dive into and immerse themselves in. They lend<br />

themselves to this type of game that you can build upon.<br />

OPM: New York is contaminated with a virus: how does<br />

this contamination affect the game’s mechanics?<br />

RB: We try not to gate any content off or any areas off.<br />

We all believe that in a true open-world game, you’re<br />

not gated, right? You can go anywhere. Now there can be<br />

horrific, horrible things that happen to you if you go to<br />

an area where you’re not equipped to handle, which is<br />

how we approach that. So those contagion levels where<br />

you will need gear to be able to handle – these pockets<br />

of higher viral activity or higher virus – if you don’t have<br />

the equipment you can go in there but the virus will kill<br />

you. We want it to be important; it’s the whole catalyst of<br />

the game and it needs to be scary and deadly, but we also<br />

want it... It’s a little gamey, it’s a little fun, because we<br />

need there to be an immediate consequence for that.<br />

OPM: The Division’s an online RPG console game. That’s<br />

not a common thing. How have you found working with<br />

new-gen?<br />

RB: I’m not the best person for that question, but I know<br />

that the dev kits that we’ve gotten we’ve had them over a<br />

year and a half. Sometimes it’s challenging but I think, in<br />

general, from what I hear and read in the tech emails that<br />

I quickly file and ignore, it’s going well. It’s fine.<br />

OPM: What sort of tail do you expect The Division to<br />

have? Is this a game that will last months and months,<br />

potentially years and years, with fresh online content,<br />

or is it more of a traditional boxed game?<br />

RB: Finish the story and you’re done? No. We’re<br />

absolutely the previous example. We’re looking at The<br />

Division as a franchise; a new franchise. So we want to<br />

build upon this universe for years and years hopefully,<br />

with everything going well. So the game is constructed<br />

that way where we’re a progression based game where<br />

THERE ARE CONTAGION<br />

LEVELS WHERE YOU NEED<br />

GEAR THAT CAN HANDLE THE<br />

HIGHER VIRAL ACTIVITY. IF YOU<br />

DON’T, IT WILL KILL YOU.<br />

<br />

OPM: The Destiny guys, who are doing something<br />

similar, have a ten year plan. How far ahead can you<br />

plan, and are you planning?<br />

RB: That’s a great question. The truth is, we’re working<br />

so focused on this game. Now, the way we build it is so<br />

that we can add to it. Thinking of the future is how we<br />

approach that. But I’m focused on The Division in New<br />

York, and getting this game out and having that graphical<br />

fidelity that everyone’s waiting for. So yeah, that’s where<br />

we’re at.<br />

OPM: Focused on The Division in New York? Does that<br />

mean we can one day expect more areas or cities?<br />

RB: You’re trying! No, I’m focused on The Division in<br />

New York and I really don’t know. I don’t even have a<br />

good dodge answer for you [about] where we’ll go from<br />

there.<br />

OPM: What are you most excited about in regards<br />

to the players getting their hands on this? And what<br />

are you hoping as a developer to take away from that<br />

experience with what the public’s doing?<br />

RB: I love that question. I personally am most proud<br />

of how we’re integrating player versus player with The<br />

Division into the core experience. Trying to take some<br />

popular – I would say more strict or hardcore – game<br />

mechanics and flip them so that they can be positive and<br />

mainstream. And what I would love to take away and<br />

learn from The Division is that it can work: a PvP game<br />

with a layer just on top integrated into the core kind of<br />

progression or campaign, that it’s popular and people like<br />

it. That would be great. And if not then we learn why and<br />

we learn how can we improve it and make it better.


OPM: At the end of rounds there seems<br />

to be some kind of a tracking graph onscreen<br />

– what’s that all about?<br />

DG: Well that’s just like it’s a little<br />

EVOLVE<br />

timeline actually, it just tells you the key<br />

events in the main game itself. We’ve<br />

got even more of that stuff. You get the<br />

event info and then you actually see<br />

what happened on the map with this<br />

little telemetry thing. You’re seeing the<br />

events of what happened in the game<br />

DENBY GRACE<br />

and you’re calling out the players that<br />

EXECUTIVE PRODUCER<br />

you just beat. The smack talk after the<br />

games is often as fun as the game itself,<br />

and you’re always talking about the key<br />

moments when momentum shifted.<br />

And it’s really cool you get to see a nice<br />

visual representation of that.<br />

OPM: It took a while but we’ve now played with<br />

the<br />

second monster, the Kraken. Tell us about it.<br />

Denby Grace: Yeah, it’s a new monster and we also<br />

have new hunters as well. The big message that we want<br />

people to take away about the Kraken is that adding<br />

new elements to the game like a new monster changes<br />

everything. Where the Goliath’s a big sort of hulking<br />

King Kong-esque brawler, Kraken just isn’t. Kraken<br />

wants to fight at range; wants to get in the air; wants to<br />

fly and then it uses its electrical abilities to take down<br />

people. And that’s the exciting thing about Evolve: all the<br />

monsters that we have are vastly different.<br />

We’re going to have three at launch and then we’re<br />

going to have three of each class of hunter at launch.<br />

And again, even with those guys, within their specific<br />

role they’re very different to play. Playing as Lazarus as<br />

a medic is very different to playing as Val as a medic, for<br />

example. Lazarus has no active healing ability whatsoever<br />

but he has the ability to bring people back from the dead,<br />

so strategically it changes the way you play the game as<br />

a team and it changes the way, as a monster, how you<br />

approach attacking that team.<br />

OPM: Can you mix and match the groups of four<br />

hunters, mix some from the first wave with some from<br />

the second and third?<br />

DG: Yep. And the way it actually works when you’re<br />

playing the game is that you unlock them by playing<br />

that class. So I invest time playing as a class I’m working<br />

towards, not only mastering my own items and abilities<br />

on that character, I’m actually going to go then and<br />

unlock the next character in that class. And then yes,<br />

absolutely, I could have three characters in one class<br />

unlocked and then only one in the rest and then I can<br />

choose who I want and we combine it.<br />

That’s where the really interesting thing comes in;<br />

you start to see the cross strategies of different loadouts<br />

of team. I can have quite a defensive team if I choose<br />

to have, say, Bucket on sentry guns, Markov using his<br />

mines, Maggie with her harpoon traps; you can create<br />

really defensive sort of ambush zones. Combining<br />

characters gives a real good sort of variety and pushes<br />

things to the next level. It’s what makes the game so<br />

intriguing [to play].<br />

OPM: There are obviously modes beyond Hunt. Can you<br />

share what they are?<br />

DG: We’re not talking too much about it beyond Hunt.<br />

All we’re saying is four versus one is at the core of all the<br />

modes, and the core of that experience. What we do is we<br />

play with different objectives, we play with different rule<br />

sets and stuff like that to create other sort of stuff and all<br />

will be revealed soon, so we’re pretty excited about that.<br />

But we wanted to get people like really comfortable with<br />

the core of the experience and the characters, and really<br />

sort of hammer home the monsters and the characters<br />

and the variety they bring. Every single layer, every<br />

environment, every mode, every monster, every hunter<br />

really adds variety to the game and adds to the scope of<br />

the whole thing together.<br />

OPM: The monsters must take an incredible amount of<br />

dev time because they’re so unlike each other…<br />

DG: It’s certainly as simple as just going, ‘hey, look, a new<br />

monster angle – that’s a really good idea, why don’t we<br />

do this?’ It’s certainly not that easy. The guys have made<br />

a conscious decision and we’ve really mapped things<br />

out with the three monsters that we’re launching with;<br />

certainly we’ve got something that’s going to be very<br />

widely appealing. Arguably Kraken’s a little bit harder to<br />

play with and play well.<br />

OPM: For what reason?<br />

DG: It can take a lot less damage. Goliath is much more<br />

accessible in terms of you swinging your fists and doing<br />

a lot of damage in melee. You don’t do a lot of damage<br />

with melee with Kraken: all the damage comes from the<br />

abilities and you being in the air. Flying itself, there’s a<br />

certain skill to it. And, naturally, as you unlock things<br />

through the game you’re unlocking stuff that’s more<br />

complex to use. But as you’ve invested time in that class<br />

you’re going to be comfortable with how the strategies<br />

work, and now what you’re actually focusing on doing<br />

is learning [new] abilities. The Kraken is just a little bit<br />

more complex in terms of the way you’ve got to approach<br />

it, but also it’s more complex for the hunters facing it. It’s<br />

really interesting watching new players play the game –<br />

we’re seeing rounds actually last a little longer than what<br />

they were when we were playing with Goliath.<br />

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OPM: Did you anticipate that?<br />

DG: I didn’t anticipate it - but in hindsight, now I’ve<br />

seen why, it’s kind of super obvious. People don’t grasp<br />

that they’ve got to get the Kraken out of the air. And<br />

LITTLEBIGthey<br />

can’t really do really effective damage at height:<br />

PLANET 3<br />

flamethrower is the way you’re going to really fry the<br />

Kraken and it’s got quite a short range. When you get the<br />

Kraken on the ground using the harpoon traps then you<br />

really do damage really, really quickly because it’s just<br />

not as strong. It’s just not as strong a monster. Whereas<br />

Goliath’s right there in front of you, in your face, and<br />

DAMIAN HOSEN<br />

you’re just like, ‘holy sh*t man!’ So it’s very different and<br />

you’re spending your whole time just trying to get away<br />

DESIGN DIRECTOR<br />

and swarm around him, but with the Kraken it’s like four<br />

of you on a ledge all trying to spray bullets and trying<br />

to pull it out of the sky. So yeah, in hindsight I think it’s<br />

super obvious.<br />

OPM: Out of all the characters and monsters, which are<br />

your favourites?<br />

DG: My personal favourites… I have two. I like [Assault<br />

class] Hyde because of the sweary Britishness, which is<br />

always a good thing. And he’s got a massive flamethrower<br />

as well so it’s a lot of fun to play as Hyde, just to run<br />

into the monster, pop your personal shield and just<br />

standing there frying him. And he has some really cool<br />

toxic grenades as well, which if you use effectively can<br />

really push the monster round the map. When you work<br />

properly as a team some of you will flank him, then you’ll<br />

use toxic grenades to flush him into a set of harpoon<br />

traps with sentry guns and all sorts of stuff. I’m really<br />

enjoying Hyde and the new things he’s got.<br />

And then previously, Val as the Medic. For me Val had<br />

a really – and she still does – good set of three different<br />

phases for the game. She has specific weapon supports,<br />

which are really cool to just be cycling through. Early in<br />

the game you’re using your tranquilizer darts to help the<br />

team. Then you’ve got obviously your med ray: you’re<br />

running around quickly medding everyone, making sure<br />

everyone’s healthy. And then you’ve got the anti-material<br />

rifle [for destroying armour]. I think Val was the first<br />

one I picked up and I could immediately understand her<br />

because I played a lot of Team Fortress, so she translated<br />

real well.<br />

There’s some stuff we’ve not announced that I’m<br />

playing as well, but I can’t really talk about that. There’s<br />

another character that I know that I’m really having a<br />

blast playing as. That’s the really cool thing: I’ve gone<br />

deep on just three of the characters. Some of the guys<br />

just know them all inside out, and some of the guys just<br />

play the monster. That’s part of the appeal of Evolve: it’s<br />

a co-operative game and a solo player experience – a<br />

lone-wolf sort of experience where you just go in and eat<br />

hunters and it’s just rad for that reason.<br />

THAT’S THE APPEAL OF<br />

EVOLVE: IT’S A CO-OPERATIVE<br />

GAME AND IT’S A SINGLE-<br />

PLAYER EXPERIENCE ALL<br />

ROLLED INTO ONE.<br />

<br />

JONATHAN<br />

CHRISTIAN<br />

LEAD DESIGNER<br />

OPM: What proportion of development time has been<br />

devoted to the creation tools alone? Presumably that’s<br />

the biggest job given that it’s also how you populate the<br />

game with levels?<br />

Damian Hosen: I guess we had a view of the type of<br />

adventure we wanted to make. This being LittleBigPlanet,<br />

in order to deliver a great adventure full of variety, more<br />

rich 3D experiences, more playable characters, more<br />

exploration and all these different play styles, that meant<br />

we had to develop a large number of new tools that<br />

allowed us to make that. So we really started with what<br />

we wanted the game to be, then what tools we needed to<br />

deliver that.<br />

Jonathan Christian: It was all about building upon LBP<br />

2 stuff as well. It’s like a big jigsaw puzzle – everything<br />

combines together. So it was really important that all the<br />

new tools not only worked with the old tools but really<br />

enhanced them. A good example is the Sack Pocket,<br />

which is a new inventory system. All the old powers from<br />

LBP1 and 2 can also be put in the Sack Pocket, so you can<br />

create an experience where a player has the jetpack and<br />

grappling hook, and can switch between them at will.


OPM: Seeing old and new systems combine must give<br />

AT LAUNCH THERE’LL BE<br />

you even more ideas for gameplay experiences and A HUGE NUMBER OF GAMES<br />

level concepts…<br />

MADE BY THE COMMUNITY AND<br />

DH: That’s exactly what happened. We have a high<br />

number of really creative designers who sit prototyping OVER TIME WE’LL BE ADDING<br />

with the tools, and so much of what we have is<br />

NEW STUFF AS WELL.<br />

unexpected. So many of the levels in our game… We<br />

didn’t have an idea for a level where you swim through<br />

space, for example. That idea really came from someone<br />

guys are representatives of their community, so they’re<br />

prototyping and making a demo of that idea. We played<br />

feeling out what tools we need, what we need to patch,<br />

it, it was great, so we made a level up from that. The<br />

they’re looking at it from the broader LBP perspective.<br />

whole game really is a showcase of the benefits of<br />

And that means everyone should benefit from it when we<br />

prototyping with a great creative toolset.<br />

release. Very, very talented people.<br />

JC: It snowballs. As a new tool comes live, you think, ‘Oh JC: It’s been great in Create mode, because obviously<br />

wow, that’ll work really well with this other one’. It’s all<br />

they’ve got loads and loads of ideas that they’ve stored<br />

gameplay-based, so as we’re prototyping we think, ‘does<br />

up over the years building community content, and now<br />

that feel good at a really raw gameplay stage?’ If it does,<br />

they’ve got the outlet to realise those ideas.<br />

when it’s art-ed and polished up it’s going to feel great.<br />

DH: And we drop a huge amount of content if it’s not<br />

OPM: Have they had input into the design of the<br />

fun. Our team is always making new ideas, always playing creation tool itself, too?<br />

them, and only the best ideas survive. It’s an interesting JC: Yeah, everyone feeds into it. It’s quite an open culture<br />

creative climate, really. So many ideas are decent, but<br />

here so if you have a good idea, it’ll get fed in.<br />

they just don’t make it.<br />

JC: Yeah, you have to be very hard-skinned. [laughs]<br />

OPM: What role do Media Molecule and XDev play in this<br />

DH: [laughs]<br />

game’s development?<br />

DH: When we first started about two and a half years<br />

ago we spent a bit of time with Mark, Korine, Alex and<br />

the others, and we chatted a lot about the ethos of LBP<br />

which is very idiosyncratic. There’s nothing else like it.<br />

When I started, I didn’t really appreciate the nuances of<br />

making a game like this. I didn’t really appreciate that an<br />

idea for a power isn’t necessarily about writing a design<br />

document and getting it made, it’s about, ‘What could the<br />

community do with that power? Could it benefit them<br />

and us? What tools do we need to add to Create mode in<br />

order to develop that power-up?’<br />

It was interesting chatting to those guys, because they<br />

gave us a really good insight into their ethos. Why the<br />

game was like it was, how they shaped it, and that helped<br />

me personally a lot to understand where we should be<br />

going. But at the same time, people like JC and others<br />

have worked on the series before this. I think as much as<br />

anything, it was helpful to understand them.<br />

OPM: Is there one particular genre you couldn’t make<br />

with the game’s creation tool? We’ve talked about<br />

making endless runners, the top-down perspective…<br />

JC: In the Beta, the big ones are the top-down<br />

perspective, the animation, character creation… The<br />

dynamic thermometer so you can create massive<br />

sprawling levels. I suppose you could create an action-<br />

RPG now that spans across quite a distance, with<br />

different quests associated with it and different movesets<br />

for the characters. I’m trying to think of what you<br />

couldn’t do…<br />

DH: Ultimately, the game’s a platform, isn’t it? A<br />

platform for people to make games in, and it’s a live<br />

service. So at launch there’ll be a huge number of games<br />

made by the community, and over time we’ll be adding<br />

new stuff and the opportunities for you will keep<br />

broadening. It’s great, because even people who have no<br />

interest in creating get new content, new levels, every<br />

week, that we pick.<br />

JC: I think for creators who aren’t advanced yet you’ve<br />

got four characters out of the box to create with. So<br />

you don’t have to be a genius to build your top-down,<br />

completely new game. You can just build an Oddsock<br />

level, and that’s going to feel completely different to a<br />

Sackboy level.<br />

OPM: The fact that your level design team is made up<br />

of the best creators from the community is fantastic –<br />

what was the learning curve like for them?<br />

DH: It was a learning curve in two directions, really.<br />

The creators were experts in LittleBigPlanet creation,<br />

but had never made a full game before. And for people<br />

like me who are traditional game designers, we’d never<br />

worked with a team like that before. And it takes a while<br />

to get everything working as it should, but there’s such<br />

a creative force that the volume of ideas they create is<br />

fantastic. It’s doubly great for us because we know those<br />

<br />

OPM: It does feel like Sumo’s game, rather than a<br />

straight continuation of that formula, though.<br />

DH: Yeah, I moved my whole family up from London<br />

to make this game and many others here did the same,<br />

because it’s a game with such a positive outlook. It’s<br />

joyous, it’s uplifting, it’s colourful, it’s loads of fun. It’s<br />

very positive. And for me that meant a lot, because I’ve<br />

got children. It’s the type of game kids can play and really<br />

get a lot out of. We’re all really proud to be working on<br />

it. It’s been a bit of an honour, really. It sounds cheesy,<br />

but it’s true.<br />

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OPM: In the past you’ve said you wanted<br />

Mortal Kombat to be a tournament level<br />

fighting game. How far towards that goal<br />

MORTAL<br />

are you – are you there already, or are you<br />

constantly refining to get there?<br />

KOMBAT X<br />

EB: We’re constantly moving towards it. I<br />

mean, we’ve been featured. Mortal Kombat<br />

was featured in like two or three Evos, which<br />

is the biggest fighting game tournament.<br />

It’s been in MLG and all kinds of local<br />

tournaments, and so I guess we’ve, on some<br />

ED BOON<br />

level we’ve achieved it. But we always feel we<br />

EXECUTIVE PRODUCER<br />

could be better and so we’ve added features<br />

that are very deep; that not a high percentage<br />

of the population will access.<br />

At the same time we wanted to also add<br />

features that the masses can play. I think the character<br />

variations is going to be – in my opinion – a substantial<br />

leap forward in terms of fighting and strategy and<br />

character matchups.<br />

OPM: How much does it mean for Mortal Kombat to have<br />

this long legacy that it’s got?<br />

Ed Boon: It means a lot. You know, we were at the Sony<br />

E3 press conference and when they announced it it got<br />

this big cheer. I was in the audience and it took me by<br />

surprise. Like, ‘oh really, you like it that much?’ That was<br />

very nice. It does mean a lot, especially after 20 years.<br />

OPM: This is your first game out on new-gen at launch.<br />

What can you now do that you couldn’t do before?<br />

EB: I guess the entry point for the whole thing is a more<br />

sophisticated and higher fidelity presentation. The<br />

graphics need to be at a level that are noticeably better<br />

than the last generation – and I think they are. But at the<br />

same time we didn’t want to just take Mortal Kombat 9<br />

and just skin it with prettier graphics and say we’re done.<br />

So our goal was to add as much newness as possible, and<br />

the next-gen graphics lets us do full 1080p, 60 frames<br />

per second, with really beautiful lighting effects and<br />

things like that. And then from an online perspective it’s<br />

going to let us do this whole persistent online game that<br />

everybody’s going to participate in.<br />

OM: You must be rubbing your hands together in<br />

anticipation for people recording and sharing their<br />

greatest fights…<br />

EB: Yeah, that’s going to be exciting. A lot of fun.<br />

OPM: With Injustice you really took a step forward with<br />

environments. Could you explain the process of coming<br />

up with an environment and what you’d do to make it<br />

suitable for a Mortal Kombat fight?<br />

EB: For Mortal Kombat the environments are... They’re<br />

not nearly as big in scale, you know? You don’t pick<br />

up cars and we’re not slamming people through the<br />

walls and all that stuff like that. I try to use the phrase<br />

environmental leveraging, which is basically launching<br />

yourself to a certain area of the arena that’s advantageous,<br />

or escaping out of an area or using a branch to leverage<br />

yourself and perform a kick move and stuff.<br />

So it’s kind of advantages that are scattered<br />

throughout the arena, and we try to have them relatively<br />

evenly distributed so each part of the arena has its own<br />

interesting strategy and style. That’s usually our main<br />

goal with it - to distribute things evenly.<br />

<br />

OPM: Could you give an example of one of those deep<br />

features? How it works?<br />

EB: Yeah. Well, Mortal Kombat 9 had this meter that<br />

basically let players enhance their special moves or do<br />

a breaker to break out of a combo, or do the big kind<br />

of killer X-ray move. And layered on top of that are the<br />

character variations, where every character has three<br />

versions of themselves.<br />

I think that’s the depth. So instead of saying Scorpion<br />

is a good matchup for Sub-Zero, it’s going to be Scorpion<br />

B is a good matchup for Sub-Zero C, but Scorpion A<br />

might be a bad matchup for Sub-Zero A. That kind of<br />

layering of depth I think is really going to separate this<br />

game from, not only Mortal Kombat 9, but other fighting<br />

games.<br />

OPM: Fighting game fans seem to be some of the most<br />

hardcore gamers out there. How scary is it to include<br />

new features given the potential hostility that could<br />

ensue? How much work goes into the balancing and<br />

refining of such a feature so that it does make sense?<br />

EB: A ton of work goes into it. You’re always a little<br />

nervous. But to me the worse evil that we could do is to<br />

stay content and say, ‘okay it worked for MK9 so let’s just<br />

stick with what works’. You know, unfortunately other<br />

fighting game franchises have done that. They’ve just<br />

basically skinned the same game with prettier graphics;<br />

people get excited for a month and then they move on.<br />

And so that’s one thing that I’ve personally seen happen<br />

enough that I want to make sure we don’t fall into that.<br />

OPM: We’re Sub-Zero fans, so we need to ask: why is<br />

Scorpion and not Sub-Zero the icon of Mortal Kombat?<br />

EB: I feel like Scorpion and Sub-Zero are the two faces of<br />

INSTEAD OF SAYING<br />

SCORPION IS A GOOD MATCHUP<br />

FOR SUB-ZERO, YOU’LL SAY<br />

SCORPION B IS A GOOD MATCH<br />

FOR SUB-ZERO C, ETC.


Mortal Kombat. They’re the Yin and the Yang, they’re ice<br />

and fire, and I feel like they represent the main conflict<br />

in Mortal Kombat. I just happen to like Scorpion better<br />

because Scorpion was the first, in the very first game<br />

THE ORDER:<br />

that we did. When we put the spear in I remember<br />

1886<br />

people coming into my office and hearing ‘Get over here!’<br />

and getting excited; he was the character that got this<br />

momentum going, where we knew we had something<br />

special. And the same was with Sub-Zero, but I’ve always<br />

just gravitated a little bit more to Scorpion…<br />

OPM: Is it a blessing or a curse to have two such iconic<br />

characters in your franchise? Do you think with such a<br />

big roster some of the other characters don’t get the<br />

love they actually deserve?<br />

EB: Well those two clearly get the spotlight the most.<br />

I think it’s a blessing. I think for any game to have a<br />

character that’s recognisable by people outside of the<br />

game industry is a blessing, for sure. It does make the<br />

other characters harder to stand out but we have a roster<br />

of 60 characters so there’s no way everybody can have the<br />

same recognisability.<br />

OPM: Scorpion aside, which character do you enjoy<br />

playing as the most?<br />

EB: For this game? For this game it would be Ferra/Torr,<br />

the big guy with the little lady on his back. I think that<br />

character’s going to be a big fan favourite.<br />

OPM: For what reasons?<br />

EB: They’re so unique. The fact that he uses her as a<br />

weapon. The fact that he throws her. The fact that she’s<br />

giving him commands. The personality of them and the<br />

most interesting fighting mechanics… It’s just a really<br />

great character.<br />

OPM: In years to come, what would you like MK X’s<br />

legacy to be?<br />

EB: I would want its legacy to have been to have added<br />

a noticeable new layer to a fighting game strategy with<br />

multiple versions of the characters. I think – if we do our<br />

job correctly – it will really make an impact in terms of<br />

the variety of gameplay.<br />

OPM: You have a big roster – how tough is it to make<br />

sure that every character is evenly balanced?<br />

EB: It’s very tough and we’re going to definitely going<br />

to get those pro-players, the guys who play in the<br />

tournaments, in our studio and on the game to show us<br />

what needs attention.<br />

OPM: Are you shown up by some of those players, or<br />

can you hold your own?<br />

EB: I can’t even come close to holding my own. I have no<br />

problem saying that.<br />

OPM: Are you fine with that?<br />

EB: I sleep very well knowing that! [laughs]<br />

<br />

RU WEERASURIYA<br />

CEO/CREATIVE DIRECTOR<br />

OPM: The interior environments look so incredibly<br />

curated and full of detail; that’s amazing to see.<br />

What’s the process of building up an average room?<br />

Not necessarily a big showpiece such as Westminster<br />

Abbey with its ceiling, but just your average room in<br />

The Order: 1886?<br />

Ru Weerasuriya: You mean how long it takes? It’s a<br />

long process. Pretty much everything we do, exteriors,<br />

interiors… We never veer off the same process purely<br />

because we don’t want one point in the game to feel<br />

less than the other one.<br />

As far as the research, and everything, we do<br />

research and detail on every environment. I think<br />

that Westminster took as much work and time as the<br />

hospital. It’s purely because the detail comes in<br />

building the place afterwards. So actually, the building<br />

time for Westminster was harder for the little things<br />

we had to do, but the research leading up to it is pretty<br />

much the same.<br />

OPM: The half-breed creatures are really interesting<br />

because they talk to you – was that driven by the<br />

narrative, or was there an effect you wanted to have in<br />

the gameplay by having them talk to you?<br />

RW: It’s by the narrative, first and foremost, and it helped<br />

the gameplay quite a bit. The idea of the half-breeds are<br />

these half-humans; it was important for us to build it in<br />

such a way that they felt human enough and you could<br />

relate to [them]. They have emotions, but they’re your<br />

enemies. There’s no doubt about that. Having them talk<br />

gave them an eeriness…<br />

You can do a lot with a character to make them feel<br />

scary, but something that is that powerful and speaks<br />

to you is often scarier than the most scary thing you<br />

can ever do. Like, you know, the power of reason for<br />

something that’s at the top of the food chain – if there’s<br />

something that can reason as well as you do and is as<br />

strong as you, it becomes way scarier than anything else.<br />

OPM: What’s the lore behind its transformation? We<br />

see him initially as almost a recognisable human, and<br />

then he transforms in this sort of American Werewolf<br />

sequence – his arms extending and so on. What’s the<br />

narrative behind that?<br />

RW: We talk about two types of lycans. We have the<br />

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elders, the older type of lycan – they have the ability to<br />

be controlled about the way they are. The transformation THE INTERESTING THING<br />

is something the body goes through purely when they ABOUT THE HALF-BREED<br />

need that strength, and they need to be who they<br />

TRANSFORMATION IS THAT<br />

naturally are by birth. The interesting thing about the<br />

transformation is there are no gimmicks. It’s a oneto-one<br />

transformation of the topology of the whole ONE-TO-ONE TOPOLOGY.<br />

THERE ARE NO GIMMICKS. IT’S<br />

character, which actually transforms from human to<br />

lycan and back, if you want. It’s fun to do in games. We<br />

couldn’t do it in the past and now we can.<br />

likely than not you’ll probably get caught.<br />

The idea behind it is that they show their true colours<br />

when they need to, but they’re part of us, part of society.<br />

You see these humans. And that human specifically<br />

happens to be a half-breed. So it was interesting to see<br />

that whole idea of seeing a cannibal eating bodies, and it<br />

was feeding itself.<br />

OPM: How much did you have to iterate on its design to<br />

make it work with the gameplay?<br />

RW: We iterated quite a bit on it. There were three stages<br />

to it: the writing; deciding what our lycans are; deciding<br />

what they do and how they behave. Then that writing<br />

goes to the concept guys. They do an unbelievable job<br />

– we went through a long period to build the lycan. We<br />

actually got people from outside the team to just input<br />

some ideas because we wanted to go all around the place<br />

to get as many ideas as possible.<br />

All the while we wanted to make sure that it feels like<br />

it’s something that could’ve been real if it existed. Halfbreeds<br />

are abominations – they change like the elephant<br />

man. So we went through that whole concept phase of<br />

fine-tuning it and finding the thing that fits the narrative.<br />

Once we found the thing that fits the narrative we built<br />

it in-game. We started realising what works and what<br />

doesn’t. Can we really make him, like, 12 foot tall? It’s<br />

tough to make it… Sometimes you basically try to figure<br />

out where you want to stop.<br />

Luckily for us, because the game was now written<br />

completely without thinking what the enemy could be,<br />

I was able to at least know at the beginning if the lycans<br />

were a certain way. They were first written as nine feet<br />

tall, and that’s how they ended up.<br />

It was a cool process, but there were three clear stages:<br />

writing, building the first concepts, and building the<br />

model and trying to figure out the gameplay with it. It<br />

worked out.<br />

OPM: You have assassination stealth missions – are you<br />

always trying to track down a particular target or is it<br />

more varied than that?<br />

RW: It’s diverse. I can’t give you a single example. Stealth<br />

is used basically when you don’t want to be seen in those<br />

areas; you don’t want to be heard. You’ll have different<br />

ways of using stealth in different missions actually. You<br />

can kill people while you’re being stealthy or you can try<br />

not to; the scenarios are pretty diverse when it comes to<br />

stealth.<br />

OPM: You’re not penalised for killing people rather than<br />

sneaking past them?<br />

RW: I won’t say penalised but you have to be careful how<br />

you do it. If you go all-out and try to kill somebody you<br />

might not be able to finish the game. If you’re found out<br />

because you just tried to blast through everything, more<br />

<br />

OPM: Let’s get technical: the lighting looks strikingly<br />

different to games we’ve seen before. Has the<br />

increased realism [of PS4] changed the way designers<br />

used lighting cues? Traditionally as gamers we’ve been<br />

directed by a gaudy glowing green light somewhere…<br />

RW: Yeah it has. In so many ways. It changes the way<br />

designers also think about the layout of a level. You can’t<br />

always just put a beacon somewhere and tell the players<br />

that’s where they need to go. You’re going to break that<br />

realism – that emotion you’re trying to build. And<br />

suddenly people are going to be completely out of there…<br />

We tried as much as possible to reduce the number<br />

of things we do with lighting, and also UI as well. We<br />

try to minimise UI as much as possible in the game.<br />

It’s important. It’s changed the way we light. We try<br />

to light as real as technically possible, but at the same<br />

time keeping in mind when and how we need to go in<br />

the game. At the same time it’s collaborative with the<br />

designers needing to be smart about building something<br />

that doesn’t require that gaudy green light. I can<br />

understand that in some ways, but I don’t think it’ll work<br />

in our game.<br />

OPM: It does its job, in other games…<br />

RW: It does its job, exactly… It’s just that we are very<br />

different. We’re trying to not break the realism and we<br />

try not to break it as much as possible.<br />

OPM: The Order has really strong cinematic elements,<br />

and sometimes that’s associated with a slightly easier<br />

learning curve or a slightly<br />

easier difficulty than a game that<br />

doesn’t have a lot of cutscenes<br />

or QTEs. What’s<br />

your approach<br />

to the difficulty as a whole?<br />

RW: When you start a game, and<br />

especially with a new IP, you have<br />

to get people comfortable<br />

with what you’re<br />

trying to<br />

build. You’re notbuilding<br />

a one-to-one clone of<br />

something. Yes people<br />

are used to the<br />

analogue [sticks],<br />

the way it works,<br />

the way the triggers<br />

work. At the same<br />

time we need to give<br />

them a bit of a ramp up.<br />

So when it comesto<br />

difficulty at the outset of the<br />

game, we try to bealittle<br />

smart about how<br />

we push


all the different mechanics on to people. To tell you the<br />

something on it that didn’t look like a charge, then you’d<br />

truth, you don’t want to make a difficult game for the<br />

press explode and the wall would just disappear. But it<br />

sake of making a difficult game. You want to make a game proved the gameplay.<br />

that feels right for what you’re trying to achieve. If a kill<br />

And all the reasoning we have had in the team since<br />

feels like nothing, like if you run up to it and it feels like<br />

the beginning is: ‘just make sure the gameplay is strong<br />

‘that wasn’t hard’, it doesn’t make an enemy significant<br />

and coherent and everything works together’. If it does<br />

enough that you care about it.<br />

that for the multiplayer, then we’ll be able to bring all of<br />

And if it’s too hard it makes you feel like you just can’t that gameplay over in the single-player aspects of the<br />

do it. You have to find the balance in between. I don’t<br />

game, which there will be. So there’s going to be singleplayer<br />

aspects [and] there’s going to be co-op aspects, of<br />

think the cinematics makes the game easier compared to<br />

games that don’t have cinematics; I think it’s a question<br />

which we chose not to talk about today, but is definitely<br />

of scenarios and weapons. Because we switch scenarios<br />

in the works.<br />

so often it’s not an all-out shooter and it’s not an all-out<br />

stealth – it’s not one thing all the way through. It allows OPM: Siege was once Rainbow Six: Patriots but was<br />

us to actually have certain things that some players will rebooted 18 months ago. Why did that happen? What<br />

find easy. People who love shooting will find those [bits] ultimately led to the project being rebooted?<br />

easy, then you can go into stealth and you have to be<br />

JL: Well, making a game in itself is a pretty complex<br />

more careful.<br />

endeavor, and it’s not the first time a project doesn’t get<br />

Then there’s the QTE side. They aren’t just QTEs,<br />

to the actual ship date. Basically we had a good team of<br />

they are those branching mechanics that become hard<br />

people working really hard on the project, but for many<br />

because you’re following the action. You’re getting slowdowns,<br />

you have to choose your target point of attack…<br />

feel that we had a game that was up to par with what we<br />

reasons it just didn’t come to fruition and we didn’t<br />

All of those actually bring a sense of difficulty for each<br />

wanted the players to feel when they played it. If we were<br />

of those missions for different players and that’s the<br />

going to do a game that we weren’t super proud of, of<br />

fun part. It’s knowing that no single player – well, some<br />

course we didn’t want our players to have that.<br />

guys are good at everything… – but every player will find<br />

It was a hard decision. At the same time it, was a<br />

their niche and they’ll be able to experience things very<br />

super-good decision. The call was made and we started<br />

differently.<br />

from scratch; we changed all the deadlines, or removed<br />

them. We changed the concept. We changed a whole lot<br />

of the team as well and a lot of new blood came into the<br />

team. Everything was put in shapes that we could make<br />

it work, basically.<br />

RAINBOW SIX:<br />

SIEGE<br />

JEROME LASSERRE<br />

TEAM LEAD<br />

OPM: Was that a scary process? A liberating process?<br />

What was the mood like on the team when the reset<br />

button was pressed?<br />

JL: Well, as with any big change I’m sure some people<br />

didn’t like the idea of it and some people liked it better.<br />

In my case, this was an opportunity for me to join the<br />

team. I was on the Assassin’s Creed brand for a long<br />

time before and it was super interesting as well, but for<br />

me it was an occasion to jump on a new project that felt<br />

like the underdog, and try and see how we could make<br />

it work. That was super-interesting and I think most<br />

people generally agreed that something had to be done to<br />

make sure that the project went somewhere. So we were<br />

happy with the decision.<br />

THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

OPM: Siege was announced with its multiplayer mode<br />

front and centre, but just to clear things up – is it a<br />

multiplayer only game?<br />

Jerome Lasserre: No. Not at all. It’s not a multiplayeronly<br />

game. The thing is, we understood early on that we<br />

had to nail the multiplayer game. It has to be fun, it has<br />

to be coherent and it has to work, and for all of that to<br />

work we need to focus on it exclusively first.<br />

The project began 18 months ago, and during that<br />

period we spent most of that time exclusively on<br />

multiplayer. We didn’t consider the graphics aspect of<br />

it – we did a lot of prototypes that were purely gameplay.<br />

All the beautiful destruction that you see right now<br />

started by actually being only blocked walls; you could<br />

have a wall that was either on or off, you could just put<br />

<br />

OPM: So every E3 Ubi famously has a secret project to<br />

unveil at the end of its press conference. When did you<br />

find out that Siege was going to be that game this year?<br />

JL: I think pretty early on we were very confident that<br />

we had strong gameplay and that we had something of<br />

great value in our hands. Xavier Marquis, our creative<br />

director, he has a very strong convincing power and he<br />

combines this with a very focused thought process.<br />

When he presented us the core ideas of his new concept<br />

for the game, pretty quickly everybody said, ‘oh yeah, this<br />

is awesome. This is really going to work’.<br />

From that point on we made a bunch of prototypes<br />

and we gave ourselves some objectives, each month, to<br />

show some specific aspects that would really be core<br />

to the game and really help us answer questions about<br />

what it is that this game needs to be. And from month<br />

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THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

28<br />

<br />

sure that the gameplay we think is fun is actually fun<br />

for people to play. A good aspect in the game we have so<br />

far, and we’re going to keep pushing, is the fact that it is<br />

pretty easy to start playing it and have fun pretty quickly,<br />

yet you can really see the people who have been playing<br />

a lot [who] have so many moves that we didn’t think of.<br />

It’s fun to see the depth of the game.<br />

The variety of situations that can occur are also very<br />

interesting, because we’ve been playing a lot on that one<br />

map and there’s so many things that happen that we<br />

didn’t think of. This is super-exciting.<br />

I THINK THAT THE CORE<br />

INSPIRATION IS SIMPLY<br />

RAINBOW SIX. IT’S A PURE<br />

RAINBOW SIX GAME. RAINBOW-<br />

ISH? RAINBOW-EE?<br />

to month you could see very good progress. At E3 last<br />

year we were already pretty sure that this was something<br />

that was going to happen for us this year. So almost a<br />

year ago we already knew that we had something great<br />

in our hands.<br />

OPM: We see shades of Counter-Strike in Siege. We see<br />

shades of SWAT 4. We see shades of Rogue Spear… Is<br />

there anything in particular you got inspiration from?<br />

JL: I think that the core inspiration is really, simply,<br />

Rainbow Six. And a lot of people have said that this<br />

since we showed the game. This is really completely<br />

different [to what we’ve done before], but it’s really a<br />

pure Rainbow Six game. It really feels Rainbow-ish.<br />

Rainbow-ee..?<br />

What Xavier managed to do is really identify what<br />

it is that makes a Rainbow Six game; really defines its<br />

identity. It comes down to, essentially, that Siege and all<br />

of the other previous games of Rainbow have had that<br />

core of opposing forces. And it was just by boiling them<br />

down to the essentials that we came to Siege’s gameplay,<br />

which is, I think, very fun to play.<br />

OPM: How complete is Siege as it stands?<br />

JL: Right now, we’re still pretty early in the process.<br />

We’re working on a lot of content; there’s still a lot of<br />

game design [to do] and we’re going to be pushing a lot<br />

of other stuff. We’re also working on all the single-player<br />

and co-op aspects of the game that we haven’t shown<br />

yet, so there’s still a very, very big amount of work to do.<br />

OPM: What’s your favourite aspect of what we’ve<br />

been playing in our multiplayer demo? What’s jumping<br />

out at you – any tactics that people are using, or any<br />

surprising way in which they’re tackling the game?<br />

JL: I didn’t anticipate the amount of impact that the real<br />

time destruction engine provides in terms of gameplay.<br />

I knew it was interesting but now that everything is so<br />

well polished and the details of this destruction affect<br />

the world, you can see people trying to do things that are<br />

really awesome.<br />

Some of the demos, they’re not staged but they’re<br />

planned in advance. We have a certain number of [things]<br />

we’d like to showcase, so we have guidelines and they try<br />

to essentially go and do a few things; but the gunfights<br />

are real. They shoot at each other and they try to kill<br />

each other for real. You see sometimes a guy who’s said:<br />

‘oh he’s on the other side of the wall, shoot through the<br />

wall – either to shoot him or to get a view on him’. This<br />

is all-new. This is completely new and to me that’s a<br />

complete surprise that we can get that level of quality<br />

and fun, just with a single mechanic.<br />

We’ve actually had a lot of people play the game<br />

up until now. Internally we try to put the game<br />

in as many hands as we can. The goal is to make<br />

<br />

OPM: It seems that Siege is, in the best way possible,<br />

built around very basic ideas. Fundamentally, just a few<br />

basics, and when they come together it seems mad that<br />

it’s not been done before by anyone else, yet it’s not<br />

until you play it that you see that…<br />

JL: Yeah. You’re totally right, I think there’s something<br />

very basic about all these design decisions that were<br />

made, and that’s why it really feels new.<br />

It’s sometimes hard to say it’s completely different to<br />

any other games: you can define it with the same words<br />

that you would use defining the original Rainbow Six.<br />

Yet the gameplay is completely different. There are a<br />

few aspects – the one life for instance, the fact that you<br />

have only one life when you’re playing – that add a lot<br />

of tension to the game. You really fear for your life when<br />

you’re in that situation [and] you want to keep your<br />

player alive.<br />

At the same time, when you’re dead you can still<br />

participate in the game. You’re still an active member of<br />

your team and that makes it very less hardcore than it<br />

could be, because you’re still part of the game and you’re<br />

having as much fun by coaching the others and telling<br />

them where they should be careful and what moves they<br />

should do.<br />

OPM: So you don’t mute dead players then?<br />

JL: No, no, no! The dead player is still an active part of<br />

the gameplay. We call his role the handler: he’s essentially<br />

tasked with looking at the security cameras and coaching<br />

the other players. He should be saying, ‘you should go<br />

that road’, or, ‘watch out, there’s a player behind you!’ He’s<br />

an active member of the team.


OPM: The last few Rainbow Six games snapped you into is a completely new game, which continues the key<br />

third-person for cover situations – that doesn’t seem<br />

concepts of the first game, namely game design focused<br />

to be present in Siege. Is there any reason for that?<br />

on realizing an engaging survival horror experience,<br />

JL: We’re aiming for a lot more realism. And the cover<br />

and a story structure inspired by TV serial dramas. As<br />

system… a lot of people liked it, and it was fun in Vegas<br />

a completely new title, players new to the series can<br />

as well, but the global thought is it brings us out of the<br />

enjoy it without having played Resident Evil Revelations<br />

fantasy of what Rainbow Six is.<br />

1 (RER1), although of course gamers who played RER1<br />

It’s really about counter terrorist units in a realistic<br />

and other Resident Evil titles will enjoy the many<br />

setting. Having very close quarters combat interactions.<br />

connections and homages to the series that we’ve<br />

And the cover system brings you out of that world again: included all the more.<br />

it gives you a global view which you wouldn’t have as<br />

Gameplay-wise, the game follows the popular design<br />

that character in that setting. So having everything back<br />

of RER1, but with new additions and tweaks to the<br />

in your own head you can see only your first-person<br />

mechanics that ensure Revelations 2 feels like its own<br />

view, that gives you the real perspective you would<br />

unique experience. For example, there are some new<br />

encounter in that situation.<br />

stealth-based gameplay elements, a character-switching<br />

mechanic and more.<br />

As for what separates the Revelations games from<br />

the main numbered series, I think the numbered<br />

titles are the ones that have the power to drive the<br />

whole series forward, and it’s their responsibility to<br />

take on new directions and challenges. We saw this<br />

with the development in the series from Resident<br />

Evil 3 to Resident Evil 4, for example. It’s this type of<br />

advancement that is key to propelling the series forward.<br />

Conversely, it is the responsibility of the Revelations<br />

series and other spin-off titles to further complete and<br />

refine the franchise offerings, somewhat akin to placing<br />

an additional piece in a larger puzzle. In the case of<br />

Revelations 2, we are telling the untold story of events<br />

that occurred between Resident Evil 5 and Resident Evil<br />

6, and I hope fans will enjoy checking out what happened<br />

in that time period in the series chronology.<br />

OPM: Can you give us a teaser perhaps about the<br />

scenarios or environments that we might be fighting in<br />

next year?<br />

JL: Are we always going to have the, how was it phrased…<br />

the ‘harmless girl’ to rescue? No, we’re not going to<br />

have only that. There are going to be different hostage<br />

situations, different scenarios, different situations with<br />

hostages and there’s certainly going to be other objectives<br />

than hostages.<br />

We’re going for the fantasy of the counter-terrorist<br />

units, and they can encounter a bunch of different<br />

situations in a bunch of different settings. What’s<br />

going to be the overarching semantics, if you will, is<br />

the violence: it’s going to be generally close-quarters,<br />

very high tension, very high lethality. The gameplay is<br />

always going to be teamwork first. It’s going to be very,<br />

very different if you don’t play as a team and, generally<br />

speaking, it’s going to be almost impossible if you don’t<br />

do it properly as a team.<br />

Everything is going to be going in that direction. I<br />

can’t say a lot more about the actual settings, but it’s<br />

going to be interesting and varied.<br />

RESIDENT EVIL<br />

REVELATIONS 2<br />

MICHITERU OKABE<br />

PRODUCER<br />

OPM: Now that the Resident Evil cast is so vast, how<br />

much debate goes into picking the right stars (or<br />

should that be STARS?) for the right games and is it<br />

always a hot topic in the office?<br />

MO: To tell you the truth, choosing the star of<br />

Revelations 2 was a very natural and painless decision.<br />

There are certainly a large number of characters in the<br />

Resident Evil universe, but the team members working<br />

on Resident Evil seem to all be on the same wavelength,<br />

so to be honest the idea of who to go with as the main<br />

character in the next game is usually decided fairly<br />

quickly and consistently. Maybe not as dramatic an<br />

answer as you wanted, but that’s just how our team<br />

works! It’s like we can read each other’s minds!<br />

Once we chose the main character for RER2,<br />

discussing how to represent that character in the game<br />

was the real hot topic. We took a lot of time to write<br />

the story, with many rewrites needed until the director,<br />

Yasuhiro Anpo, was satisfied. As producer, I had my<br />

concerns about whether we would be able to stay on<br />

schedule, but in the end we succeeded in weaving a<br />

thrilling game play experience, brimming with exciting<br />

content for the fans.<br />

THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

OPM: This is a direct sequel to Revelations – how are<br />

the games linked in terms of plot and mechanics, and<br />

in your opinion what separates the Revelations games<br />

from the core numbered Resident Evil titles?<br />

Michiteru Okabe: Resident Evil Revelations 2 (RER2)<br />

isn’t a direct sequel in terms of storyline; rather, it<br />

<br />

OPM: What made you settle on Claire in particular for<br />

the lead role in Revelations 2?<br />

MO: As I just mentioned, the whole team agreed on who<br />

we wanted to have as the main character without any real<br />

objections. It’s Claire’s first time out in a long time, and<br />

she’s very popular with fans. Not only that, but since we<br />

were looking to set the game between Resident Evil 5 and<br />

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THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

30<br />

<br />

MOIRA IS ANOTHER ONE OF<br />

these incidents, and blow the whistle on the companies<br />

and governments behind them. Terra Save were actually<br />

introduced in one of the Resident Evil CG feature movies,<br />

so if you’re interested in them you can check out more<br />

about them that way!<br />

THOSE MISSING PIECES THAT<br />

WE FELT WE NEEDED TO ADD<br />

TO FILL IN THE RESIDENT EVIL<br />

FRANCHISE PUZZLE.<br />

6, in terms of the series timeline she would have grown<br />

up from the student we last saw her as. These factors<br />

and the planned content for the game combined to make<br />

Claire the obvious choice. We really didn’t consider an<br />

alternative, it had to be Claire.<br />

OPM: Barry Burton is obviously a big fan favourite. Why<br />

did you decide to cast one of his daughters in a starring<br />

role for Resident Evil Revelations 2?<br />

MO: Moira is another one of those missing pieces<br />

that we felt we needed to add as part of the role of a<br />

Revelations title is to fill in the Resident Evil franchise<br />

puzzle. Utilising previous title plot points and settings<br />

to connect the current game to the threads of past titles<br />

is one of the fun things about a spin-off title, not just<br />

for players but for us as developers as well. Interestingly,<br />

amongst these threads, the character setting of Moira<br />

as Barry’s daughter actually appeared ever so briefly in a<br />

previous title. Anyone who recognizes the connection can<br />

proudly consider themselves a true, hardcore Resident<br />

Evil fan. Resident Evil Revelations 2 is packed with<br />

similar references and nods to the series’ past, which<br />

make it a must play title for any RE fan.<br />

OPM: The Afflicted are not zombies – how do they<br />

differ, and what makes the Afflicted a more dangerous<br />

enemy than regular zombies? How should we fight them<br />

when we’re playing?<br />

MO: Creating new and interesting characters is a key<br />

mission for every Resident Evil game, and<br />

RER2 is no exception. The Afflicted are as scary<br />

as they look – and I think you’ll agree they<br />

look pretty scary. They are not as mindless as<br />

zombies, so they will actually be able to move<br />

quickly and attack the player with weapons,<br />

making them a genuine threat. Ammo is scarce<br />

though, so this isn’t to say you’re going to be<br />

gunning down hordes of them – the game<br />

has a stealth aspect to it where it can often<br />

be more advantageous to avoid getting drawn<br />

into a fight, and instead attempt to sneak up<br />

undetected and swiftly take them down, or<br />

slink past. Reserve your ammo and try to get<br />

around them, or carve out a safe path? Players<br />

will be able to choose the play style that suits<br />

them best.<br />

OPM: Tell us about NGO Terra Save: who are<br />

they and what do they do?<br />

MO: After the Raccoon City Incident, Terra<br />

Save was formed to tackle the growing threat<br />

to the world posed by bioterrorism, and<br />

provide aid to victims of bioterrorist attacks<br />

and incidents of misuse of chemical agents.<br />

They also work to educate the public about<br />

<br />

OPM: Revelations 2 is coming to PS4 – what does this<br />

new generation of console let you do with Resident Evil<br />

that you couldn’t previously, and are you enjoying the<br />

extra hardware power and features?<br />

MO: We always aim to bring the Resident Evil series to<br />

a new level of graphical fidelity with the release of each<br />

new generation of console hardware, so I found it great<br />

to develop for the PS4. Our teams are constantly taking<br />

on new challenges that will allow them to present the<br />

player with fresh gameplay experiences. As a result of<br />

our efforts we’ve worked hard to ensure that the power<br />

of the PS4 is utilised to produce higher-quality character<br />

models, backgrounds, effects and overall visuals running<br />

at a stable 60 frames per second in full 1080p HD. A<br />

smooth and stable frame rate may sound simple, but<br />

it’s an integral factor in escalating the immersion you<br />

experience with the game to new heights.<br />

OPM: Were you surprised at the overwhelming praise<br />

for the original Revelations? Has its reception informed<br />

the design decisions for Revelations 2 in any way?<br />

MO: Regarding the design, absolutely – the acclaim for<br />

the first title was essentially the main impetus for us to<br />

develop the second one. We naturally wanted to bring<br />

across all the most well-received aspects of the first game<br />

and build upon them to further improve and evolve the<br />

experience.<br />

As for whether or not the praise of the first title was<br />

unexpected, when I played the work-in-progress version<br />

of the game during development it seemed to me that<br />

even at that early stage it was successfully executing<br />

its goal of returning to the series’ roots of survival<br />

horror. Even at that early unpolished stage of<br />

development, it was just like playing one of<br />

the scarier past titles in the series for me, so I<br />

somewhat expected that it would (hopefully!) be<br />

well received. I suppose it’s easy to say that in<br />

hindsight. [laughs]<br />

OPM: Raid introduced some fun new concepts<br />

to Resident Evil – what did you learn from the<br />

original’s Raid mode and can we expect these<br />

to be expanded upon in Revelations 2?<br />

MO: Raid mode really reconfirmed for us that<br />

you need to consider the gameplay life cycle<br />

of a game and include ways to allow players to<br />

keep enjoying the game continually. Even all<br />

this time after release, the first game still has<br />

events happening in Raid mode via the RE.net<br />

service (if you haven’t checked out RE.net yet,<br />

I’d encourage you to do so!).<br />

In Resident Evil Revelations 2 we certainly<br />

want to live up to fans’ expectations, so while I<br />

can’t go into detail right now, I’d ask you to stay<br />

tuned for further information on Raid mode as<br />

we release it.


BACK<br />

ISSUES<br />

<br />

THE ULTIMATE PLAYSTATION OFFICIAL MAGAZINE INTERVIEW BOOK<br />

#95 April 2014 #96 May 2014<br />

Batman: Arkham Knight<br />

PS4’s Secret Games<br />

Dark Souls II<br />

Thief<br />

Borderlands: The Pre-Sequel<br />

Indie Games On PS4<br />

inFamous: Second Son<br />

Project Morpheus<br />

#97 June 2014<br />

Destiny<br />

The Order: 1886<br />

Breaking The Fourth Wall<br />

The Ultimate OPM Pub Quiz Book<br />

#98 July 2014<br />

Call Of Duty: Advanced Warfare<br />

Homefront The Revolution<br />

The Complete Guide To Destiny<br />

Wolfenstein: The New Order<br />

#99 August 2014 #100 September ‘14 #101 October 2014<br />

The Hot 50<br />

Uncharted 4: A Thief’s End<br />

Assassin’s Creed Unity<br />

Grid Autosport<br />

Destiny<br />

OPMX100<br />

PlayStation’s 100 Greatest Games<br />

The Last Of Us Remastered<br />

Dead Island 2<br />

Call Of Duty: Advanced Warfare<br />

Stick To The Script<br />

Metro Redux<br />

#102 November 2014<br />

30 Games Only On PlayStation<br />

Destiny<br />

WWE 2K15<br />

PlayStation TV<br />

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