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<strong>Issue</strong> <strong>202</strong> july <strong>2017</strong><br />

www.gamesradar.com/oxm<br />

2<br />

every awesome detail about bungie’s next step<br />

> new worlds > new combat abilities > new weapons<br />

star wars<br />

battleFront ii<br />

first look at<br />

the all-new<br />

campaign!<br />

redout | bulletstorm | blackwood crossing | serial cleaner | s e x y b r u ta l e<br />

essential new inFo!<br />

project<br />

scorpio<br />

exclusive details!<br />

tHe<br />

escapists 2<br />

epic preview!<br />

marvel vs<br />

capcom<br />

big interview!<br />

tHe Future<br />

For indies


XBOX ONE & WINDOWS 10 EXCLUSIVE<br />

© 2016 Microsoft Corporation. All rights reserved.


REAL-TIME STRATEGY<br />

MAKES AN EXPLOSIVE RETURN<br />

TO THE HALO UNIVERSE


InTrO<br />

004<br />

Dead-eye<br />

Jedi<br />

Stephen Ashby<br />

Editor<br />

Steve took over as<br />

head of the Jedi<br />

council/Editor this<br />

month. Unfortunately,<br />

his haphazard use<br />

of a lightsaber in the<br />

office meant he was<br />

immediately called in<br />

for a meeting with HR.<br />

The OXM TeaM<br />

Lasers? Check. Swinging lightsabers with wild<br />

abandon? Check. An actual, honest-to-God,<br />

single-player campaign? Check. This month,<br />

we’ve traveled to a galaxy far, far away to<br />

uncover every possible detail on Star Wars:<br />

Battlefront II. From new planets to famous faces,<br />

we’ve managed to smuggle out all the plans,<br />

put them in an old R2 unit, chucked them into<br />

an escape pod, and jettisoned them in your<br />

direction—starting on p38. If you prefer a galaxy<br />

a little closer to home, though (the one we’re in<br />

right now, for example), we haven’t forgotten<br />

you either. Grab your Ghost and dive into the<br />

latest Destiny 2 news, which you’ll find on p10. If<br />

space shooting doesn’t tickle your fancy, why not<br />

sample our E3 predictions on p52 (based entirely<br />

on fanciful guesswork), or our Yooka-Laylee<br />

review on p60? It would almost be rude not to…<br />

ISSUE <strong>202</strong> jUly <strong>2017</strong><br />

EdItorIal<br />

Editor Stephen Ashby Seryph01<br />

Senior art Editor Warren Brown wozbrown<br />

deputy Editor Daniella Lucas CelShadedDreams<br />

Production Editor Kimberley Ballard Babetemples<br />

Staff Writer James Nouch JayNow<br />

ContrIbUtorS<br />

Writing Keith Andrew, Zoe Delahunty-Light, Robert Douglas, Matt Elliott, Steve<br />

Hogarty, Ben Maxwell, Dave Meikleham, Paul Taylor, Paul Walker-Emig<br />

art Nicky Gotobad, Cliff Newman, Laurie Newman<br />

Production Charles Ginger, Jonathan Gordon, Drew Sleep<br />

bUSInESS<br />

Vice President, Sales<br />

Stacy Gaines, stacy.gaines@futurenet.com<br />

Vice President, Strategic Partnerships<br />

Isaac Ugay, isaac.ugay@futurenet.com<br />

East Coast account director<br />

Brandie Rushing, brandie.rushing@futurenet.com<br />

East Coast account director<br />

Michael Plump, michael.plump@futurenet.com<br />

Midwest account director<br />

Jessica Reinert, jessica.reinert@futurenet.com<br />

West Coast account director<br />

Austin Park, austin.park@futurenet.com<br />

West Coast account director<br />

Brandon Wong, brandon.wong@futurenet.com<br />

West Coast account Manager<br />

Tad Perez, tad.perez@futurenet.com<br />

director of Marketing Robbie Montinola<br />

director, Client Services Tracy Lam<br />

director, retail Sales Bill Shewey<br />

ProdUCtIon<br />

Production Manager Mark Constance<br />

Production Controller Nola Cokely<br />

Project Manager Clare Scott<br />

Production assistant Emily Wood<br />

SUbSCrIPtIon QUErIES<br />

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email us at contact@myfavouritemagazines.<br />

com, call us toll free at 1-844-779-2822, or write to us at <strong>Official</strong> <strong>Xbox</strong><br />

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Jedi master Dani<br />

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chopsticks. Use the<br />

forks, Lucas!<br />

Kimberley Ballard<br />

Production editor<br />

This month, Kimberley<br />

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didn’t feature in Steve’s<br />

music collection. She<br />

found his lack of Faith<br />

quite disturbing.<br />

James Nouch<br />

Staff writer<br />

James mostly spent<br />

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and leave us all behind.<br />

Patients you must<br />

have, young Padawan.<br />

Warren Brown<br />

Senior art editor<br />

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thE offiCial xBox magaziNE


©CAPCOM CO., LTD. 2016 ALL RIGHTS RESERVED.


start<br />

contents<br />

Everything you can look forward to over the next 90 or so pages<br />

news<br />

010 The Big News<br />

sTory: desTiNy 2<br />

016 Need To KNow:<br />

CreaTors UpdaTe<br />

018 projeCT sCorpio<br />

020 The Big piCTUre:<br />

iNNerspaCe<br />

022 oXM opiNioNs<br />

006<br />

previews<br />

026 ooBleTs<br />

028 esCapisTs 2<br />

030 FUll MeTal FUries<br />

033 valKyria<br />

revolUTioN<br />

034 agoNy<br />

035 Marvel vs<br />

CapCoM: iNFiNiTe<br />

036 serial CleaNer<br />

037 redoUT<br />

010<br />

035<br />

subscribe<br />

now on<br />

page 076<br />

the official xbox magazine


features<br />

038 sTar wars:<br />

BaTTleFroNT ii<br />

046 The Big iNTerview:<br />

Chris Charla<br />

052 oXM iNvesTigaTes:<br />

e3 prediCTioNs<br />

reviews<br />

060 yooKa-laylee<br />

064 BUlleTsTorM<br />

066 sNaKe pass<br />

067 lego CiTy<br />

UNderCover<br />

068 ThiMBleweed<br />

parK<br />

070 The seXy BrUTale<br />

072 BlaCKwood<br />

CrossiNg<br />

074 This is The poliCe<br />

extra<br />

038<br />

086<br />

007<br />

080 darK soUls iii dlC<br />

082 MaFia iii<br />

083 halo 5: gUardiaNs<br />

084 how To: sTreaM<br />

yoUr gaMes wiTh<br />

BeaM<br />

086 reTrospeCTive:<br />

CaTheriNe<br />

090 why i love:<br />

virgiNia’s<br />

sileNT sTory<br />

092 The 15 greaTesT<br />

dogs iN XBoX<br />

hisTory<br />

096 direCTories<br />

098 disC sloT:<br />

gaviN priCe<br />

046<br />

092<br />

060<br />

havE soMEthing to say? why not writE to tEaM oxM at oxM@futurEnEt.coM<br />

More great features at gamesradar.com/oxm<br />

the official xbox magazine


InsIder july <strong>2017</strong><br />

insider<br />

008<br />

Here at OXM Towers, we love a nice, juicy bit of<br />

news. Each month, we charge into the games<br />

industry undergrowth, noses twitching like some<br />

mad <strong>Xbox</strong>-obsessed truffle-hogs, always on the<br />

hunt for a toothsome titbit of ludological info.<br />

But sometimes, the news comes to you. Take<br />

the upcoming Destiny 2 (p10), for instance, an<br />

announcement so big you could watch Cayde-6<br />

rabble-rousing from the International Space Station.<br />

Probably. But that isn’t the only piece of bona fide<br />

Mega News in this month’s intrepid Insider section,<br />

because we’ve also brought you the low-down on<br />

Microsoft’s brand-new console, Project Scorpio<br />

(p20). Now that we know all the info, the team can<br />

confidently call Scorpio the most powerful console<br />

ever made—head inside for a thorough breakdown<br />

of its sumptuous specs. And then there’s the new<br />

Creators Update (p16), which may be less headlinegrabbing<br />

than its Insider stablemates, but is still a<br />

huge <strong>Xbox</strong> One update. Now, if you’ll excuse us,<br />

we’ve just caught the scent of another truffle. Oink.<br />

010<br />

016<br />

020<br />

022<br />

the official xbox magazine More great features at gamesradar.com/oxm


the official xbox magazine<br />

009


DesTiny 2<br />

insiDeR<br />

Guardian<br />

anGels<br />

Rebook your<br />

Traveller plans<br />

After all of the hype and rumors, Bungie has<br />

finally announced the sequel Destiny 2. Here’s<br />

everything we know about it so far<br />

Toys<br />

‘R’ Us<br />

The game is already<br />

available for<br />

pre-order for those<br />

who want to get in<br />

extra early, and those<br />

who do can get<br />

themselves a little<br />

extra treat in the<br />

shape of a miniature<br />

Cayde 6 figure with<br />

an oversized head. If<br />

you’re in the UK you’ll<br />

be able to secure one<br />

from Game with the<br />

standard, limited,<br />

and collectors<br />

versions of the game.<br />

US readers will be<br />

able to do the same<br />

but can get it from<br />

GameStop instead.<br />

After the success of the last twoand<br />

a-half-years we always knew<br />

this day would come. Some might call<br />

it fate, we call it destiny… 2. Ahem<br />

Yep, Bungie’s follow-up to the Halo<br />

series is finally getting a sequel, and<br />

just from its brief announcement<br />

it’s already looking more impressive<br />

than the original. It’s also going to<br />

mark a fresh start for the series,<br />

so it’s going to be the perfect place<br />

for all would-be Guardians to join the<br />

fray for the first time alongside more<br />

experienced folk.<br />

Currently Destiny players are<br />

enjoying the game’s last event—The<br />

Age Of Triumph, which gives you<br />

access to a record book full of tasks<br />

that will keep you busy all the way up<br />

to September. Like a victory tour, it<br />

takes you through revisiting all of the<br />

game’s best bits from the last two<br />

years. It’s all rather cheery, so how we<br />

get from there to all of the death and<br />

destruction that’s currently on show<br />

in Destiny 2 will be quite the shock to<br />

the (solar) system.<br />

For starters the low-hanging moonthing<br />

that is The Traveller is in a bad<br />

way. After ushering in Earth’s golden<br />

age of technology, where humanity<br />

spread throughout the solar system<br />

and kept the Last City safe for the<br />

last few hundred years, The Traveller<br />

seemed invincible. So invincible that<br />

seeing its innards ravaged by flames<br />

like the after effects of a bad chilli<br />

comes as huge a surprise.<br />

It’s not just our giant round friend<br />

either—the Last City has also fallen.<br />

The Tower where you spent all of your<br />

free time in Destiny 1 dancing and<br />

being dismayed by Xur’s offerings has<br />

been obliterated. The storage vaults<br />

where you kept all of your loot? All<br />

gone. Yep, even the secret balls used<br />

for spontaneous kickabouts are gone,<br />

and it’s all thanks to those blasted<br />

Cabal. Thanks a lot, guys.<br />

Hive mind<br />

Despite how much you’ve been killing<br />

them off in Destiny 1 the bad guys<br />

have managed to amass enough<br />

forces for a full-on assault on The<br />

Traveller and The Last City, forcing out<br />

you and your Guardian buddies into<br />

the surrounding wastes. The ones<br />

behind it all? The Red Legion led by<br />

Ghaul, or Gary as Cayde-6 likes to call<br />

him. They’re a completely new faction<br />

that are said to be even more powerful<br />

than anything we’ve encountered and<br />

come equipped with some seriously<br />

powerful gear and some nasty new<br />

enemy types.<br />

From more mobile shields that can<br />

be deployed at will by enemies that<br />

we’ll have to get around, to brutes<br />

wielding energy cleavers, and vicious<br />

alien dog things that will pounce at<br />

your face, there will be a lot of new<br />

bad guys to shoot at. Ghaul himself is<br />

said to be a master strategist, which<br />

explains how he was able to formulate<br />

a successful plan to attack The<br />

011<br />

More <strong>Xbox</strong> news at gamesradar.com/oxm<br />

The offICIal xbox maGazIne


insiDeR DesTiny 2<br />

012<br />

above Commander<br />

Zavala is a lot<br />

more successful<br />

at rallying his<br />

troops than his<br />

eXo counterpart.<br />

Traveler, but he’s also impressively<br />

well armored and looks like he could<br />

pack a serious punch in a potential<br />

boss fight.<br />

Leading the charge against all<br />

this nastiness are the Vanguards. If<br />

you’ve played the first Destiny you’ll<br />

have met them before—they’re the<br />

leaders of each of the three classes<br />

you can play as. Commander Zavala,<br />

who originally led the Titans, seems<br />

to be the main point of contact,<br />

delivering an inspiring speech to<br />

rally an army of Guardians to fight<br />

back. Meanwhile Cayde-6 of the<br />

Hunter class is far more interested<br />

in grabbing loot and finding a chance<br />

to show off his skills.<br />

Other famous Destiny friends<br />

will also be making a return: Ikora<br />

Key has joined the fray as leader of<br />

the Warlock class, Lord Shaxx who<br />

was running the Crucible has been<br />

spotted taking up arms, as have<br />

the tendril-faced merchant Xur and<br />

someone wearing the queen’s sigil,<br />

“We’ll have the<br />

chance to travel<br />

further than ever<br />

before with new<br />

planets to see”<br />

which suggests that the Awoken of<br />

The Reef might be stepping in as well.<br />

Perhaps Mara Sov herself will make a<br />

return to guide you through the outer<br />

reaches of space.<br />

Exotic moves<br />

Destiny 2 is also looking to address<br />

a lot of the criticisms it faced in the<br />

original over its lack of a solid story.<br />

While Bungie’s gunplay is exceptional<br />

it didn’t give any particularly<br />

compelling reasons to be doing all<br />

that shooting in the first place, but<br />

the sequel is rectifying that by giving<br />

it more of a character-led focus.<br />

We’ve seen more of what Zavala and<br />

Cayde-6 are like in a single trailer<br />

than we had in all of Destiny and its<br />

expansions. Instead of being hidden in<br />

tiny extracts hidden around the world,<br />

the workings of the solar system and<br />

the Darkness’ role in it will be front<br />

and centre.<br />

Of course there will also be whole<br />

load of new weapons and abilities<br />

to enjoy for each of the three preexisting<br />

classes of Titan, Warlock<br />

and Hunter. New exotics are a given,<br />

though Cayde-6 has been spotted<br />

wielding his classic Ace of Spades<br />

hand canon so no doubt a few<br />

classics will return, perhaps with<br />

slightly different parameters or skins<br />

to give them a unique twist.<br />

Added to that is the possibility of<br />

new subclasses that were shown in<br />

some leaked scrapped concept art<br />

from Ant Farm—an agency that has<br />

partnered with Activision and Destiny<br />

in the past. It’s nothing solid just<br />

OXM<br />

says<br />

James<br />

Nouch<br />

I couldn’t give a punnet<br />

of figs for the convoluted<br />

story or the oodles of<br />

loot—I just want more of<br />

Bungie’s peerless gunplay.<br />

The developer has always<br />

excelled at creating roaring<br />

shotguns and crackling<br />

ARs. Let me cradle them.<br />

Daniella<br />

Lucas<br />

Is it weird that I’m already<br />

looking forward to the<br />

seasonal hats and masks?<br />

Bungie knows how to make<br />

fun, regular events that<br />

breathe a bit of lightness<br />

into its world. Saving<br />

humanity can wait, I want<br />

some more masks.<br />

Warren<br />

Brown<br />

Just when I thought I was<br />

free, a glimpse of a sequel<br />

and I’m straight back in!<br />

Waving farewell to old loot is<br />

liberating as virtual hoarding<br />

saw vaults brimming full<br />

of rusty spinmetal, tatty<br />

Halloween masks, and<br />

moldy candy. I say ta ta!<br />

The offICIal xbox maGazIne


TranSfer SeaSon<br />

Find out what does and doesn’t carry over from the original destiny,<br />

from your beloved character to the weapons they carried<br />

If you’re the kind of person who gets<br />

really attached to a character you’ve<br />

created then you’re in luck as you’ll<br />

be able to carry your avatar over to<br />

the sequel. There is a caveat<br />

though—you can only carry it over if<br />

your character reached level 20 and<br />

completed the ‘Black Garden’<br />

mission. But while your appearance<br />

and race will carry over, your stats<br />

won’t—everyone will be starting<br />

over from scratch. Consider it a fresh<br />

start for your hero.<br />

All your hard-earned loot will also<br />

stay behind, presumably because it<br />

all got torched during the collapse of<br />

the Tower. All of those lovely rare<br />

weapons you worked so hard to<br />

afford from Xur, gone forever…<br />

unless you want to stick to playing<br />

Destiny 1 of course. Even the limited<br />

seasonal Halloween masks won’t<br />

make it over.<br />

It’s not all bad news though,<br />

Destiny 1 players will still have their<br />

accomplishments recognized with<br />

‘veteran honors’. No word yet on<br />

what that will entail, but a way to<br />

distinguish yourself from complete<br />

newbies in some form seems likely.<br />

yet so keep a pinch of salt handy,<br />

but Hunters were spotted with a<br />

spear-like weapon, while defensive<br />

Titans sported a Captain Americastyle<br />

shield and the Warlock wielded<br />

a sword with wings sprouted from<br />

its back. Looks like we’ll have more<br />

chances for melee beatdowns among<br />

all of that cabal shooting we’ll be<br />

doing between missions.<br />

We’ll also be travelling further afield<br />

than ever before, with access to new<br />

areas and planets to explore. One of<br />

Jupiter’s moons, Europa, Mercury, and<br />

Saturn have already been hinted at as<br />

explorable places in Grimoires found in<br />

game, so it’s a safe bet that Destiny 2<br />

will actually give up the chance to go<br />

there as well as to explore other areas<br />

on Earth itself.<br />

Don’t think you can hold all of your<br />

excitement in until September? Well<br />

you’re in luck, as there will also be a<br />

multiplayer beta test this summer,<br />

most likely just after E3. You can<br />

get some hands-on experience and<br />

practise in before taking on the Red<br />

Legion themselves later this year. n<br />

Destiny 2 will launch on 8 September<br />

with a beta test this summer. We’ll<br />

have more info in issue 153!<br />

RighT This guy<br />

is an all new<br />

enemy. not sure<br />

he’ll want to<br />

play fetch.<br />

boTToM RighT<br />

Destiny 2 will<br />

have more of a<br />

character focus<br />

so we’ll learn<br />

more about the<br />

vanguards.<br />

013<br />

More <strong>Xbox</strong> news at gamesradar.com/oxm<br />

The offICIal xbox maGazIne


<strong>Xbox</strong> Design Lab |<br />

The 24h<br />

Legend<br />

Designed by<br />

Dan Greenawalt<br />

Creative Director of the Forza franchise<br />

Buy this design or create your<br />

own at xbox.com/xboxdesignlab


inSider<br />

need To know<br />

Creating<br />

a SCene<br />

Need to know<br />

The Creators Update is here at last! Here are five new<br />

features to celebrate (and one sad departure to mourn)<br />

016<br />

1<br />

tHE HomE scrEEn<br />

WAs rEdEsignEd<br />

For sPEEd<br />

Don’t get us wrong, we loved<br />

the old home screen, especially that<br />

big old window that gave us a live<br />

glimpse of whatever game we were<br />

playing last. That pretty picture came<br />

at a price, however, as the <strong>Xbox</strong> One<br />

was actually running said game in<br />

emulation, a process that voraciously<br />

gobbled up system resources. Gross.<br />

By throwing away these dainty details,<br />

Microsoft has managed to speed up<br />

the home screen, as well as making it<br />

easier than ever to dive into a Game<br />

Hub, peruse an Achievements list, or<br />

share your captures.<br />

2<br />

Your guidE is noW<br />

smArtEr tHAn EvEr<br />

Sing songs and rejoice,<br />

readers, for the days of<br />

clumsily double-tapping at the <strong>Xbox</strong><br />

button are gone. Now, you need to just<br />

simply press the button once to bring<br />

up a new and improved guide, which<br />

will intelligently present you with a<br />

variety of recently used games and<br />

apps, as well as speedy access to your<br />

pinned applications. Summoning the<br />

Guide also makes it a doddle to<br />

capture screenshots and video—<br />

simply tap Y for a screen, or press the<br />

View button to record the last few<br />

minutes of your gameplay.<br />

3<br />

strEAming WitH<br />

BEAm is A drEAm<br />

Twitch may be the dominant<br />

name in the wild world of<br />

videogame streaming, but Microsoft<br />

reckons its own offering could give<br />

the incumbent a run for its money.<br />

Beam is apparently faster and easier<br />

to use than its rivals, and thanks to<br />

the Creators Update, it’s now baked<br />

right into the <strong>Xbox</strong> One experience,<br />

benefitting from its very own tab<br />

within the redesigned Guide. For a full<br />

tutorial on how to stream your games<br />

over the Beam service, as well as an<br />

introduction to its video and audio<br />

options, mosey on over to p84.<br />

4<br />

AcHiEvEmEnt<br />

Hunting is A lot<br />

morE mAnAgEABlE<br />

The glorious sound of<br />

unlocking an Achievement is one of<br />

the few sources of joy in our wretched<br />

lives, so we’re wailing with delight<br />

at the new Achievement Tracker for<br />

<strong>Xbox</strong> One. This natty new tool has its<br />

own tab in the upgraded guide, and<br />

lets you see at a glance which feats<br />

you need to beat for whichever game<br />

is whirring in your disc drive. You can<br />

even pin achievements so that they<br />

Above Sad about<br />

Snap? Then you<br />

must’ve been<br />

one of the 23<br />

people who used<br />

the feature on a<br />

regular basis.<br />

show up on screen while you play,<br />

enabling you to keep track of your<br />

progress without pausing the action.<br />

5<br />

microsoFt’s AddEd<br />

nEW AccEssiBilitY<br />

oPtions, too<br />

One oft-overlooked feature of<br />

Microsoft’s latest update is the raft of<br />

accessibility features it introduces to<br />

ensure the <strong>Xbox</strong> One can be enjoyed<br />

by as many people as humanly<br />

possible. The introduction of Autopilot<br />

lets your <strong>Xbox</strong> One accept inputs<br />

from two controllers as if they were<br />

one—perfect for gamers who want a<br />

little help, or for players who need to<br />

customize their configuration to play<br />

comfortably. Pre-existing features<br />

such as the Magnifier and the Narrator<br />

have also been spruced up, making<br />

Microsoft’s machine one of the most<br />

accessible gaming gizmos.<br />

6snAP is oFFiciAllY<br />

dEAd And BuriEd<br />

Remember when Microsoft<br />

announced the <strong>Xbox</strong> One in<br />

2013? Back then, the company<br />

envisioned its new console as an allin-one<br />

entertainment hub—a device<br />

equally well-suited to Downton Abbey<br />

and Dishonored 2. Snap was designed<br />

to facilitate exactly this kind of multitasking,<br />

enabling <strong>Xbox</strong> One owners to<br />

run a miniature version of certain apps<br />

while playing games or videos in the<br />

main window. The feature was a bit of<br />

a memory hog, however, and now that<br />

Microsoft’s all-in on gaming once<br />

again, it doesn’t make quite as much<br />

sense as it once did. RIP, Snap. n<br />

Update your <strong>Xbox</strong> One to gain access<br />

to all these new features today<br />

For All THe lATeST xbox newS, viSiT www.GAMeSrAdAr.CoM/oxM<br />

The <strong>Official</strong> XbOX magazine


inSiDEr<br />

PrOjEct ScOrPiO<br />

A sting<br />

in its<br />

tAil<br />

Project Scorpio<br />

revealed!<br />

Microsoft unveils the formidable innards<br />

of the most powerful console ever made<br />

018<br />

Microsoft has<br />

finally unveiled<br />

the specification<br />

for Project<br />

Scorpio—its<br />

forthcoming<br />

upgrade to the<br />

<strong>Xbox</strong> One—ending months of<br />

speculation and firmly cementing the<br />

machine’s status as the most<br />

powerful console ever assembled.<br />

We now know that Project Scorpio’s<br />

central processor is blisteringly fast,<br />

performing calculations 30 per cent<br />

faster than the original <strong>Xbox</strong> One. The<br />

graphics processor, meanwhile, is a<br />

behemoth, promising 4.6 times more<br />

power than your current console.<br />

That means that Scorpio is powerful<br />

enough to comfortably outperform the<br />

PlayStation 4, and even the upgraded<br />

PS4 Pro in basically every measurable<br />

department. Put simply, multiplatform<br />

games should look better on Scorpio,<br />

while Microsoft’s own developers will<br />

be able to craft exclusives of peerless<br />

visual quality. What’s more, the specs<br />

back up what Microsoft’s been saying<br />

for some time now: Scorpio is a<br />

machine built for native 4K gaming.<br />

So, while the PS4 Pro often has to<br />

resort to a clever bit of software to<br />

make lower resolutions resemble 4k<br />

content, Microsoft’s machine boasts<br />

the raw power to get the job done<br />

without resorting to upscaling<br />

algorithms or checkerboarding,<br />

pushing four times as many pixels as<br />

a regular high-definition image. In a<br />

secretive demo, Microsoft even<br />

showed the Forza engine running at<br />

4K resolution and 60 frames per<br />

“The graphics<br />

processor is a<br />

behemoth, with<br />

4.6 times more<br />

power than your<br />

current console”<br />

second, a feat that required only 66<br />

per cent of its GPU power.<br />

Project Scorpio is great news for<br />

those of us using regular HD screens,<br />

too. The console will use its extra<br />

power on a process called<br />

supersampling, using all of those<br />

extra pixels to carefully smooth out<br />

your 1080p image. The result should<br />

mean amazing picture quality and<br />

significantly smoother visuals.<br />

Settle the score<br />

And if the promise of unparalleled<br />

image quality isn’t tempting enough,<br />

Microsoft is promising compatibility<br />

with the existing library of <strong>Xbox</strong> One<br />

games. Naturally, many developers will<br />

Price<br />

vs<br />

power<br />

You can’t expect to<br />

get your hands on<br />

the world’s most<br />

powerful games<br />

console without<br />

parting with a few<br />

quid, but Microsoft<br />

has repeatedly said<br />

that it doesn’t expect<br />

the machine’s cost to<br />

be astronomical. We<br />

currently expect<br />

Scorpio to launch in<br />

late <strong>2017</strong>, and we<br />

reckon it could carry<br />

a price tag in the<br />

region of $500. That’s<br />

a little more than the<br />

PS4 Pro cost at<br />

launch, but a whole<br />

lot more power.<br />

right Microsoft<br />

used a behindclosed-doors<br />

demonstration<br />

of the Forza<br />

engine running<br />

at 4K resolution<br />

and 60 frames<br />

per second<br />

to showcase<br />

Scorpio’s power.<br />

BELOW Forza’s<br />

cars look even<br />

more expensive<br />

in ultra-hD.<br />

issue patches for their existing games<br />

to enable them to take full advantage<br />

of Scorpio’s outrageous power<br />

reserves, but even without an update,<br />

your library should load faster, play<br />

more smoothly and look better, thanks<br />

to the machine’s vast memory and<br />

improvements to texture filtering.<br />

And even when you’re not playing<br />

games, Project Scorpio will look like<br />

the ultra-high-resolution bee’s knees.<br />

Thanks to the machine’s UHD Blu-ray<br />

drive, you’ll be able to watch movies<br />

and TV shows at the highest possible<br />

resolutions, without having to fork out<br />

on an expensive separate device. It’s<br />

further proof that Scorpio was built<br />

without compromises. If you want the<br />

best, Microsoft has built it for you. n<br />

For more info on Scorpio, keep your<br />

eye on issues in the coming months<br />

ExcitED? hOrriFiED? LEt thE WOrLD KnOW at WWW.FacEBOOK.cOM/OxMUK<br />

The oFFicial xbox <strong>Magazine</strong>


hOt tOPic<br />

inSiDEr<br />

hoT ToPic<br />

What did oxm readerS<br />

make of the ScorPio<br />

reveal and SPecS?<br />

Project Scorpio could<br />

be the leap forward<br />

that <strong>Xbox</strong> gamers<br />

have been waiting<br />

for. I can’t wait to see<br />

the glorious visuals<br />

and overall<br />

performance that<br />

awaits us.<br />

Stefan Bennett<br />

I’m definitely<br />

impressed. Hopefully<br />

it lives up to the<br />

promises by<br />

Microsoft. I’ve owned<br />

every single <strong>Xbox</strong> in<br />

every type of variant<br />

they’ve had. So I’m<br />

definitely purchasing<br />

this one.<br />

Jason Seabrook<br />

019<br />

I need to feel how<br />

these specs<br />

translate into my<br />

gaming experience.<br />

So give me VR, give<br />

me a run at Halo 6<br />

and I’m all yours.<br />

Sabine Staerker<br />

This is a confident<br />

and proud Microsoft<br />

who have clearly let<br />

their engineers flex<br />

their muscles and<br />

spared no expense.<br />

Chris Neal<br />

Now that Microsoft<br />

has the upper hand<br />

hardware-wise, they<br />

have to back it up<br />

with games. They<br />

need to have the<br />

best E3 they’ve had<br />

in years.<br />

Joshua Kepler<br />

are you equally excited? tell<br />

us at facebook.com/oxmuk<br />

More great features at gamesradar.com/oxm<br />

The oFFicial xbox <strong>Magazine</strong>


020<br />

Come fly<br />

with me<br />

Jet tricks and chill<br />

Explore inverted worlds from the<br />

cockpit in the soothing InnerSpace<br />

There’s something so wholesome, so<br />

charming, and so, well, nice about<br />

the debut title from PolyKnight Games.<br />

Pastel colors soothe the senses as<br />

you steer your sleek craft through<br />

flawlessly blue skies. Wispy contrails<br />

unravel behind you as you set a<br />

course for uncharted territory.<br />

But you shouldn’t be fooled by<br />

the calming colors and new-agey<br />

name—InnerSpace isn’t just for Tai Chi<br />

masters and incense enthusiasts. It<br />

also happens to be a mind-bending<br />

game of exploration that will test<br />

your powers of spatial perception.<br />

“InnerSpace is an exploration flying<br />

game set inside a network of inverted<br />

planets,” explains PolyKnight’s<br />

creative director, Tyler Tomaseski.<br />

Inside out<br />

“Imagine unravelling a planet and<br />

turning it inside out, so you’re<br />

completely surrounded by the<br />

environment, with land and oceans<br />

at the edges and air in the middle.<br />

What’s more, gravity pulls outward<br />

instead of in.” So, even though you<br />

have the freedom to explore and<br />

enjoy the Inverse at your own pace,<br />

aerial acrobatics will still demand<br />

concentration and skill.<br />

There’s a narrative to unravel, too,<br />

and InnerSpace pursues an approach<br />

to storytelling that Tomaseski likes<br />

to describe as “archeological”. “In<br />

this way, understanding is earned,<br />

not dictated,” he explains. “Even as<br />

we’ve added dialogue and contextual<br />

cutscenes, the bulk of understanding<br />

is unearthed through the player’s<br />

exploration and speculation.” n<br />

the official xbox magazine


InnErspacE<br />

insider<br />

021<br />

Above exploration<br />

won’t just be<br />

limited to the<br />

skies—you can<br />

submerge your<br />

craft to plunder<br />

the depths, too.<br />

More great features at gamesradar.com/oxm<br />

the official xbox magazine


iNSider<br />

OpiNiON<br />

James Nouch is...<br />

The Contender<br />

James strives for a Silent Assassin designation in Hitman<br />

022<br />

So, let’s make one thing<br />

clear: I am not a patient<br />

man. I compulsively tap<br />

my foot when confronted<br />

with a short queue at the<br />

supermarket or the nail<br />

salon. I dementedly pace the floors of my<br />

apartment while waiting for my mail order<br />

Cheese Of The Month parcels to arrive.<br />

And I collapse into an Alex Mack-style<br />

puddle of dismay when confronted with<br />

slow service at my local lasagne parlor.<br />

It’s a deficiency that makes me terribly<br />

unqualified for a career in the world of<br />

wetwork, which (I’m told) requires vast<br />

reserves of patience, as well as a steely<br />

temperament and pitiless resolve. As<br />

a restless, weak-kneed bon vivant, I<br />

suspect I probably wouldn’t make it<br />

through the Agency’s stringent vetting<br />

process. But that’s the challenge my OXM<br />

handlers have assigned me this month:<br />

To pull off the perfect assassination on<br />

the Sapienza level of Hitman.<br />

My first target is Silvio Caruso, a<br />

bioengineer who lives and works within a<br />

tightly-guarded mansion-cum-laboratory.<br />

My second target is Francesca De Santis,<br />

an amoral boffin laboring on Caruso’s<br />

estate. I’ll also have to destroy the hightech<br />

designer virus they’re synthesising<br />

in the property’s subterranean biolab<br />

before I can make my escape. It all<br />

sounds like a doddle, right?<br />

I start by strolling the streets to gather<br />

intel, wandering nonchalantly around<br />

in my tight-fitting short-sleeved shirt.<br />

After a few laps of the town centre, I’ve<br />

established the lay of the land, and I<br />

make my way to the local gelateria. But<br />

it’s not ice cream cones that I have in<br />

mind—I’m thinking about cones… of<br />

murder! You see, I’ve noticed that this<br />

store faces directly onto the Caruso<br />

estate, and what’s more, it’s connected<br />

to the town’s clock tower. If I can reach<br />

the top of this tower, I might just have<br />

the vantage point I need to gun down my<br />

target from afar. Within minutes, I’m in<br />

the store’s main stairwell, ascending to<br />

“My dismal sense<br />

of direction leads<br />

me to the home of<br />

a tie-dyed hippie”<br />

discover the ideal sniping position. The<br />

only problem: I don’t have a sniper rifle.<br />

Dejected, I grab a grubby lead pipe (it’s<br />

better than nothing) from the floor and<br />

make my descent. But my dismal sense<br />

of direction soon leads me astray, and<br />

I find myself stumbling into the grungy<br />

homestead of a tie-dyed hippie, who sits<br />

serenely in a wicker chair surrounded by<br />

peace-sign posters and weed-smoking<br />

paraphernalia. I am transfixed. As such,<br />

I’m completely alarmed when suddenly<br />

he gets up from his chair. Startled, I jab at<br />

the melee button, momentarily forgetting<br />

that 47 is currently wielding a hefty lead<br />

pipe. It connects with a sickening crunch,<br />

and I barely have time to change into the<br />

man’s clothes and pick up his cannabis<br />

joint before fleeing the scene, distraught.<br />

I spend the next few minutes strolling<br />

in the sun, my flip-flops flapping against<br />

the cobbled streets. I try pressing every<br />

button in an effort to make 47 sample his<br />

newly acquired drug-cigarette—if there<br />

was ever a man who could unwind a little,<br />

it’s Agent 47—but the assassin remains<br />

stubbornly unstoned. Begrudgingly, I<br />

return to the perimeter of the Caruso<br />

estate in search of likely points of<br />

ingress, and discover a crumbling wall<br />

that’s low enough for a man of 47’s<br />

considerable brawn to scale. We’re in.<br />

Making a murderer<br />

And would you believe it—Caruso stands<br />

almost in front of me! He’s surrounded by<br />

pesky bodyguards, but I quickly spy an<br />

opportunity. As the sentries turn a corner,<br />

I pounce, grabbing my target in a choke<br />

hold that leaves him unconscious on the<br />

floor. Several problems quickly become<br />

apparent. 1) I did not kill Silvio Caruso.<br />

2) His guards saw and heard the entire<br />

thing. 3) They are now very angry at me.<br />

I steel myself for a confrontation<br />

as the closest guard charges towards<br />

me. Unfortunately, the melee button is<br />

also the ‘Snap Neck’ button when 47 is<br />

positioned above a unconscious body.<br />

So, instead of throwing a punch at the<br />

oncoming guard, I gasp as my bald<br />

avatar bends over and finishes Caruso<br />

off like he was an ailing roadside deer.<br />

Barely a second later, 47 is riddled with<br />

bullets, and failure slaps me about the<br />

face like the flipper of an irate turtle. My<br />

impatience has been the death of me. n<br />

You can tweet James for cheese and<br />

wine recommendations @jamesnouch<br />

The official xbox magazine


OpiniOn<br />

inSider<br />

Steve Hogarty is...<br />

The Fixer:<br />

Steve jiggles the handle on the trope of the unopened door<br />

Here’s an experiment you<br />

can try right now, using<br />

nothing but the pair of hot<br />

meat hands God blessed<br />

you with. Stand up and<br />

stride purposefully to the<br />

nearest door. Grab the handle with grace,<br />

civility and confidence. Give it a twist,<br />

wink to an unseen observer, and then give<br />

it a tug. Observe how this door swings<br />

open. Open as a plum. Now walk through<br />

it. Enjoy the simple pleasure of moving<br />

from one room to another, in a way that<br />

you have never permitted yourself before.<br />

(This introductory paragraph is presented<br />

with apologies to the small percentage of<br />

OXM readers currently residing in jail.)<br />

However, if you want to try this trick in a<br />

videogame, you’ll be sorely disappointed.<br />

You can push on them, pull on them,<br />

you can even sing them sweet, sweet<br />

lullabies, but videogame doors don’t<br />

work like real-life doors. Most doors in<br />

games exist not to allow safe passage<br />

between two adjacent spaces, but simply<br />

to decorate what would otherwise be a<br />

featureless wall. Like those bowls of fruit<br />

you get in people’s living rooms. They look<br />

pretty, but aren’t edible, and that is one of<br />

the worst crimes I can think of.<br />

The Problem<br />

Videogame doors are as useful as a Wile<br />

E. Coyote painting of a tunnel on a cliff<br />

face. They are the level designer’s closest<br />

ally and cruellest facade, a trope now<br />

so ubiquitous that we have all become<br />

numb to its presence. Somewhere along<br />

the way, we’ve come to accept that<br />

most doors in games don’t actually<br />

lead anywhere or do anything. Like the<br />

unbreakable window, the bottomless<br />

pocket, and the invincible tree, the<br />

unopening door has managed to weave<br />

itself into the gaming lexicon.<br />

Locked doors are so universally<br />

recognized that level designers have to<br />

think of clever ways to convince us to<br />

even attempt to walk through doors in<br />

“Doors that can’t<br />

open usually have<br />

a gaping hell portal<br />

in front of them”<br />

games. Visual cues are the most common.<br />

Doors that actually open are signposted<br />

by fluorescent green lights and screaming<br />

neon arrows, or left slightly ajar in an<br />

enticing manner, with dark shadows<br />

curling out into the corridor.<br />

On the other hand, doors that don’t<br />

open are grey and badly lit, often with a<br />

cardboard box, wet floor sign, or gaping<br />

portal to hell strategically positioned in<br />

front of them. That there are so many of<br />

this kind of fake door versus the opening<br />

kind, curtails any sense of freedom that<br />

games could otherwise offer, and makes<br />

me resent the rooms I can enter.<br />

The Solution<br />

The reason for all this barring of access<br />

is intuitive enough: If you could just stroll<br />

through any door in any game you could<br />

go anywhere in the entire world, which<br />

would mean at least a couple of extra<br />

days’ work for the level designers, who are<br />

far too busy making DLC. We can’t have<br />

that, so let’s move on.<br />

Instead, let’s design our games so that,<br />

while every single door can be opened,<br />

they nearly always lead somewhere you<br />

don’t want to go. Perhaps one could lead<br />

to a room in which your family are sitting<br />

around the dinner table, and an awkward<br />

topic has just come up. Another might<br />

lead to a room with nothing but a ceilingto-floor<br />

screen displaying a live feed of<br />

your own face as you sit drooling on the<br />

sofa with Dorito shards littered across<br />

your chest. A bunch of rooms could<br />

simply be screaming pigs. The point is<br />

that they’d all be real doors, and that they<br />

would open and shut as hinges intended.<br />

Of course, the unintended side effect<br />

of my excellent solution is that games<br />

would mostly be rooms filled with the<br />

mortal shrieks of slaughtered swine, and<br />

it would become very difficult to hear any<br />

dialogue or navigate the world without<br />

incurring some degree of psychological<br />

trauma. But I’m afraid that’s the job of<br />

some other poor fixer to sort out. It’s my<br />

role, nay my great privilege, simply to<br />

solve gaming’s numerous problems with<br />

my brilliant ideas—not to stick around to<br />

oversee their implementation or justify<br />

them in any way, to anyone. n<br />

Steve writes for City A.M when he isn’t in<br />

trouble kicking down locked doors<br />

023<br />

the offiCiAl xbox MAgAzine


the official xbox magazine<br />

preview<br />

preview<br />

the games we want the most


preview<br />

The team is so smitten with Ooblets they’re sticking googly eyes on random objects to invent their own<br />

every now and then, a game comes along that<br />

looks so enchanting and inviting that you can’t stop<br />

thinking about getting lost in it, even if it’s more than<br />

a year away. Ooblets (p26) is that game for us,<br />

OXM’s<br />

MOsT<br />

wanTed<br />

James’ pick<br />

Star Wars:<br />

battlefront ii<br />

The promise of a fully<br />

featured campaign<br />

and an expanded<br />

multiplayer has me<br />

positively salivating<br />

for the sequel.<br />

Dani’s pick<br />

Valkyria Revolution<br />

It’s nice to see a lot<br />

more JRPGs making<br />

it to <strong>Xbox</strong> One, and<br />

especially one from<br />

the ever-excellent<br />

Valkyria series.<br />

Kimberley’s pick<br />

ooblets<br />

I daydream about<br />

cuddling Ooblets,<br />

bringing them to<br />

company picnics,<br />

and arranging them<br />

artistically on my<br />

kitchen windowsill.<br />

with its gorgeous array of adorable monsters that<br />

have vegetable and animal faces. we’ve spoken to<br />

the developers to learn just what goes into making<br />

such a goofy delight, and why you would call a bear<br />

Pantsabear. elsewhere, we’re breaking out of prison<br />

again in The escapists 2 (p28), but this time we’ve<br />

got a whole host of new ‘toys’ to play with, and<br />

multiple floors to plan our escape routes across.<br />

whichever path you choose it’s going to be messy.<br />

Moving to face things side-on, we’ve got the vibrant<br />

Full Metal Furies (p30)—a cheeky brawler from the<br />

same studio that made the excellent Rogue Legacy.<br />

It boasts a much more purposeful style of combat in<br />

place of frantic button-bashing that you normally find.<br />

026<br />

028<br />

025<br />

next, we’re off to the battlefields and anime stylings<br />

of Valkyria Revolution (p33). If you think this will<br />

030<br />

be bright, you’re in for a surprise, as it’s far darker<br />

than its cel-shaded looks suggest. Finally everything<br />

turns into flesh in the nightmare that is agony<br />

(p34). walls made of meat and bone, doors made<br />

of teeth, and a hellscape so disturbing we’re having<br />

nightmares about it. Just like the OXM office then.<br />

033<br />

read the latest previews of the biggest gaMes at gaMesradar.coM/oxM<br />

More great features at gamesradar.com/oxm<br />

the official xbox magazine


preview<br />

They might look sweet but Ooblets can be vicious in a fight, so watch out!<br />

026<br />

Ooblets<br />

also known as the cutest<br />

monsters we’ve ever seen<br />

Daniella lucas<br />

PublisheR Double Fine Presents DeveloPeR GlumberlanD<br />

FoRmat XboX one eta summer 2018<br />

Bugging<br />

out<br />

Development isn’t<br />

always smooth, but<br />

Cordingly and Wasser<br />

are incredibly open<br />

with their process,<br />

even when things<br />

don’t always go to<br />

plan. “Pathfinding<br />

issues with nPCs<br />

cause some funny<br />

things to happen. like<br />

if an nPC tries to talk to<br />

me while i’m standing<br />

next to a wall, and<br />

they identify the spot<br />

on the other side of<br />

the wall as the most<br />

appropriate place to<br />

stand, they’ll go on a<br />

five-minute jaunt just<br />

to talk to me from the<br />

other side of the wall,<br />

even though they were<br />

only two feet from me<br />

in the first place.”<br />

Have you ever been compelled to<br />

doodle faces on random objects?<br />

Eggs, frying pans, coffee tables,<br />

ladles… it doesn’t matter, it just needs<br />

a face. Before you know it, you’ve also<br />

given them a funny voice and a cute<br />

personality, and you’re quickly<br />

complimenting your pizza cutter on<br />

being good at wheelies.<br />

Now, imagine everything you’ve<br />

given a face to somehow comes alive.<br />

Congratulations, my friend, you’ve<br />

invented Ooblets! Or, well, you would<br />

have if developers Rebecca Cordingly<br />

and Benjamin Wasser hadn’t beaten<br />

you to it. Sorry to get your hopes up.<br />

Inspired by the likes of Pokémon<br />

and last year’s indie hit Stardew<br />

Valley, the wondrous land of Ooblets<br />

sees you making a life for yourself<br />

in the world of Oob by growing and<br />

befriending all sorts of adorable,<br />

smiley munchkins with names such<br />

as Dooziedug and Fleeble.<br />

While a lot of the designs are<br />

inspired by Japanese pop culture<br />

and folklore, sometimes the cutest<br />

ones originate from something far<br />

more practical. “Not everything I do<br />

is always some pure artistic vision,<br />

but more often comes about from the<br />

limitations of being the only artist and<br />

programmer,” Cordingly tells us. “Like<br />

‘what sorta creature can I create that<br />

“We decided on the name<br />

Pantsabear because it looks<br />

like a bear wearing pants”<br />

has no knees or elbows, so I can retarget<br />

the animations from that other<br />

creature I made’ and stuff like that.”<br />

And as for the names? “Usually I<br />

just try to riff off what it looks like,”<br />

writer and designer Wasser tells us.<br />

“For example, Pantsabear looks like a<br />

bear wearing pants. I’m probably not<br />

going to win any awards for that one.<br />

Some of the names are from our lives,<br />

like Clickyclaws is named after what<br />

we call it when our cat is hungry and<br />

taps at the kitchen counter.”<br />

Get groovin’<br />

As well as the Ooblets themselves<br />

being utterly adorable, the world and<br />

the human characters that inhabit it<br />

are all cut from the same cute cloth.<br />

The townsfolk of Oob always seem<br />

happy to see you, waving their arms<br />

about and prone to bouts of random<br />

dancing, and there’s only going to be<br />

more of it coming. “We actually just<br />

bought our own motion capture rig,<br />

so hopefully soon we’ll have our own<br />

terrible dances and other animations<br />

to add,” says Wasser.<br />

With such a charming world and<br />

goofy sense of humor on the table,<br />

it’s no wonder so many <strong>Xbox</strong> gamers<br />

are excited to get their hands on<br />

Ooblets. The response has been<br />

absolutely huge, so how does such<br />

a small team deal with that kind of<br />

pressure? “The reaction people have<br />

had to Ooblets has really defined our<br />

work on it,” says Wasser. “Without<br />

such a huge positive response, we<br />

never would have gone all in on<br />

such a big project. It’s easy to get<br />

complacent, but the encouragement<br />

we get from fans has a major impact<br />

on our moods and productivity.”<br />

Sadly, we’ve still got a year to<br />

wait until we can frolic in the fields<br />

with our Radlads, Wigglewips, and<br />

Dumbirbs, which we can’t help feeling<br />

sad about. The good thing is that<br />

progress is steadily being made. “I<br />

would say we are about 40 per cent<br />

complete,” Cordingly tells us. “There<br />

are a few systems left to work on, and<br />

then an awful lot of content.”<br />

Bring on summer 2018, we say! It<br />

might be a while until then, but you<br />

can keep up with the developers on<br />

Twitter and consider drawing some<br />

smiley faces on radishes to make the<br />

time go a little quicker. n<br />

the oFFiCial XboX maGazine


027<br />

above To make<br />

them even cuter,<br />

accessorize your<br />

ooblet friends<br />

with hats and<br />

glasses.<br />

far lefT There’s<br />

a main town full<br />

of people to<br />

talk to and help<br />

out, as well as<br />

shops to visit.<br />

lefT ooblets can<br />

be grown over<br />

and harvested<br />

before joining<br />

your gang.<br />

More great features at gamesradar.com/oxm<br />

the oFFiCial XboX maGazine


028<br />

above Character<br />

customization<br />

means you can<br />

play as a female<br />

prisoner for the<br />

first time.<br />

equality!<br />

right the wooden<br />

floorboards in<br />

the westernthemed<br />

prison<br />

seem like a<br />

design flaw…<br />

Far right escape<br />

attempts will be<br />

more accessible,<br />

with a clearer<br />

alert system so<br />

you know when<br />

you’re in<br />

trouble.<br />

the official xbox magazine


Preview<br />

There was an achievement in the first game for being naked for a month<br />

The Escapists 2<br />

is this the breakout hit of the<br />

year or a total shut-in?<br />

stephen ashby<br />

Publisher team17 DeveloPer mouldy toof StudioS<br />

Format xbox one eta <strong>2017</strong><br />

BEaT<br />

down<br />

the combat<br />

mechanics have<br />

been improved in<br />

the escapists 2.<br />

there’s a new lockon<br />

system, blocking<br />

has been added,<br />

and you can use a<br />

combination of light<br />

and heavy attacks.<br />

“as the saying goes,<br />

‘if you’re going to<br />

make an omelette,<br />

you’re gonna need<br />

to have a very<br />

frank and open<br />

discussion with the<br />

eggs first,’” says<br />

grant towell.<br />

If shanking a prison guard, stealing his<br />

uniform, and using it in an elaborate<br />

escape plan sounds like your idea of<br />

fun, then chances are you’re either on<br />

the run from the authorities (thanks<br />

for taking the time to pick up OXM, Mr<br />

Criminal!), or you played The Escapists.<br />

The top-down prison escape game<br />

was a surprise hit back in 2015, and<br />

Mouldy Toof Studios is back with a<br />

bigger team, and a far bigger sequel.<br />

“We’ve got a lot planned for the<br />

game that really builds on the<br />

foundations [of The Escapists], and<br />

adds more elements in that the fans<br />

should hopefully love,” says the<br />

game’s senior producer, Dave Wood.<br />

“Prisons can also now be spread<br />

across multiple floors, which gives us<br />

more design choices for the prisons<br />

and allows for some great escapes.<br />

For example, players can navigate the<br />

rooftops and shimmy down makeshift<br />

ropes made from bed sheets.”<br />

New escapes have been one of the<br />

major focuses for the sequel, but<br />

there are other major updates, too.<br />

“The most immediately obvious<br />

changes are the improvements to the<br />

graphical style of the game,” Wood<br />

says. “There’s a lot more character<br />

customization now, too, so players will<br />

be able to put more of their own<br />

stamp on their avatars.” We suspect<br />

“Prisons are spread across<br />

multiple floors, which allows<br />

for some great escapes”<br />

the customization doesn’t extend to<br />

prisoner outfits; orange is really the<br />

color of choice when you’re inside.<br />

Cell mates<br />

The other major addition is multiplayer,<br />

as the second Escapists allows for up<br />

to four convicts to dive into a game<br />

together. This isn’t just multiplayer for<br />

the sake of it, though. Serious thought<br />

has been put into how the systems<br />

will work. “When we started thinking<br />

about creating a sequel, online<br />

multiplayer was the top of the list of<br />

new features we wanted to get in,”<br />

explains Wood. “We spent a lot of time<br />

thinking about the unique challenges<br />

bringing multiplayer to The Escapists<br />

posed, especially surrounding the<br />

amount of time it takes to craft the<br />

perfect escape plan.”<br />

The biggest concern the team had<br />

was that if someone needed to log<br />

off, or players got dropped, carefully<br />

planned escapes would immediately<br />

go up in smoke. “We decided that<br />

drop-in, drop-out gameplay was the<br />

only way to go,” Wood continues.<br />

As a result, there are no levels or<br />

prisons built specifically with<br />

multiplayer in mind, and no multiplayer<br />

mode that you’ll need to activate in<br />

order to play with your mates.<br />

“Because there are so many different<br />

ways to approach escaping a prison,<br />

we felt that there was no point in<br />

creating separate content for co-op<br />

gameplay. You can experience all of<br />

the campaign by playing with friends<br />

or playing alone. However, not all<br />

escapes can be undertaken alone!”<br />

Now, that does sound intriguing.<br />

Multiplayer-exclusive escapes could<br />

be anything from giving your buddy a<br />

leg-up over a wall, to taking on four<br />

brutish prisoners, buffed up by hours<br />

in the gym and kicking the crap out of<br />

guards like a weird, color-blind version<br />

of The Power Rangers.<br />

Before we signed off with Mouldy<br />

Toof, we asked lead designer, Grant<br />

Towell, to describe his coolest<br />

Escapists 2 prison break. He didn’t<br />

want to say much, but shared the final<br />

moments of his play: “I was riding<br />

horseback, escaping on one of the<br />

finest steeds I’ve ever seen… but the<br />

only items I had on me were an orange<br />

and a green felt tip pen.” We dread to<br />

think of the carnage he left behind. n<br />

029<br />

More great features at gamesradar.com/oxm<br />

the official xbox magazine


030<br />

above The gold<br />

you gain can be<br />

used to upgrade<br />

your characters<br />

in a detailed<br />

skill tree.<br />

righT every class<br />

has slots for new<br />

equipment, which<br />

further expands<br />

the scope for<br />

customization and<br />

skilled play.<br />

the official xbox magazine


Preview<br />

The title is a reference to Greek mythology, in which Furies were goddesses of vengeance<br />

Full Metal Furies<br />

the fast, the furious and the fully<br />

featured fisticuffs<br />

James Nouch<br />

Publisher cellar Door games DeveloPer cellar Door games<br />

Format xbox one eta <strong>July</strong> <strong>2017</strong><br />

FRESH AIR<br />

land a blow on a<br />

midair enemy and<br />

you’ll score an ‘aircrit’<br />

for additional<br />

damage. that may<br />

sound simple, but the<br />

system paves the way<br />

for some chaotic cooperative<br />

juggling, as<br />

player one launches a<br />

troublesome grunt into<br />

the air for player two<br />

to ruthlessly clobber.<br />

you can even score aircrits<br />

in single-player,<br />

thanks to your ability<br />

to instantly swap<br />

between characters.<br />

you might use the<br />

sentinel’s shout to<br />

launch a beastie, pull<br />

the right trigger to<br />

instantly switch to the<br />

sniper, and shoot that<br />

schmuck right out<br />

of the sky.<br />

Believe it or not, side-scrolling beat-<br />

’em-ups were once big business. Older<br />

gamers will no doubt remember these<br />

days: You’d clock off from the factory<br />

after a hard day spent making<br />

grandfather clocks and rotary<br />

telephones, stumble into some sleazy<br />

penny arcade, and spend your<br />

paycheck on Double Dragon and Final<br />

Fight credits. Hungry and defeated,<br />

you’d walk home, kicking trashcans<br />

along the way to extract the pristine<br />

roast turkeys hidden therein.<br />

But while Full Metal Furies is<br />

certainly a jaunty callback to those<br />

halcyon days, it’s not just a nostalgic<br />

retread. This is a side-scrolling brawler<br />

built for the present day, and it’s been<br />

in development for more than three<br />

years over at Cellar Door Games, the<br />

studio responsible for the superbly<br />

streamlined roguelike Rogue Legacy.<br />

“Three years is a really long time to<br />

make a brawler,” says co-founder<br />

Teddy Lee, but this is because Cellar<br />

Door wants to do nothing less than<br />

rejuvenate the entire genre.<br />

Which is why it comes as some<br />

surprise to discover that neither Teddy<br />

nor sibling co-founder Kenny actually<br />

like brawlers all that much. “Our goal<br />

was to modernize the brawler because<br />

we felt the genre was stagnant,”<br />

“Our goal was to modernize<br />

the brawler because we felt<br />

the genre was stagnant”<br />

Kenny explains. The inclusion of four<br />

playable character classes—Sentinel,<br />

Sniper, Engineer, and Fighter—is key<br />

to that ambition. So if you’re playing<br />

as a beefy tank, you’ll have a different<br />

moveset from the long-range<br />

gunsmith or grinning greasemonkey.<br />

Furious four<br />

All of these abilities can be chained<br />

together to create complex combos,<br />

and Full Metal Furies is challenging<br />

enough to ensure that slapping at<br />

your controller’s face buttons won’t<br />

reap rewards in-game. “Virtually every<br />

single brawler out there is buttonmashing,”<br />

Kenny tells us. “If players go<br />

into this expecting that, they’re not<br />

going to get very far. And hopefully<br />

they’ll understand that’s the purpose<br />

of the game, as opposed to saying<br />

‘this game just sucks’. It’s a bit risky.”<br />

So, once you hop into a co-op<br />

game, you’ll be expected to support<br />

your teammates and work together to<br />

succeed. An example: Many foes are<br />

equipped with colored barriers that<br />

resist damage. To pop protective<br />

shields, the character class of the<br />

corresponding color will have to zero<br />

in that foe and dole out damage. Fail<br />

to prioritize properly, and you can<br />

expect a swift pummelling.<br />

That’s great for multiplayer, but<br />

what about single-player? “We wanted<br />

to make sure single-player was just as<br />

much fun as multiplayer,” says Teddy.<br />

“So instead of adding in a bot, which<br />

is never actually that fun to play with,<br />

we made it so you can quick-switch<br />

your characters. So, in single-player<br />

you actually choose two champions,<br />

and then pressing right-trigger<br />

immediately swaps your character. It’s<br />

instant—there’s no delay.”In practice,<br />

this means that you’re able to perform<br />

lengthy character-switching combos<br />

even if you happen to be brawling on<br />

your lonesome, switching between<br />

heroes to juggle foes on the fly.<br />

“We made Rogue Legacy because<br />

we didn’t really like roguelikes,” Teddy<br />

concludes, causing us to nearly faint<br />

in astonishment. “So then we made<br />

Full Metal Furies because there<br />

weren’t any brawlers that we really<br />

liked.” So, whether you happen to be a<br />

connoisseur of the genre or strictly<br />

brawler-phobic, Cellar Door’s latest<br />

might just surprise you. n<br />

031<br />

More great features at gamesradar.com/oxm<br />

the official xbox magazine


The premier source for everything video games, TV, films, and more.<br />

www.gamesradar.com


PrevieW<br />

Valkyria Revolution’s main theme was performed by the Tokyo Symphony Orchestra<br />

Valkyria<br />

Revolution<br />

Spinning off into a new era for<br />

its <strong>Xbox</strong> debut<br />

Paul Walker-emig<br />

PublisheR Deep Silver DeveloPeR MeDia.viSion<br />

FoRmat XboX one eta june 30 <strong>2017</strong><br />

above Why don’t<br />

real princesses<br />

run about in<br />

finery hitting<br />

people with<br />

swords?<br />

The latest Valkyria game heralds a big<br />

change for the series. For one thing,<br />

it’s the first Valkyria title to make it<br />

onto an <strong>Xbox</strong> platform. This is good,<br />

because it means we won’t have to<br />

head to Sega headquarters with Big<br />

Spence to smash the place up in<br />

retribution for spurning our beloved<br />

console. And we were willing to.<br />

The changes run far deeper than<br />

that, however. Valkyria Revolution is<br />

being positioned as a spin-off, rather<br />

than a true sequel, serving as pretext<br />

to take things in a new direction.<br />

That starts with the setting. Where<br />

past games have blended the big<br />

swords, foppish hair, and outrageous<br />

costumes mandated by JRPG law with<br />

a World War II-inspired aesthetic,<br />

Revolution instead blends the big<br />

swords, foppish hair and outrageous<br />

costumes with a style based on the<br />

European Industrial Revolution.<br />

In this universe, we take control of<br />

Amleth, a commanding officer in an<br />

elite unit fighting for a small nation’s<br />

independence from colonial rule. This<br />

conflict is made slightly unfair by the<br />

fact that the empire you’re fighting<br />

against has a Valkyria—one of those<br />

badass demigod things that lends the<br />

series its name—on its side, but you’ll<br />

just have to deal with that.<br />

Earning the name<br />

When it comes to combat, Revolution<br />

again makes a significant change<br />

(have you guessed why they called<br />

it Revolution yet?). The turn-based<br />

battles of old have been replaced<br />

with an action-based system that<br />

looks like it falls somewhere between<br />

“The empire you<br />

are fighting has a<br />

badass demigod<br />

on its side”<br />

final Fantasy post XI and the Dynasty<br />

Warrior series in how it handles. It’s<br />

not a complete departure from the<br />

strategic nature of previous entries,<br />

however. The ability to set roles like<br />

Offense and Support for your party<br />

members, or to use certain spells and<br />

determine who they target in battle,<br />

will hopefully ensure the game retains<br />

a tactical element.<br />

Permadeath makes a return (though<br />

not for major characters), which<br />

could prove to be a great feature. You<br />

can imagine how seeing a beloved<br />

comrade—one that you’ve come to<br />

love, that’s fought alongside you,<br />

whose story you’ve got to know—fall<br />

in combat because of a mistake you<br />

made could deliver a real emotional<br />

gut punch. Of course, whether the<br />

game can make us care enough for<br />

permadeath to have that kind of<br />

impact will depend on the quality of<br />

its storytelling and characterization.<br />

We’re not yet sure whether the<br />

changes Revolution are making<br />

will be for the better. Indeed, we’re<br />

concerned that in moving away from<br />

its strategic turn-based system,<br />

Valkyria could lose what makes the<br />

series stand out. Given the quality<br />

of previous Valkyria games, though,<br />

we’re happy to see whether this new<br />

direction has its merits. If not, we’ll be<br />

smashing up Sega HQ again. n<br />

033<br />

More great features at gamesradar.com/oxm<br />

the official XboX <strong>Magazine</strong>


Preview<br />

The name hell derives from an ancient word meaning ‘one who covers up or hides something’<br />

Agony<br />

Game development can be hell,<br />

and we mean literally<br />

James Nouch<br />

PublisheR PlayWay DeveloPeR MadMind Studio<br />

FoRmat XboX one eta <strong>July</strong> <strong>2017</strong><br />

above The demon<br />

above has a head<br />

that’s cloven in<br />

two and filled<br />

with jagged<br />

teeth. Help!<br />

Roaring flames, the nauseating<br />

stench of sulphur, and hundreds<br />

of damned souls wailing in torment<br />

and terror—yes, the OXM cafeteria<br />

is truly a sight to behold. But if your<br />

regular lunch spot isn’t a chthonic<br />

pit of suffering, you may well want<br />

to keep an eye on Madmind Studio’s<br />

infernal debut, which casts you as<br />

a desperate lost soul trapped in the<br />

darkest depths of the underworld.<br />

And while it’s clear that the Polish<br />

developer has drawn on traditional<br />

depictions of hell to create its abode<br />

of the damned, Agony goes so much<br />

further than simply recreating lakes<br />

of fire and cloven-footed meanies in<br />

crisp HD. Its vision of hell is a place<br />

of blood and flame, yes, but there’s<br />

an unnerving current of monstrous<br />

sexuality at play, too, as well as some<br />

truly nasty violence to boot. Again,<br />

much like the OXM canteen.<br />

The game opens with you waking up<br />

in the netherworld with no recollection<br />

of the sinful life that’s led you to this<br />

damnable destination. Charred bones<br />

litter the floor around you and the air<br />

pulsates with the buzzing of bloated<br />

flies. You soon learn that there is<br />

only one hope for those who seek a<br />

reprieve from this eternal torment. To<br />

leave this place, you’ll have to gain an<br />

audience with The Red Goddess.<br />

Hell of a mess<br />

But tracking down this enigmatic deity<br />

will be no easy feat, as you’ll have to<br />

traverse vast infernal environments<br />

in pursuit of your uncertain escape.<br />

Outlast is the game that most readily<br />

springs to mind as we watch our<br />

“Charred bones<br />

litter the floor and<br />

bloated flies buzz<br />

through the air”<br />

player character nervously tiptoe<br />

through the disconcertingly fleshy<br />

halls of hell, particularly when the<br />

poor fellow is forced to hide from<br />

some wrathful demon or roaring<br />

grotesquery. But this fearful dynamic<br />

can be inverted entirely, thanks to<br />

your ability to take control of certain<br />

feeble-minded denizens of hell.<br />

The reason for this power remains<br />

a mystery for now, but it enables you<br />

to possess dim-witted demons and<br />

make use of their ferocious strength<br />

and diabolical abilities. At one point,<br />

our fallen hero hops into the body of<br />

a sinewy hellbeast and embarks on<br />

a brutal rampage, setting damned<br />

prisoners alight on a whim before<br />

using demonic telekinesis to hurl<br />

them into the abyss.<br />

But if the promise of using some of<br />

these wretched souls as tiki torches<br />

doesn’t float your Stygian boat, then<br />

don’t fret: You’re also able to charge<br />

the tormented down and pluck out an<br />

eye, should the urge take you. A trip to<br />

hell would turn anyone a little violent<br />

and somewhat nutty, after all.<br />

To some, this will all sound a<br />

bit excessive and unpleasant, but<br />

that’s exactly the tenor that Agony’s<br />

aiming for—a hellish experience that<br />

doesn’t pull any punches. Now if you’ll<br />

excuse us, it’s about time we headed<br />

downstairs to the canteen. n<br />

034<br />

More great features at gamesradar.com/oxm<br />

the official XboX MaGazine


prEviEW<br />

The first entry in the series appeared on PS1 back in 1998 (basically a millenium ago)<br />

Marvel Vs<br />

Capcom: Infinite<br />

The spandex-sporting scrapper<br />

looks to make some new<br />

fighting fans<br />

Dave meikleham<br />

PublisheR CapCom DeveloPeR CapCom<br />

FoRmat XboX one eta <strong>2017</strong><br />

Top Brie Larson<br />

will play Captain<br />

Marvel on the big<br />

screen. Expect<br />

the game version<br />

to kick ass.<br />

aBovE Whale on<br />

the avengers with<br />

a deadly tagteam.<br />

Beat-‘em-ups aren’t exactly famed<br />

for being welcoming. Sure, the odd<br />

inexperienced player can hold their<br />

head above water by spamming<br />

electricity attacks, but for most<br />

people, the idea of nailing a 16-hit<br />

juggle combo is akin to performing<br />

heart surgery with a machete. That’s<br />

all set to change with Capcom’s next<br />

fighter. After the fiasco that was<br />

Street Fighter V’s launch,Capcom<br />

wants to make its hero-and-Hadoken<br />

scrapper a game for the masses.<br />

You’re making that face, aren’t<br />

you? If you’re currently puffing up your<br />

cheeks while balking at the notion<br />

of Marvel Vs Capcom: Infinite being<br />

an overly accessible, dumbed-down<br />

experience for morons… well, you<br />

should take a couple of deep breaths.<br />

Yes, Capcom is making its latest<br />

combat crossover less intimidating for<br />

newcomers. But that doesn’t mean<br />

diehard beat-‘em-up purists are going<br />

to be Hulk-smashed into oblivion by<br />

someone who’s never played before.<br />

Speaking to Stuart Turner, Capcom<br />

Europe’s chief operating officer, he<br />

stressed that eSports are at the<br />

forefront of the company. “Fighting<br />

games as a spectator event has huge<br />

potential—the games are short, it’s<br />

simple to grasp, the competitors<br />

are highly skilled personalities, and<br />

tournament upsets aren’t unusual,”<br />

he says. Considering the ludicrously<br />

lofty skills routinely displayed during<br />

professional tournaments, it’s unlikely<br />

Capcom will release a fighter that<br />

eschews the sort of depth eSports<br />

competitors and fans demand.<br />

That said, Turner wants to make<br />

beat-‘em-ups more popular outside of<br />

“Infinity Stones<br />

imbue fighters<br />

with more power<br />

and flexibility”<br />

Japan, and one of the ways to entice<br />

new fans to Infinite is by making the<br />

virtual fisticuffs more accessible.<br />

“Marvel Vs Capcom fits into this as a<br />

great introduction to the genre as a<br />

whole [as it’s] far more simplistic and<br />

technically easier to pick up and play,”<br />

says Turner. As such, a new ‘free-form’<br />

tag system makes it easier to chain<br />

combos between characters in the<br />

two-on-two encounters.<br />

The headline Infinity Stones will<br />

also imbue fighters with added power<br />

and flexibility. Capcom compares<br />

the new feature to Capcom Vs SNK<br />

2’s Groove system, and it hopes the<br />

added customization options will<br />

placate fans who are sore over Infinite<br />

dropping the three-on-three battles<br />

for tagteam four-character fights.<br />

Mega Man down<br />

Speaking of the adorable robotic dude,<br />

Capcom’s icon is set to play a major<br />

role. The publisher has confirmed the<br />

plot centres primarily around the run<br />

‘n gun hero, while Captain Marvel also<br />

nabs a starring role. Capcom hasn’t<br />

confirmed whether the Fox-owned<br />

X-Men will appear alongside their<br />

Disney compatriots, meaning the final<br />

roster remains up in the air. Still, even<br />

if Wolverine and co don’t make the<br />

cut, this heroic scrapper could still<br />

claw its way to success. n<br />

035<br />

More great features at gamesradar.com/oxm<br />

The offiCial XboX magazine


PrevIew<br />

Levels are modified using real-world data that matches in-game time to the time when you’re playing<br />

Serial<br />

Cleaner<br />

Who’s going to clean up this<br />

bloody mess?<br />

Paul Walker-emig<br />

PublisheR infun4all DeveloPeR ifun4all<br />

FoRmat XboX one eta <strong>2017</strong><br />

036<br />

Above You can<br />

bring bodies back<br />

to your car, or<br />

find a way to<br />

dispose of them.<br />

below If you<br />

get caught, the<br />

police will gun<br />

you down like the<br />

bad ‘un you are.<br />

If you ever wanted to play the<br />

videogame version of Pulp Fiction’s<br />

Winston Wolfe, rejoice. Each stage in<br />

Serial Cleaner sees you arrive at the<br />

scene of a crime, with bodies lying<br />

everywhere, blood splattered across<br />

the floor, and police on patrol. Your<br />

job is to clean up the mess without<br />

getting caught by the fuzz.<br />

As a stealth game, Serial Cleaner<br />

takes its cues from Hotline Miami,<br />

rather than the likes of Hitman and<br />

Metal Gear Solid. In other words, it’s<br />

intended to be played at speed, with<br />

you swiftly weaving your way between<br />

the vision cones of patrolling police<br />

as you mop up pools of blood, dispose<br />

of bodies and hide incriminating<br />

evidence, reacting on the fly to the<br />

movements of your pursuers, rather<br />

than spending an age planning your<br />

route while crouched behind a crate.<br />

Though it might share some<br />

common ground with Hotline Miami<br />

in its preference for split-second<br />

decision-making over calculation<br />

and consideration, Serial Cleaner is<br />

completely different when it comes<br />

to tone. It’s dark but silly. This is, after<br />

all, a game where you can dispose<br />

of a body in the gaping mouth of<br />

an alligator waiting patiently at the<br />

water’s edge, or toss it into the Bond<br />

“You can dispose<br />

of a body in the<br />

gaping mouth<br />

of an alligator”<br />

villains’ favourite water feature: a tank<br />

full of piranhas. Even the unsavory<br />

act of lobbing a corpse onto a train<br />

track to be squished by a train is<br />

transformed into macabre slapstick<br />

through comedy timing and sound.<br />

Shades of the 70s<br />

The game’s black comedy style is<br />

complemented by an aesthetic that<br />

looks like it’s been plucked from the<br />

1970s. Its minimalist art is painted<br />

in soft colors that emulate the<br />

washed-out look associated with<br />

‘70s photography and film. Prepare<br />

yourself for big moustaches, aviator<br />

sunglasses and funk-themed tunes.<br />

Parody may be the intention, but<br />

Serial Cleaner nevertheless evokes the<br />

era with skill. Developer iFun4all has<br />

taken the ‘70s theme even further,<br />

saying that it has levels based on<br />

actual 1970s murder scenes. Whether<br />

this sense of realism will complement<br />

the game or just be a crass grab for<br />

attention is yet to be seen.<br />

What we’ve seen of Serial Cleaner<br />

suggests that it’s aiming for simplicity<br />

and clarity when it comes to its<br />

systems—think vision cones that<br />

leave no doubt as to when you’re in<br />

view and when you’re not. What we’ve<br />

learnt from other stealth games such<br />

as last year’s Hitman and Dishonored<br />

2 is that simple stealth doesn’t have<br />

to be one-dimensional or boring—it<br />

can actually revolutionize gaming.<br />

We’re unsure if Serial Cleaner has<br />

something to offer beyond its novel<br />

core concept yet, but we’re very much<br />

looking forward to finding out. n<br />

the official XboX magazine More great features at gamesradar.com/oxm


PReview<br />

The PC version of Redout currently sits pretty with a score of 81 on Metacritic<br />

Redout<br />

sci-fi speed demon aims to zip<br />

past and wipe out the futuristic<br />

competition<br />

Dave meikleham<br />

PublisheR 505 Games DeveloPeR 34BiGThinGs<br />

FoRmat XBoX one eta may 30<br />

Above The<br />

low-polygon,<br />

cel-shaded<br />

visuals make<br />

Redout’s fast<br />

courses easier to<br />

read as you bomb<br />

around them.<br />

below Redout is<br />

set on a future<br />

earth that’s been<br />

mostly abandoned.<br />

Must. Not. Compare. To. Famous.<br />

PlayStation. Game. Hmmmmph… This<br />

futuristic racer is really like WipEout.<br />

Bah! Sorry, the comparisons are<br />

unavoidable. With a focus on antigrav<br />

action that’s faster than The<br />

Flash after four gallons of espresso,<br />

the minimalist look and exhilarating<br />

feel of 34BigThings’ affectionate<br />

throwback immediately recalls<br />

Psygnosis’ seminal speedster.<br />

Not that Redout doesn’t have<br />

ideas of its own under that oh-sofetching<br />

low-polygon hood. While<br />

the refreshingly sparse aesthetic<br />

separates it from much of the<br />

chasing pack, there’s a degree of<br />

strategic planning to this racer that<br />

also impresses. Unlike WipEout or<br />

F-Zero, combat doesn’t dominate,<br />

with Redout placing emphasis on<br />

outlasting your competitors through<br />

smart use of perks.<br />

Each ship can be equipped with<br />

both active and passive power-ups.<br />

The former are used manually during<br />

races, while the latter are perks you<br />

assign to your craft to improve its<br />

performance. Rather than nuke your<br />

sci-fi foes with projectiles, the game’s<br />

modifiers are more concerned with<br />

getting you to the finishing line in one<br />

piece. Like that ‘game that starts with<br />

“Use the Energy<br />

Drainer to siphon<br />

juice like a super<br />

speedy vampire”<br />

W’ we definitely won’t mention again,<br />

Redout’s ships all have energy bars<br />

that must be maintained if you’re to<br />

survive its savage, twisting tracks.<br />

Perk-life balance<br />

If you want be aggressive, active-perk<br />

power-ups like the EMP Blast can<br />

shock other craft into submission.<br />

Struggling to keep that energy bar up?<br />

Unlock the Energy Drainer to siphon<br />

juice from the competition like a super<br />

speedy vampire. Of course, if you’d<br />

rather be a little less confrontational,<br />

you can always equip passive perks,<br />

such as the Magnetic Grip, which<br />

makes the physics-focused handling<br />

model easier to tame. Then again, if<br />

you’re confident with steering, you<br />

may want to consider the Slipstream<br />

Enhancer, a perk which increases your<br />

ship’s speed when trailing opponents.<br />

Redout also serves up some cute<br />

twists on standard racing modes.<br />

Aside from the traditional grand prix<br />

contests of the campaign, there’s a<br />

mode called Speed that challenges<br />

you to constantly keep the revs above<br />

a certain threshold to survive. Kinda<br />

like that Keanu flick… if you replaced<br />

the bus with a floating sci-fi ship that<br />

can reach 900 mph. Boss mode adds<br />

further wrinkles with endurance races<br />

that are linked by a teleporter. How<br />

long can you last, hotshot?<br />

<strong>Xbox</strong> One isn’t swimming in sci-fi<br />

racers, and it looks like there’s plenty<br />

to get excited about here. If this quick<br />

tribute can capture even half of the<br />

electricity of a certain ‘90s icon, we’re<br />

in for some furiously fast fun. n<br />

037<br />

More great features at gamesradar.com/oxm<br />

The official XBoX maGazine


aTTlefronT ii<br />

Motive Studios was founded in 2015 by Assassin’s Creed creative Jade Raymond<br />

038<br />

T h E<br />

S A G A<br />

C O N T I N U E S<br />

Three developmenT sTudios. Two years in The making. and one<br />

beloved film franchise. here’s why baTTlefronT ii mighT<br />

jusT be The mosT ambiTious projecT in ea hisTory<br />

James nouch<br />

the official xbox magazine


039<br />

more great features at gamesradar.com/oxm<br />

the official xbox magazine


elow<br />

battlefront ii’s<br />

multiplayer will<br />

be taking us<br />

across all of<br />

the different<br />

eras of the star<br />

wars universe.<br />

far righT The<br />

inferno squad<br />

will be your<br />

main singleplayer<br />

focus.<br />

040<br />

W<br />

the official xbox magazine


aTTlefronT ii<br />

<strong>Xbox</strong> One owners will be able to play the game before PS4 players, thanks to an EA Access trial starting 9th November<br />

hen the very first Star Wars hit cinemas<br />

back in 1977 viewers were treated to a<br />

swashbuckling space opera told with wideeyed<br />

excitement. Princesses were rescued,<br />

blasters were fired, and the plucky good<br />

guys triumphed over the imperial meanies.<br />

even the subtitle—a new hope—was almost<br />

childlike in its jaunty optimism. but with<br />

the release of a sequel, the empire Strikes<br />

back, Star Wars became something different.<br />

Suddenly, the universe wasn’t quite so<br />

wholesome, safe, or morally clear-cut. and<br />

now, ea is looking to pull a similar trick with<br />

its own Star Wars sequel: battlefront ii.<br />

an extensive single-player campaign<br />

is central to this ambition, and ea has<br />

assembled a massive development team to<br />

realize its expanded vision. Dice, the Swedish<br />

studio responsible for battlefront’s 2015<br />

reboot, is back at the helm for the game’s<br />

multiplayer modes, but this time it’s joined by<br />

criterion games in the UK and motive Studios<br />

in montreal, and together they plan to create<br />

a blockbuster solo experience with all the<br />

dark grandeur of the empire Strikes back.<br />

to that end, battlefront ii casts you as<br />

iden Versio, commander of the empire’s elite<br />

special operations outfit inferno Squad. at the<br />

game’s outset, Versio has it all: She comes<br />

“We wanted to take the helmet<br />

off a Stormtrooper and find out<br />

why they believed in the Empire”<br />

from a prosperous imperial planet, her father’s<br />

a respected admiral, and her job involves<br />

lots of exotic travel and Rebel-murder. life is<br />

pretty good as far as she’s concerned.<br />

What’s more, iden is beloved by her own<br />

people, as motive Studio’s game director<br />

mark thompson explains. “the Rebellion has<br />

its heroes—heroes like Skywalker, like Jyn<br />

erso—but who are the heroes of the empire?<br />

Who are the soldiers that can inspire the<br />

empire in the galactic civil war? Who were<br />

the elite pilots that kids in the galaxy grew<br />

up dreaming of being?” iden Versio isn’t just<br />

a capable soldier—she’s a role model for<br />

imperials everywhere.<br />

“that was the starting point for this story,”<br />

thompson continues. “We wanted to take off<br />

the helmet of a Stormtrooper and find out who<br />

they were; why they believed in the empire.”<br />

So, when those pesky Rebel scum destroy the<br />

second Death Star at the battle of endor, iden<br />

and her comrades aren’t about to lay down<br />

arms or negotiate peace. these are devout<br />

believers in the imperial way of life, and they<br />

aren’t about to let it crumble.<br />

“We thought about this idea: What would<br />

it be like to be a Stormtrooper on the ground,<br />

to look up to the sky and see the Death Star<br />

explode, and for that to be a moment of loss?<br />

a moment of defeat,” explains thompson.<br />

“and so when you take off the helmet in<br />

disbelief, and you look up at the sky, you<br />

immediately put that helmet back on with a<br />

new hardened resolve about how you need to<br />

take that fight back to the Rebellion, that the<br />

Rebellion needs to die.”<br />

Life begins at 30<br />

the campaign that follows explores the<br />

30-year gap between Return of the Jedi and<br />

the force awakens, following iden and her<br />

squadmates as the fusty old galactic empire<br />

041<br />

more great features at gamesradar.com/oxm<br />

the official xbox magazine


TEll uS hOw iT iS<br />

ThE EmpIrE WrITES BACk<br />

The Empire aren’t the bad guys. [...] When you<br />

take the helmet off a Stormtrooper, suddenly<br />

you see them as a person. And you can make<br />

that person likeable and relatable if you<br />

understand who they are and why they think the<br />

way they think. And I think what’s interesting<br />

about Star Wars storytelling outside of the saga<br />

movies is that you can step away from the black<br />

and white, and move into more grey territory.<br />

I think Rogue One was fantastic for that. You<br />

could really see that the extreme side of<br />

Rebellion—with Saw Gerrera and his<br />

Partisans—they were doing some questionable<br />

things! It wasn’t clearly defined as good, but<br />

they believed in a cause.<br />

So that was interesting to see that inside the<br />

Rebellion there’s this range of what people think<br />

is right based on their orders, their belief<br />

system… so the Empire can have the same. Not<br />

everyone in the Empire thinks exactly the same.<br />

[...] We can show people a galaxy where the<br />

Rebels are terrorists. And people inside the<br />

Empire believe in the order, and the control, and<br />

the peace that the Empire can bring.<br />

042<br />

Mark Thompson,<br />

game director, Motive Studios<br />

the official xbox magazine


aTTlefronT ii<br />

As well as modifying character classes, you’ll also be able to tweak hero character abilities to suit your playstyle<br />

043<br />

lefT your eyes<br />

do not deceive<br />

you, that is<br />

darth maul back<br />

from the grave,<br />

and playable<br />

as a hero in<br />

battlefront ii’s<br />

multiplayer.<br />

the official xbox magazine


044<br />

gradually morphs into the more fashionforward<br />

first order. it’s an untold story, in<br />

other words, a chapter of galactic history<br />

that’s so far unexplored in the Star Wars<br />

cinematic saga. and, as mark thompson<br />

explains, battlefront ii will be the project<br />

that first charts this new narrative ground.<br />

“this will be a canon story,” he says. “this is<br />

authentic Star Wars.”<br />

but motive hasn’t been unduly restrained by<br />

the Star Wars brandcuffs, and the canadian<br />

studio has been given the freedom to craft<br />

entirely new additions to the hefty body of<br />

existing Star Wars lore. one such example<br />

would be iden’s home world of Vardos, a<br />

planet that willingly joined the empire, and<br />

whose population bask in the sense of<br />

security it provides. We’re all very accustomed<br />

to seeing the empire as cruel invaders<br />

or an occupying force, but Vardos shows<br />

Palpatine’s regime in a very different light.<br />

here, citizens see imperial rule as a source<br />

of stability and security, and the Rebels as<br />

dangerous revolutionaries.<br />

When battlefront i isn’t treading entirely<br />

new narrative ground, it’s often revisiting<br />

familiar material from a fresh perspective.<br />

Watching downtrodden Stormtroopers<br />

witness the Death Star’s destruction is one<br />

early example, but in your quest to avenge the<br />

“multiplayer has been retooled<br />

and revamped to ensure there’s<br />

more depth than the original”<br />

defeated emperor, you’ll also battle your way<br />

across more familiar worlds, spewing blaster<br />

bolts, and hurling thermal detonators as you<br />

rampage across pleasingly open stages.<br />

Galactic turmoil<br />

but while the central storyline will remain<br />

anchored to iden and her imperial besties, we<br />

were positively light-headed with excitement<br />

to discover that battlefront ii’s single-player<br />

will also feature playable hero characters<br />

from the series. as such, you’ll be able to take<br />

control of famous faces from the franchise<br />

when their paths cross with inferno Squad.<br />

in one example, we saw an older luke<br />

Skywalker, dressed in the dapper black duds<br />

of his Return of the Jedi appearance. ea’s<br />

also confirmed that Kylo Ren will feature,<br />

which should provide a tantalising window<br />

into the sinister sourpuss’s background.<br />

and all that’s to say nothing of the<br />

significantly expanded multiplayer, which<br />

Dice has retooled and revamped to ensure the<br />

experience can offer more depth and stayingpower<br />

than its 2015 effort. the introduction of<br />

character classes will be key to this, enabling<br />

players to switch between a long-range<br />

sharpshooter, say, and a hard-hitting heavy<br />

gunner as the situation demands. What’s<br />

more, battlefront ii will let players upgrade<br />

and customise their character over the course<br />

of a match, providing further opportunities for<br />

freewheeling player expression.<br />

but if the introduction of character classes<br />

represents the most seismic mechanical<br />

change to battlefront multiplayer, it’s the<br />

hero characters that seem destined to be<br />

the most headline-grabbing. that’s because<br />

battlefront ii’s multiplayer will feature settings<br />

and characters drawn from across the entirety<br />

of the Star Wars cinematic saga—from the<br />

galactic trade documentary that was the<br />

Phantom menace to the as yet unreleased<br />

A SPATE Of SPACE TRAvEl<br />

A GAlAxy<br />

fAr fAr<br />

AWAy<br />

The planets we<br />

want to visit on<br />

our journey<br />

Yavin-4<br />

This jungle planet<br />

is where we’ll find<br />

the Rebels’ base of<br />

operations before<br />

they’re attacked and<br />

have to relocate to<br />

the planet of Hoth.<br />

Kamino<br />

An aquatic planet<br />

where the Clone<br />

army was created<br />

in a clandestine<br />

arrangement and the<br />

location of an epic<br />

battle to stop it.<br />

StarKiller<br />

BaSe<br />

The planet-sized<br />

death machine from<br />

The Force Awakens<br />

marks the game’s<br />

arrival into the<br />

current era of films.<br />

moS eiSleY<br />

A spaceport on<br />

Tatooine and home<br />

to the first meeting<br />

with Han Solo.<br />

Also: the famous<br />

argument over who<br />

shot first.<br />

HotH<br />

Star Wars’ most<br />

recognisable planet<br />

and location of the<br />

saga’s epic battle<br />

returns for another<br />

round, this time with<br />

added Tauntauns.


aTTlefronT ii<br />

hERO TiME<br />

UlTImATE<br />

lINE-Up<br />

Forget Luke, Rey and<br />

Yoda, here are the<br />

overlooked heroes we<br />

really want to see<br />

righT hero<br />

ships return<br />

too, and we’ve<br />

already spotted<br />

slave one, the<br />

millennium<br />

falcon and<br />

what looks like<br />

obi-wan’s jedi<br />

interceptor.<br />

below iden’s<br />

droid buddy is<br />

less lovable but<br />

considerably<br />

more lethal than<br />

r2-d2 or bb-8.<br />

StarKiller<br />

Holding a Lightsaber<br />

behind you might not be<br />

very practical in real life,<br />

but damn it, it looks<br />

cool. The protagonist of<br />

The Force Unleashed<br />

would have some<br />

seriously slick moves to<br />

use on the battlefield.<br />

BaStila SHan<br />

Originally appearing in<br />

Knights Of The Old<br />

Republic, Bastila has an<br />

atypical force power<br />

called battle meditation<br />

that could buff her<br />

friends or debuff her<br />

enemies. It’d be<br />

interesting seeing that in<br />

effect in Battlefront’s<br />

large-scale fights.<br />

SHaaK ti<br />

Appearing during The<br />

Clone Wars, Shaak Ti is<br />

a Jedi Grandmaster who<br />

can control fauna and<br />

direct them with her will,<br />

as well as just being able<br />

to kick lots of ass.<br />

Imagine her being let<br />

loose on a forest planet<br />

like Endor. It would be<br />

Ewok carnage.<br />

045<br />

the last Jedi. that means Darth maul, luke<br />

Skywalker, Kylo Ren and even wee lil fan<br />

favorite Yoda will all be playable.<br />

and this time, you won’t just be gobbling<br />

pick-ups to play these legendary characters.<br />

“the point is to move away from this race for a<br />

spinning blue token,” explains matt Webster,<br />

general manager at criterion games. “We<br />

love it, the excitement of becoming a hero<br />

is a great moment, and such a differentiator<br />

for battlefront. When they come in, they are<br />

powerful moments. and it’s a power-trip<br />

fantasy. We love that. but ten people racing<br />

for a blue token to get that—there’s a better<br />

way for us to do that.” exactly what that<br />

‘better way’ will be remains to be seen, but<br />

the developers hint at a resource mechanic<br />

that will reward effective teamwork.<br />

You won’t be forced to schlep it around<br />

these vast maps on foot, however. a variety of<br />

vehicles, big and small, will enable you to zip<br />

around the battlefield, while the introduction<br />

of fully featured space battles enables<br />

players to take the fight to stars on selected<br />

stages. “Space battles, it’s such a thing for<br />

Star Wars,” Webster enthuses. “in my head,<br />

when we’re talking about Return of the Jedi,<br />

it’s these moments of epic capital ships and<br />

starfighters battling it out… that is going to be<br />

a significant part of this game for multiplayer.”<br />

You could justifiably describe battlefront ii<br />

as an attempt to address every criticism that<br />

Dice’s original had to contend with. the lack<br />

of single-player content has been remedied.<br />

the slightly-too-streamlined multiplayer has<br />

been tweaked. and the absence of spacebased<br />

shenanigans has been solved. Sequels<br />

made Star Wars what it is, and battlefront ii<br />

might just do the same for ea’s shooter when<br />

it launches on november 17th. n<br />

revan<br />

Another one from<br />

Knights Of The Old<br />

Republic, Revan<br />

utilises both light and<br />

dark powers. With the<br />

rumors that The Last<br />

Jedi film will introduce<br />

audiences to a ‘grey’<br />

Jedi, Revan’s moveset<br />

would play into that<br />

theme nicely.<br />

KYle Katarn<br />

A fan favorite who first<br />

appeared in Jedi Knight<br />

series, Kyle might not be<br />

canon anymore but we<br />

still want to see him.<br />

Thanks to his Imperial<br />

training he also knows<br />

how to use a Destroyer’s<br />

worth of weapons.<br />

more great features at gamesradar.com/oxm<br />

the official xbox magazine


046<br />

Main The proud<br />

face of <strong>Xbox</strong>loving<br />

Chris<br />

Charla.


The big inTerview<br />

ID@<strong>Xbox</strong> games have clocked in over 1 billion hours of gametime already<br />

Indie<br />

fast lane<br />

Chris<br />

047<br />

Charla<br />

With the iD@XboX Program about to helP its<br />

500th inDie game into the store, We sPeak<br />

to Chris Charla, heaD of iD@XboX, about<br />

What Comes neXt Stephen AShby<br />

More great interviews at gamesradar.com/oxm<br />

the official xbox magazine


O f i h fi f i di d Ni h S h l S di h d i l d<br />

The big inTerview<br />

048<br />

The indie game has come a long way since<br />

<strong>Xbox</strong> Live first launched, from tiny games<br />

that only a few had heard of, to breakout<br />

success stories that rival even the biggest<br />

mainstream games. You don’t need a team<br />

of hundreds to make a great game. Enter<br />

ID@<strong>Xbox</strong>, a programme that helps hundreds<br />

of small-scale developers get their games<br />

on <strong>Xbox</strong> One and in front of an audience of<br />

millions for everyone to enjoy. We speak to<br />

Chris Charla, the man responsible for<br />

bringing the likes of Inside, Oxenfree, and<br />

soon Cuphead, to your console, to learn<br />

what’s in store for fans of indie gaming.<br />

the ID@<strong>Xbox</strong> program has grown hugely<br />

since it launched. What do you see as its<br />

biggest successes, and success stories?<br />

It’s been awesome to see the program grow<br />

since we announced it in 2013. We hit 500<br />

games that have shipped via the program by<br />

the end of April, and that’s kind of a cool<br />

milestone! When we started the program we<br />

said we wanted to provide developers with a<br />

sustainable ecosystem and marketplace,<br />

and thanks to our players, we’ve really done<br />

that. Obviously, videogames are a hit-driven<br />

business, and not every game is a hit, but<br />

developers have made hundreds of millions<br />

of dollars through ID, and it feels awesome<br />

to be a little part of that. It also means<br />

players have bought millions of ID games,<br />

and they’re getting to enjoy all this diverse<br />

content. So, successful devs and happy<br />

players is definitely the biggest success!<br />

Of course, commercial success is really<br />

important, too, but there’s a lot of kinds of<br />

success—critical, personal, creative. And<br />

there have been some great success stories<br />

in the program that aren’t just commercial,<br />

where a dev has said “I had this idea, and I<br />

was able to ship it on <strong>Xbox</strong>, and that means<br />

a huge amount to me,” and that’s equally as<br />

awesome as some of the commercial<br />

successes we’ve seen.<br />

I will say internally, of course we celebrate<br />

developers’ success, but when we think<br />

about the program, it’s more about how we<br />

can improve on what we’ve done, or new<br />

things we can offer, versus high-fiving and<br />

saying “we did it!” or something. There’s a lot<br />

more we can do for developers, so that’s<br />

kind of our focus, day to day.<br />

Are there any developers that you think<br />

epitomize ID@<strong>Xbox</strong>, and the ideals that you<br />

at Microsoft have for the program?<br />

Hmmm… One thing we kind of got right with<br />

ID, is we didn’t say, “Okay, it’s 2013, this<br />

game is what ‘indie games’ are, and how do<br />

we solve for that,” but instead we looked at<br />

the space and saw the growth, saw how<br />

much things had changed during the 360<br />

era, and we knew things would happen that<br />

we couldn’t predict. So, we really took a<br />

developer’s eye view, and tried to build a<br />

program that was going to meet the needs<br />

of independent developers on <strong>Xbox</strong> and<br />

Windows, regardless of game type, or<br />

company type, or how the industry might<br />

CloCkwise froM<br />

above indie<br />

games such as<br />

oxenfree were<br />

some of the<br />

highlights<br />

of 2016.<br />

change. And that’s given us the flexibility in<br />

the program to support devs of all sizes, and<br />

games of all sizes and complexity, from<br />

single-player platformers made by one<br />

person to free-to-play online games made<br />

by very large independent studios.<br />

And one thing I’m really proud of with ID@<br />

<strong>Xbox</strong> is we’ve had devs ship their first game,<br />

and we’ve had really veteran studios and<br />

developers ship. So, in a sense, everyone in<br />

the program kind of epitomizes who the<br />

program is for. Which may sound like a<br />

dodge, but it’s really true.<br />

That all said, there are a couple of<br />

developers who in 2012 and 2013 we were<br />

like, “these guys should be on <strong>Xbox</strong>, and<br />

they’re not—and that is a problem.” That was<br />

the kind of early model for what we should<br />

do with ID@<strong>Xbox</strong>—how could we create a<br />

program that would enable them to come to<br />

<strong>Xbox</strong> and be successful. I’m not going to<br />

name them—sorry!—but they do know who<br />

they are. And they’re on <strong>Xbox</strong> now!<br />

Okay, so let’s take a look forward and look<br />

to the future. Which ID@<strong>Xbox</strong> games are you<br />

most excited about in <strong>2017</strong>?<br />

Yes. [laughs] I’m sorry it’s a really hard<br />

question to answer. Because I have games<br />

I’m just excited for as a player, I have games<br />

I’m excited about for maybe a business<br />

reason or program reason, like, “I know how<br />

much work we needed to do to help the<br />

game come to <strong>Xbox</strong> or Windows 10,” or<br />

the official xbox magazine


“Developers have<br />

sold millions of<br />

games through iD<br />

and it’s awesome<br />

to be a small<br />

part of that”<br />

games that are coming from devs from a<br />

new territory—we just had our first game<br />

pass cert that was developed in Africa—or<br />

maybe a game uses an <strong>Xbox</strong> Live feature like<br />

Arena in some cool way. So, I get excited<br />

about a lot of games for a lot of reasons.<br />

Personally, as a player, I am really looking<br />

forward to Below, Tacoma, and Cuphead!<br />

Out of the ID@<strong>Xbox</strong> games you’ve played<br />

recently, which would you say have really<br />

stood out for you?<br />

Thimbleweed Park has been really fun—<br />

there’s so much content in the game, and I<br />

love adventure games. And it’s cool seeing<br />

my friends’ names in the game—they were<br />

Kickstarter backers! And I’m still having a lot<br />

of fun with Astroneer and Ark. This weekend I<br />

played a lot of Snake Pass too, which is<br />

super original and super challenging (and<br />

satisfying!). I end up playing a lot of games a<br />

little bit just to try to and play everything.<br />

how do you find new games to bring to ID@<br />

<strong>Xbox</strong>? Do developers come to you, or do you<br />

go to them?<br />

Both of those things happen. Lots and lots<br />

of developers join the program and submit<br />

games, and that’s how we learn about them,<br />

and we also do a lot of outreach at shows<br />

like GDC, PAX and others, online, and at small<br />

dev events we have. We are always on the<br />

hunt for cool games!<br />

how much do you think people are using<br />

cross play to play against players on pCs or<br />

other Windows 10 devices? Are many indie<br />

developers adding it to their games?<br />

Cross play is a feature we’re really excited to<br />

support, and if you look at a title like Rocket<br />

League that supports cross-network play<br />

with PC versions of the game, it’s really<br />

popular. For us, <strong>Xbox</strong> Live and everything we<br />

do on <strong>Xbox</strong> is all about enabling play and<br />

enabling players. So, from the perspective<br />

of <strong>Xbox</strong> Play Anywhere—which means that<br />

once you buy a game on Windows 10 or<br />

<strong>Xbox</strong>, you own it for both platforms to cross<br />

play on <strong>Xbox</strong> Live between Windows and<br />

<strong>Xbox</strong>—it’s something we’re excited to<br />

support. We’ve seen some good take up<br />

across all those initiatives, although the bulk<br />

of games that ship through ID are singleplayer,<br />

so it’s not always possible to support<br />

all those features.<br />

next we’d like to talk about the Creator’s<br />

program, which you announced for smaller<br />

developers to bring games to <strong>Xbox</strong>. When it<br />

was announced, ID@<strong>Xbox</strong> was designed to<br />

be a way to make it easy for indie developers<br />

to make games. If that’s the case, why do<br />

you need the Creator’s program?<br />

Looking at both paths, we want to give<br />

developers more choice in how they bring<br />

their games to <strong>Xbox</strong> Live. From the start,<br />

ID@<strong>Xbox</strong> was designed for professional<br />

game developers who wish to use the full<br />

<strong>Xbox</strong> Live stack and have additional<br />

marketing and development support,<br />

including access to <strong>Xbox</strong> One and Project<br />

Scorpio development kits. Games that come<br />

through ID@<strong>Xbox</strong> get access to everything<br />

any other game can do on <strong>Xbox</strong>, whether<br />

that’s platform features or store promotion<br />

features. On the flip side, they still require<br />

full certification and full <strong>Xbox</strong> Live<br />

implementation to work.<br />

The Creators Program is great because it<br />

allows developers to quickly publish their<br />

game to <strong>Xbox</strong> One and Windows 10, with a<br />

simplified certification process. And you can<br />

integrate <strong>Xbox</strong> Live social features into your<br />

game with minimal development time. The<br />

Creators Program is for everyone, from<br />

professional developers to educators,<br />

students, hobbyists, experimenters, and<br />

makers of all shapes and sizes.<br />

All the way back in 2013, we were very<br />

clear that any <strong>Xbox</strong> would be able to be a<br />

dev kit, and that we wanted <strong>Xbox</strong> One to be<br />

something that was as good for creating as<br />

it was for enjoying games. This is why we<br />

opened up <strong>Xbox</strong> One to Universal Windows<br />

Platform (UWP) development last year with<br />

the release of the free Dev Mode Activation<br />

app. And we also opened up our app store<br />

on <strong>Xbox</strong> One to all app developers.<br />

With the Creators Program, we have now<br />

opened the store on <strong>Xbox</strong> One to all game<br />

developers. This is just another option for<br />

developers—a lightweight, fully public way<br />

to ship a game on Windows 10 and <strong>Xbox</strong> One.<br />

I think it’s a great compliment to ID@<strong>Xbox</strong><br />

and one that enables Microsoft to offer the<br />

broadest array of options to potential<br />

developers, from large corporations that<br />

manufacture millions of discs, to indie<br />

developers who focus on digital distribution,<br />

to folks who turn their retail <strong>Xbox</strong> One to a<br />

dev kit and just start creating.<br />

What sort of games do you expect to see<br />

from the Creator’s program? Is there a variety<br />

049<br />

More great interviews at gamesradar.com/oxm<br />

the official xbox magazine


above shovel<br />

knight is the<br />

cutest. him<br />

and his little<br />

shovel. bless.<br />

lefT Cuphead is<br />

an upcoming game<br />

drawn in the<br />

style of a 1930s<br />

cartoon.<br />

050<br />

righT ooblets<br />

is one of oXM’s<br />

most anticipated<br />

releases. we’re<br />

having a yearlong<br />

party to<br />

prepare!<br />

the official xbox magazine


The big inTerview<br />

“i feel excited<br />

because Creators<br />

Program could be<br />

a super fertile<br />

place for talent<br />

to show their<br />

stuff on <strong>Xbox</strong>”<br />

of games you’d like to see?<br />

I think we’ll see a huge variety of stuff. We’ll<br />

see things that don’t quite fit the traditional<br />

definition of “game”. We’ll see hobbyist and<br />

professional projects… we’ll see a lot! I think<br />

one thing that is true of every platform is if<br />

you build a space that makes it easy for<br />

people to ship games, you see a lot of stuff!<br />

What I’m most excited to see is something I<br />

can’t even conceive of right now—and I<br />

really think Creators Program has a good<br />

chance to be a super fertile place for new<br />

talent to show their stuff on <strong>Xbox</strong>.<br />

Is this an ‘in-route’ for developers to prepare<br />

them for making a full ID@<strong>Xbox</strong> game, or are<br />

the two things aimed at different kinds<br />

of developer?<br />

One really key thing about ID@<strong>Xbox</strong>, and<br />

Creators Program, is that they are gamebased<br />

programs, not developer-based. So,<br />

I’d say it’s a thing that will probably be<br />

decided on a game-by-game basis. You may<br />

have a developer who starts out, maybe<br />

she’s in school, and she has a cool student<br />

project, and it comes out via Creators<br />

Program, but her next game comes via ID.<br />

And you may have a long-standing ID dev<br />

who makes a game and wants it out there<br />

quickly and just ships it via Creators. From a<br />

developer point of view, what we want to do<br />

is make sure that regardless of where a<br />

developer is in their journey, or regardless of<br />

how they want to handle their game, that we<br />

have a place for them in our ecosystem,<br />

from hobbyists and experimenters, to<br />

moonlighters and rookies, to professionals<br />

and veterans. That ensures we’re going to<br />

get a huge variety of games on our platform,<br />

The Big<br />

Names<br />

2015<br />

ShOvel KnIght<br />

after being funded on<br />

Kickstarter, the iD@xbox<br />

Program helped Yacht club<br />

games make this game<br />

(and its fantastic Dlc) an<br />

xbox reality.<br />

which is great for our players and helps build<br />

just a great ecosystem for both players and<br />

creators to thrive.<br />

Steam’s greenlight program suffered from a<br />

‘bloatware’ problem. Do you foresee this<br />

being a problem with the Creator’s program?<br />

Do you have a way of curating what appears<br />

in the Creator’s program Store?<br />

I’ll handle these two as one question if that’s<br />

okay! I can’t really comment on Steam, but if<br />

2016<br />

ROCKet leAgue<br />

the iD@xbox program<br />

helped this (previously<br />

PS4-exclusive) rocketpowered<br />

car football game<br />

make its way to xbox. it’s<br />

bloody good fun.<br />

<strong>2017</strong><br />

CupheAD<br />

it’s been in the works<br />

for years and regularly<br />

appears in iD@xbox<br />

showcases. one day, this<br />

beautiful platformer will<br />

actually launch…<br />

you’re asking about marketplaces, it’s a<br />

great question, and one we’ve thought<br />

about a lot. When you think of traditional<br />

retail shopping, humanity has had about<br />

10,000 years to perfect things. On the digital<br />

front, we’re really only 10 or 15 years in, so<br />

we’re still learning a lot. Both curated and<br />

open marketplaces have advantages.<br />

Curation works to make discovery and<br />

surfacing things easier, but you run the risk<br />

that the curators miss something. Uncurated<br />

marketplaces don’t have that risk, but they<br />

run the risk—or the certainty—of having lots<br />

of noise-to-signal because there’s no one<br />

really policing things.<br />

With <strong>Xbox</strong> Live Creators Program we<br />

thought about this a lot. And I think the<br />

solution Microsoft came up with is actually<br />

really interesting. So, on our PC store, all<br />

games are assorted together today, whether<br />

they have <strong>Xbox</strong> Live integration or not, so<br />

we’ll keep doing that with Creators Program<br />

games—they’ll be assorted with every other<br />

game. On console, though, players and<br />

parents expect a curated store experience.<br />

So, we’re maintaining that store experience<br />

for them, and we’re putting the open,<br />

uncurated Creators Program games in their<br />

own section. We’re sort of saying, “here’s our<br />

curated store, and here’s our uncurated<br />

section.” It may seem less elegant than<br />

solving the curation/discovery problem all<br />

up, but I actually think it will give us the best<br />

of both worlds, and address our desire to<br />

make sure <strong>Xbox</strong> is truly an open platform,<br />

while keeping the curation that our players<br />

expect and like in the store.<br />

And we will definitely have programmatic<br />

promotion in the Creators Program section of<br />

the store, with things such as collections for<br />

new releases, top rated, et cetera. So<br />

players will be able to see what’s popular.<br />

Could a game move out of the Creator’s<br />

program into ID@<strong>Xbox</strong>, or into the main<br />

Store if it was doing well?<br />

Absolutely. It could move from Creators to<br />

ID@<strong>Xbox</strong> before it even releases. There are a<br />

couple of back-end things we need to<br />

address to make this happen on the tech<br />

side, so let me put an asterisk there and say<br />

“Absolutely… later this summer,” but<br />

directionally, philosophically, absolutely!<br />

We expect to see lots of ID submission that<br />

have already started development and Live<br />

implementation via Creators, and we expect<br />

to see plenty of games launch in the<br />

Creators Program and then hopefully come<br />

through ID@<strong>Xbox</strong> later on. n<br />

if you’d like to hear more about iD@xbox,<br />

tweet charla at @iocat or visit the iD website<br />

at www.xbox.com/en-GB/developers/id<br />

051<br />

More great interviews at gamesradar.com/oxm<br />

the official xbox magazine


oxm investigates<br />

Predicting<br />

the<br />

future<br />

052<br />

of<br />

XboX one<br />

The greatest gaming show on Earth is just<br />

around the corner, and here’s what to expect<br />

Daniella lucas<br />

E3 is opening its doors in LA on the<br />

13th of June, and will bring with it<br />

a flood of announcements that will<br />

drown the streets in <strong>Xbox</strong> brilliance.<br />

All of the big studios wait for that one<br />

week to spill all of the secrets they’ve<br />

been trying to keep quiet, but we’ve<br />

hunted down every tiny scrap of info<br />

and used our divining powers to make a<br />

list of all the big games we think will be<br />

there. Check back in June to see just<br />

how right (or wrong) we got it all.<br />

Prediction scale ????? If this doesn’t happen we’ll eat our hats ???? Likely, but not exactly like this<br />

??? A solid idea but has a lot of holes ?? If you squint hard there’s a resemblance of truth ? A complete guess, but maybe a lucky one


oxm investigates<br />

053<br />

The official xbox magazine


10<br />

09<br />

09<br />

08<br />

xbox enters tHe virtual<br />

reality arena<br />

054<br />

10<br />

assassin’s creed makes a<br />

triumPHant comeback<br />

After taking a much-needed break from<br />

the series last year, Ubisoft is sure to be<br />

setting some stage time aside for the return<br />

of our stabby-wristed friends. We know<br />

it’s currently being worked on under the<br />

codename Assassin’s Creed: Empire, but<br />

the rest is shrouded in mystery. We expect<br />

to get a first glimpse of this one a little bit<br />

before E3, with more to follow at the show.<br />

The rumor mill has been turning for quite<br />

some time now for where ther series will be<br />

heading next, and there have been a few<br />

blurry shots and leaks that are pointing to<br />

an adventure set in Egypt. It’s a country<br />

filled with tons of mythology that would be<br />

a great fit for the series, with places such<br />

as ancient Cairo and Luxor full of interesting<br />

temples to clamber up and then majestically<br />

dive off of. Not to mention plenty of tombs<br />

with mysterious artefacts to steal.<br />

We really want this to come true.<br />

???? This is definitely on the cards, but<br />

the setting is still to be determined.<br />

09<br />

Halo extends its universe<br />

An E3 without at least one mention of<br />

SPARTANs would be a very dull affair. It could<br />

be another spin-off, or it could finally be<br />

Halo 6. Our money is on the latter simply<br />

because we’re overdue an update and The<br />

Reclaimer Saga still needs to be resolved.<br />

Halo 5 left a lot of things open for more. Just<br />

what is Cortana going to do with all of that<br />

power? How is Master Chief going to deal<br />

with having to fight his former AI partner?<br />

Not to mention that tease of an intact Halo<br />

ring at the very end—what’s Cortana going<br />

to do with it? It all looks like it’s pointing<br />

towards a war between organic life and<br />

AIs like Cortana herself. With the galaxy<br />

in disarray thanks to the Guardians, the<br />

upcoming fight definitely won’t be pretty.<br />

??? Halo 6 is surely on the way, but will<br />

probably get a 2018 release date.<br />

VR is so hot right now. Everyone’s embracing<br />

it and while Hololens has some seriously<br />

impressive tech, it’s just not as immersive as<br />

a full-on headset. With Scorpio on the way,<br />

boasting improved tech that could definitely<br />

run VR, we’d be surprised if the powers that<br />

be at <strong>Xbox</strong> didn’t start experimenting with it<br />

on consoles. While we don’t think it’ll be an<br />

entirely new headset—Microsoft is already<br />

working with Oculus Rift for Windows 10<br />

and has recently released a load of demos<br />

on its store. They’ve also partnered with<br />

companies such as Dell and ASUS to look<br />

into making a more affordable VR headset<br />

for $299. Combine that with the fact that the<br />

Rift already comes packaged with an <strong>Xbox</strong><br />

One controller, and it would make a lot of<br />

sense for that partnership to extend to the<br />

console itself in the coming year.<br />

?? There’s a good chance this is wishful<br />

thinking, and limited to just PCs.<br />

08


oxm investigates<br />

05<br />

07<br />

07<br />

exPect more<br />

ePisodic Hitman<br />

06<br />

Look, we know we’ve been given a lot of<br />

great Hitman episodes from I.0 Interactive<br />

already, but we’re greedy and we want<br />

more. The episodic format just works so<br />

well for Hitman—each city so far has been<br />

a delightfully murderous playground full<br />

of deadly toys to play with. Sapienza in<br />

particular showed just how perfect a fit<br />

the small sandbox formula worked for the<br />

series, with hundreds of possible ways to<br />

reach your objectives in a town that felt<br />

incredibly real. If a second season isn’t<br />

already cooking in a dev studio somewhere<br />

we’ll cry… okay, maybe not that drastic, but<br />

there will definitely be some foot-stomping<br />

and pouting involved. It’s inevitable that a<br />

second season will launch eventually, and<br />

E3 is the perfect time to introduce it.<br />

???? Square Enix would be stupid not<br />

to release more Hitman.<br />

07<br />

06<br />

borderlands 3 Will Get a<br />

ProPer announcement<br />

This isn’t just a rumor—Gearbox studio<br />

head Randy Pitchford has been on stage<br />

more than once showcasing tech that<br />

could be used in a new Borderlands game.<br />

He then teased fans by saying, “We’ll get<br />

to you soon,” at GDC earlier this year, just<br />

after showing a character that looked<br />

suspiciously like a grown-up Tiny Tina during<br />

an Unreal 4 Engine demo. He’s laid out so<br />

many visible hints, but has yet to say the<br />

magic words: “Borderlands 3 is on the way.”<br />

This is as close to a sure thing as you’ll<br />

see before E3, but it’s not official yet, so<br />

we’re leaving it under the ‘rumor’ banner.<br />

We imagine they’ve been looking closely<br />

at Destiny to make sure it sets itself apart,<br />

while still taking lessons from its successes.<br />

????? Stop beating around the bush<br />

and make it official already!<br />

05<br />

We’ll finally Hear about<br />

beyond Good and evil 2<br />

First announced way back at E3 in 2008, the<br />

sequel to the hit Beyond Good And Evil felt<br />

like it had been anticipated for absolutely<br />

ages. But after a lush-looking CG trailer it<br />

all went quiet again, and remained that way<br />

for eight years. Thankfully Ubisoft recently<br />

reconfirmed that they are actively working<br />

on a return to Jade’s world of investigative<br />

journalism and talking animals. Michel Ancel,<br />

the man behind the original and father of<br />

Rayman, has also teased some new art on<br />

his Instagram account with the phrase:<br />

“Endangered species—now saved—Game<br />

in pre-production. Stay tuned!” underneath<br />

it. After being such a huge deal at E3 back<br />

in 2008 it would be right at home on stage<br />

again this year with more to show for it.<br />

??? A possibility that it’s too soon for this<br />

year, but it’s a strong contender.<br />

055<br />

The official xbox magazine


04 03<br />

04<br />

03<br />

02<br />

red dead redemPtion 2<br />

Gets biG billinG<br />

056<br />

04<br />

Wolfenstein: tHe neW<br />

order Gets a sequel<br />

We’re treading softly for this one, so keep<br />

a slightly sceptical eyebrow raised, but a<br />

sequel to Wolfenstein: The New Order might<br />

be in the works. Pete Hines from Bethesda<br />

was caught saying: “MachineGames (the<br />

team behind Wolfenstein) has been hard<br />

at work on something, which I can tell you<br />

I have played. It is f**king bananas. And I<br />

can’t wait to show what it actually is,” on<br />

the Kinda Funny Gamescast. Something<br />

that’s ridiculously over the top? Sounds like<br />

Wolfenstein to us. Whatever it is, the fact<br />

that it’s slipped out this year from a usually<br />

tight-lipped studio suggests that we’ll be<br />

hearing about it soon—probably at E3.<br />

?? There have been some strong whispers,<br />

but nothing solid as of yet.<br />

03<br />

call of duty looks<br />

to tHe Past<br />

After so many recent Call Of Duty entries<br />

set in the future, fans have become a little<br />

bored and are hankering for a return to<br />

the past to freshen up the formula again.<br />

Thankfully, it looks like we’re in luck, as a<br />

poster has appeared from more than one<br />

source teasing just that. Simply called Call<br />

Of Duty: WWII and featuring men in classic<br />

uniforms, this looks like exactly what<br />

fans are after. Nothing has been officially<br />

confirmed yet, but with no sign of this<br />

year’s offering, and the fact that Call Of Duty<br />

traditionally gets a large billing at E3, we can<br />

expect plenty of info to take centre stage at<br />

the <strong>Xbox</strong> conference on 11 June.<br />

???? Nothing official but that’s one<br />

large leak to patch up.<br />

The hype for this game is immense, we’re<br />

so excited for it that it even featured on<br />

our cover for issue 145. So far we’ve just<br />

seen one heck of a trailer featuring a gang<br />

of seven cowboys charging forwards and<br />

loads of detailed, moody scenes. Rockstar is<br />

notoriously tight lipped, but they also like to<br />

know that they’ve got everyone’s attention.<br />

Where better to do that than an E3 when<br />

millions of gamers’ eyes will be on them?<br />

With such a cult following they’ve got the<br />

act of blowing people’s minds with a single<br />

trailer down to a fine art. We hope to hear<br />

loads more info, and maybe even a launch<br />

window on when we can expect to get lost in<br />

the beautiful Wild West once more.<br />

????? You can strip away our cowboy<br />

credentials if this doesn’t happen.<br />

02


oxm investigates<br />

01<br />

01<br />

Place<br />

scorPio<br />

release date<br />

and info<br />

The specs for <strong>Xbox</strong>’s new beast of<br />

a console may have finally been<br />

revealed, but a few questions<br />

still remain—how much will it<br />

cost, when will we get it, and<br />

what does it look like? With all<br />

that hype building expect it to<br />

take the prime slot during the<br />

Microsoft press conference on 11<br />

June with a proper unveiling and a<br />

flashy lights show. To make the most of<br />

01<br />

More Deets<br />

You can find more<br />

details about the Scorpio<br />

on p20, where we look<br />

at the processing power,<br />

visuals and what kind of<br />

games the console will<br />

run. We drooled a little<br />

while writing it.<br />

the build up and momentum we’re expecting<br />

an October/November release date so<br />

that there’s plenty of time for Christmas<br />

shoppers to get their hands on one, and<br />

save up some extra pennies. However, it will<br />

most likely cost you more than you’d hope—<br />

there’s an astounding amount of power<br />

inside it so it’s going to be expensive, but<br />

not quite full high-end PC expensive. We’re<br />

estimating it’ll hit around the $500 mark, so<br />

it won’t be too far out of reach for serious<br />

gamers. As for how it looks? That’s much<br />

harder to predict beyond it definitely being<br />

in a box that’ll probably be ever so<br />

slightly larger than the first <strong>Xbox</strong><br />

One and squarer—judging by the<br />

shots we’ve seen of its innards.<br />

No matter what it looks like we<br />

can’t wait to get our hands<br />

on it.<br />

????? We already know<br />

that more Scorpio details will be<br />

revealed at E3, so can you just go<br />

ahead and confirm them already!<br />

your<br />

bets<br />

clothes make the man, or so<br />

the saying goes. Although<br />

there’s also a little-known<br />

extension to that quote “...and<br />

also the Microsoft press<br />

conference.” head of <strong>Xbox</strong> Phil<br />

Spencer takes these words to<br />

heart, wearing his love of all<br />

things gaming across his chest,<br />

tastefully hidden beneath an<br />

open blazer. usually they hint at<br />

something that’s going on in<br />

the background, so the big<br />

question on everyones lips this<br />

year is: “Just what will he be<br />

wearing?” grab your best<br />

fashionista impression and<br />

place your bets: here are the<br />

odds on what outfit he’ll be<br />

teasing us with.<br />

Phil’s the word<br />

057<br />

5/2 A slimming black<br />

skull-and-crossbones<br />

shirt for Sea of thieves<br />

13/4 bare chest, revealing a<br />

scorpion tattoo covered<br />

in flames for Project<br />

Scorpio<br />

50/1 A full body Sam fisher<br />

stealth suit with <strong>Xbox</strong><br />

green goggles.<br />

2/1 is lowered down in a full<br />

piñata and invites guests<br />

onto the stage to attempt<br />

to free him before his<br />

oxygen runs out.<br />

more great reviews at gamesradar.com/oxm<br />

The official xbox magazine


eview<br />

058<br />

Your gaming month sorted with<br />

our definitive reviews<br />

review<br />

the official xbox magazine


eview<br />

Half the team couldn’t wait for Yooka-Laylee; The other half locked themselves in the stationary cupboard<br />

Every now and then, something magical happens.<br />

Maybe it’s fate or maybe it’s all just one big<br />

coincidence, but this issue the stars have aligned<br />

HOW WE<br />

SCORE:<br />

can’t make sense of<br />

our out-of-ten rating<br />

system? then see<br />

below for your<br />

at-a-glance guide.<br />

10 a gaming<br />

masterpiece<br />

9 an essential slice<br />

of brilliance<br />

8 give it a whirl and<br />

you won’t regret it<br />

7 Some minor flaws<br />

but still good<br />

6 Solid, but not<br />

setting any<br />

loins aflame<br />

5 average. not<br />

good, but not<br />

terrible either<br />

4 honks just a bit<br />

3 look away, lest<br />

ye be tainted<br />

2 angry-makingly<br />

bad<br />

1 Just... no...<br />

titles with this<br />

symbol are on game<br />

Preview, so while they<br />

aren’t finished, you<br />

can still find out if<br />

they’re worth playing.<br />

editor’s<br />

choice<br />

irrespective of score,<br />

the editor’s choice<br />

award is given to<br />

games with the<br />

quality, ambition or<br />

uniqueness to stand<br />

out from the crowd.<br />

to provide a staggering bounty of bright, beautiful<br />

games full of heart and big ideas. Kicking things<br />

off is Yooka-Laylee (p60), the bouncy platformer<br />

from ex-Rare devs at Playtonic that harks back<br />

to the days of Banjo-Kazooie. Following that up<br />

is Bulletstorm: Full Clip Edition (p64), which takes<br />

a bold approach to shooters by going so over the<br />

top that your level of awesomeness is its scoring<br />

system. It’s also got one of the best testicle-kicks in<br />

gaming history, so, erm, thanks for that we guess,<br />

Gearbox. Next it’s the return of the humble pointand-click<br />

adventure with Thimbleweed Park (p68),<br />

a genre that hails from the same braincase of the<br />

man behind the classic Monkey Island. Okay, so<br />

starting the game with a brutal murder doesn’t<br />

exactly fall under ‘bright’, but it’s a darkly funny<br />

adventure that’s worth investigating. As a bonus, a<br />

nostalgic journey through childhood gets a slightly<br />

creepy twist in the beautiful Blackwood Crossing<br />

(p72) and investigative work gets a stylish makeover<br />

in This Is The Police (p74). Now you can solve<br />

crimes and look good! What a cracking month for<br />

trying out something different, and perhaps finding a<br />

new favorite among all these highly original games.<br />

060<br />

064<br />

068<br />

072<br />

059<br />

keep up to date with the latest oxM reviews at www.gaMesradar.coM/oxM<br />

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the official xbox magazine


eview<br />

060<br />

The official xbox magazine


editor’s<br />

choice<br />

Publisher Team17 / DeveloPer PlayTonic games / Format xbox one / release Date ouT now / cost $39.99<br />

Yooka-Laylee<br />

this punishinG plAtforMer is Music to our eArs Zoe Delahunty-light<br />

061<br />

Being called a tool is<br />

a kind of half-arsed<br />

insult which makes<br />

you yearn for a spark<br />

of imagination in<br />

whoever’s berating<br />

you. In the case of the calm-eleon<br />

Yooka and his batty friend Laylee,<br />

it’s a complimentary observation.<br />

Whether boinging up walls using<br />

Yooka’s springy tail or flapping over<br />

ravines with Laylee’s wings, the duo<br />

are literally tools. But occasionally<br />

tools break. And when they do, they<br />

should definitely be blamed.<br />

Having a title centred around an<br />

instrumental pun (ukulele—get it?) is a<br />

pitch-perfect indication that this isn’t<br />

going to be a dull platformer. Starting<br />

at a beached boat named Batship<br />

Crazy, the chameleon-bat duo set<br />

off to reclaim The One Book. Capital<br />

B, the businessman bumblebee, has<br />

got his conspicuously pollen-free<br />

hands on it, but not for long. Or so<br />

you hope. Scattered across the five<br />

Above Kartos,<br />

God or ore,<br />

takes you on<br />

a speedy trip<br />

around the<br />

world. Mess up<br />

to much and<br />

you’ll need to<br />

restart, though.<br />

left Don’t<br />

worry, laylee<br />

is a fruit bat,<br />

not the vampire<br />

type that sucks<br />

blood. or so<br />

she sweetly<br />

claims...<br />

hidden worlds are Pagies ripped from<br />

the book, glittering bits of paper<br />

that you’ll find by completing various<br />

challenges. Use them to unlock new<br />

themed worlds or expand the ones<br />

you’ve already discovered, revealing<br />

new areas and challenges.<br />

It’s a small world<br />

Rolling through these worlds is<br />

exhilarating: Whether it’s through the<br />

jungles’ towering temples, the ice<br />

palace in the shimmering snow, or<br />

the gaudy marble-and-gold fountain<br />

surrounded by gambling chips, they all<br />

look stunning. Exploring the ins-andouts<br />

of each map rewards you with a<br />

ton of activities to try, but it’s difficult<br />

to ignore the fact that a large part of<br />

the world remains out of your grasp.<br />

Although there’s certainly no<br />

shortage of personality in the worlds,<br />

going into these locations for the first<br />

time gives the odd sensation that<br />

they’re holding back. Being able to<br />

see the bits of the environment that<br />

are cut off from exploration feels like<br />

you’re being short-changed. Without<br />

expanding the world using Pagies<br />

there are ramps that lead to nowhere,<br />

locks preventing you from opening<br />

doors, or, bluntly put, signs saying<br />

the next area is ‘under construction’.<br />

Spending additional Pagies on each<br />

location allows the worlds to come<br />

into their own, becoming positively<br />

vibrant and boisterous with activity.<br />

You’ll notice the difference, which<br />

isn’t an entirely good thing.<br />

The missions themselves tread a<br />

thin line between being refreshingly<br />

challenging and just plain frustrating,<br />

as there’s no mistaking the fact that<br />

most are punitive. Miss gliding through<br />

one hoop or trip up one too many<br />

times in a mine cart, and you might<br />

as well start all over again thanks<br />

to the over-abundance of pulseracing<br />

ticking timers. Other missions<br />

are incredibly easy. But ‘satisfying’<br />

doesn’t do justice to how it feels to<br />

finally beat one, knowing that you<br />

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062<br />

sure as hell earned that Pagie. That is,<br />

as long as you haven’t stormed away<br />

in irritation before then, or cursed out<br />

Laylee for being too batty to complete<br />

missions correctly. (Sorry about that,<br />

Laylee, we didn’t mean it...)<br />

Dashing through glass; turning<br />

full chameleon, and going invisible;<br />

using Laylee’s wings to fly over the<br />

landscape: The powers on offer later<br />

on in Yooka-Laylee are dizzying, and<br />

comboing them together is thrilling.<br />

However, you’re initially left to your<br />

own devices with rather basic moves<br />

that feel clumsy. Trying to grab a<br />

ledge at the end of a double-jump<br />

seems to only work half the time, and<br />

some moves will point-blank refuse to<br />

work in tandem. This can come across<br />

as unfair, and it can be tempting<br />

to sulkily give up. As for using the<br />

aiming-over-the-shoulder mechanic,<br />

it’s simply a nightmare. Yet when<br />

the various acrobatic maneuvers<br />

come together, making your way<br />

through worlds is a breeze, as you<br />

can plan how you’d like to tackle the<br />

challenges rather than being forced to<br />

cobble together a strategy on the fly.<br />

Hivory Towers (keeping track of<br />

all these puns is futile), the hub<br />

world, takes as much platforming<br />

persistence to navigate as the other<br />

worlds. Hidden in its corporate maze<br />

are five Grand Tomes, which act as<br />

portals into the themed locations<br />

of Tribalstack Tropics, Glitterglaze<br />

Above Yookalaylee<br />

of the<br />

jungle, watch<br />

out for that<br />

tree! or rather,<br />

tribalstack<br />

tropics’ masked<br />

critters.<br />

short<br />

cut<br />

What is it?<br />

a surprisingly<br />

demanding<br />

platformer that<br />

harks back to the<br />

good ol’ days of<br />

banjo-Kazooie.<br />

What’s it like?<br />

challenging, yet<br />

so disarmingly<br />

cheerful that<br />

you’ll start to<br />

question whether<br />

it enjoys seeing<br />

you sweat.<br />

Who’s it For?<br />

Those patient<br />

enough to not<br />

want to throttle<br />

computergenerated<br />

characters.<br />

Glacier, Moodymaze Marsh, Capital<br />

Cashino, and Galleon Galaxy. Bobbing<br />

on their horizons are addictively<br />

gatherable Quills, which you can<br />

give to a salesman named Trowzer<br />

who just happens to be a snake (just<br />

let that sssink in…) in exchange for<br />

new powers. Flapping around are<br />

also butterflies, which can either be<br />

slurped up with Yooka’s tongue to<br />

give you a life back, or be run into<br />

with careless abandon to recharge<br />

a power bar that’s used to fuel your<br />

fancier skills. Just try to ignore the<br />

squeak as you eat them, okay?<br />

Hiving dangerously<br />

Anyone would guess that you’ll just<br />

be jumping through Hivory Towers on<br />

your way to the next world. They’d<br />

be wrong. Spicing up your route is Dr<br />

Quack’s (yes, you guessed it: It’s a<br />

duck) Quickfire Quiz. Getting past that<br />

dastardly duck involves answering<br />

questions about your playthrough up<br />

to that point: How long you’ve been<br />

playing for, or how many quills you’ve<br />

collected, for example.<br />

An unexpected<br />

addition to the<br />

game, it’s a smart<br />

and fun way to<br />

make you reflect<br />

on what you’ve<br />

been, and<br />

will be, doing.<br />

Realising that the<br />

game has deviously stored all this<br />

information about your journey so<br />

far, and is now using it against you is<br />

semi-unnerving. But it’s this kind of<br />

wickedly-sharp innovation that makes<br />

Yooka-Laylee shine.<br />

Once Dr Quack’s quiz is quelled, a<br />

route opens up to the worlds on the<br />

other side. Here it’s obvious just how<br />

rambunctious Playtonic’s designs can<br />

be when they let loose: Tribalstack<br />

Tropics and Glitterglaze Glacier are<br />

run-of-the-mill platformer stalwarts,<br />

but the remaining three have their<br />

own distinctive charm. Gone are the<br />

predictable desert level or forest<br />

extravaganza: Instead there’s a garish<br />

casino, a Halloween swamp, and a<br />

ship-sailing galaxy. Rammed with<br />

bright designs that look impeccable,<br />

whether it’s the surface of a stone<br />

temple or the ethereal glowing trees<br />

from outer space, taking the time to<br />

enjoy the sights is a reward in itself.<br />

Not every bit of busywork will yield<br />

a Pagie, though: The casino<br />

world rolls up its sleeves<br />

and goes full-on Vegas<br />

instead. As a welcome<br />

change of pace, it makes<br />

complete sense, considering<br />

you’re in the hectic world of bets<br />

and gambling chips. To get a Pagie<br />

you have to collect ten golden<br />

tokens, which are thrown your way<br />

whenever you complete one of the<br />

mini-games scattered throughout<br />

The official xbox magazine<br />

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eview<br />

Yooka was originally a tiger, but Playtonic changed him to an underdog chameleon instead<br />

left the<br />

characters that<br />

Yooka and laylee<br />

meet are one of<br />

the highlights<br />

of the game.<br />

the gambler’s paradise. Slot machines<br />

have levers waiting to be pulled,<br />

elusive cards hide in a maze, or tiles<br />

yearn to be matched in a memory<br />

game. Swapping the tokens involves<br />

chatting to the suspiciously familiar<br />

yellow-and-black striped buzzing<br />

‘banker’, who assures you he’s no<br />

relation to Capital B, but who we still<br />

eye up dubiously when he’s looking<br />

the other way.<br />

Perking up the levels is this breed<br />

of brilliantly written characters, whose<br />

sharp dialogue, and fourth-wall<br />

breaking quips will delight fans of<br />

old-school platformers. Getting the<br />

joke that inevitably lies behind each<br />

character concept makes finding new<br />

ones a joy, and taking the time to read<br />

through each conversation will make<br />

you chuckle with delight, though<br />

cynical players may despair.<br />

Bat’s all folks<br />

You’ll certainly never do something<br />

the same way twice: Each world has<br />

new tasks, from playing golf in the<br />

casino to finding your way through an<br />

electrified maze in spooky marshes.<br />

Characters reappear through the<br />

worlds giving you a similar type of<br />

challenge as before, but tweaking it to<br />

make it more devious so you don’t get<br />

tired of the formula.<br />

Worthy of mention is the DNA-Ray of<br />

Dr Puzz, which transforms you into an<br />

entirely new thing in each level. In turn<br />

face The<br />

music<br />

sheer bliss to<br />

zone out to as you<br />

rampage around,<br />

yooka-laylee’s<br />

soundtrack is full of<br />

beats that build into<br />

a catchy tune. The<br />

banging drums of<br />

Tribalstack Tropics<br />

and the ethereal<br />

twinkling of<br />

glitterglaze glacier<br />

evolve into more<br />

orchestral versions<br />

as you enter the<br />

expanded sections.<br />

although it’s a small<br />

detail, it means you<br />

mentally ramp up a<br />

notch as you climb<br />

into those areas,<br />

ready to take on the<br />

uber-challenges<br />

that await.<br />

“Some plants will<br />

refuse to talk until<br />

Dr Puzz’s machine<br />

turns you into an<br />

irresistible flower”<br />

this lets you interact with characters<br />

who have stoically ignored you until<br />

now—some plants refuse to talk to<br />

you until Dr Puzz’s machine turns you<br />

into a flower, making you irresistible to<br />

the fickle flora. A whole new puzzle<br />

opens up, and using the skills<br />

particular to your new flower form you<br />

can deal with them effortlessly.<br />

Floating around are also five types<br />

of Ghost Writers in each world,<br />

transparent spirits who require<br />

different tactics to capture. Once you<br />

figure out what it takes to get them,<br />

hunting them down is a welcome<br />

change of pace, which gives you time<br />

to chill if you don’t fancy solving a<br />

new puzzle. Likewise, there’s always<br />

something to find if you explore every<br />

nook and cranny—hidden power-ups,<br />

extenders to bulk out your lives, and<br />

power bar and Quills galore.<br />

Varied enemies mix up the<br />

stress-free combat, with each world<br />

having its own distinct roster of<br />

Capital B’s henchmen. Packs of cards<br />

growl at you in the casino, maskwearing<br />

tribesmen leap at you in the<br />

tropics, and abominable snowmen<br />

saunter around on the ice. Seeing the<br />

last enemy left in a group throw its<br />

hands up in surrender or sprint away<br />

in a scrabble to retreat is gleefully<br />

funny, as well as when the leader of a<br />

pack of monsters shakes its fist at<br />

you. “Dratted whippersnapper!” it<br />

seems to cry before being smashed<br />

to smithereens.<br />

Yooka-Laylee is ideal for players<br />

who like their platformers bright and<br />

breezy, with a little sado-masochism<br />

on the side. It might be hard to remain<br />

mad at the annoying controls, but<br />

you’ll definitely feel yourself trying.<br />

Coming into its own after the first two<br />

worlds thanks to new tricksy powers,<br />

the game isn’t afraid to experiment,<br />

and ends up bringing a breath of fresh<br />

air to what could have been an<br />

out-dated and predictable platformer.<br />

Just remember: patience is a virtue<br />

(and beware those skeezy bees). n<br />

oXm verDict<br />

wickedly funny<br />

and not afraid to<br />

make you work,<br />

yooka-laylee is<br />

diabolically fun.<br />

7<br />

063<br />

The official xbox magazine


Publisher GeArbOX SOftWAre / DeveloPer PeOPle CAN fly / format XbOX ONe / release Date Out NOW / cost $49.99<br />

Bulletstorm: Full Clip Edition<br />

064<br />

Ruined hotels on Ravaged alien woRlds? a bit of a gRay aRea... robert Douglas<br />

Us gamers do love<br />

looking backwards,<br />

don’t we? When<br />

we’re not salivating<br />

at the prospect of<br />

landscape-altering<br />

new technology like Project Scorpio,<br />

we’re going all misty-eyed at ’80s<br />

era point-and-click resurgences or a<br />

fresh wave of pacey shooters which<br />

lean haughtily back upon the tenets<br />

laid down by Doom way back when.<br />

Be fast, be brutal, and be awesome<br />

seem to be three of the pillars that<br />

Bulletstorm aimed for upon first<br />

release, during an era synonymous<br />

with tertiary military shooters. Now,<br />

with a current gen re-do, it’s time<br />

to see if its take on super-violent<br />

explodery has diminished with age.<br />

And we don’t think it has.<br />

It’s easy to imagine an alternate<br />

universe where Bulletstorm, and not<br />

Gears Of War, is the poster boy for<br />

a generation of console owners. It<br />

certainly shares a lot of the same<br />

DNA, as you step into the thick boots<br />

of Grayson, a hairy and broadshouldered<br />

anti-hero who’s also the<br />

leader of a band of outlawed space<br />

mercenaries. This merry gang has<br />

found itself in a bit of a mess at<br />

the outset of the game, with a juicy<br />

sci-fi revenge set-up involving a<br />

maniacal general and some unsavory<br />

political assassinations unknowingly<br />

committed at the hands of Gray and<br />

his crew. After a suitably blowy-uppy<br />

intro sequence, the boys and an army<br />

of adversaries are marooned on a<br />

once opulent holiday resort planet,<br />

now dilapidated and packed full of<br />

mutants, bandits, foliage monsters,<br />

and other such delights.<br />

None of this adequately sums<br />

up why you should be keen to grab<br />

a copy of Bulletstorm, however. As<br />

a shooter it’s keenly shaped by its<br />

old-school genre forebears, with the<br />

speed and high-octane movement<br />

of Doom, or indeed Duke Nukem,<br />

who turns up as an optional playable<br />

character in this version thanks to the<br />

involvement of Gearbox as publisher.<br />

Bulletstorm is also, importantly,<br />

its own thing entirely, with a set of<br />

short<br />

cut<br />

What is it?<br />

Duke Nukem by<br />

way of Gears Of<br />

War and with an<br />

approx. 110 per<br />

cent less irritating<br />

anti-hero.<br />

What’s it like?<br />

Some shooter<br />

devs threw darts<br />

at post-it notes<br />

with and landed<br />

on ‘kicks’, ‘whips’,<br />

and ‘dicks’.<br />

Who’s it for?<br />

Anyone who<br />

missed it first<br />

time around. It<br />

was criminally<br />

underrated and<br />

underplayed.<br />

combat gimmicks. On their own, these<br />

would feel like exactly that, but when<br />

put together into one package, they<br />

inspire such dizzying bouts of gunplay<br />

it would make Doomguy himself blush.<br />

Score blimey<br />

First is the scoring system, which<br />

sees you unlock new weapons and<br />

upgrades by spending points earned<br />

by doing awesome, and frequently<br />

ridiculous, things. Knock a foe off a<br />

balcony? Have you some points! Shoot<br />

someone square in the bum cleft?<br />

Have a helping more points for your<br />

trouble! Wait—did you just shoot that<br />

guy’s entire top half clean off? Points<br />

galore for you, sir!<br />

With each successful ‘skillshot’<br />

greeted by neon-lettered, block<br />

capital exclamations of your deeds,<br />

every fight, no matter the scale, feels<br />

gloriously celebrated. You’ll chuckle<br />

when you meet just one foe and<br />

smash him unceremoniously into a<br />

cactus (PIN CUSHION!) and you’ll survey<br />

a screen filled with such savory text<br />

when you kick a red barrel into a<br />

the OffICIAl XbOX mAGAzINe


Review<br />

Gearbox has said that if Full Clip does well, a Bulletstorm 2 could be on the cards. Let’s make this happen, folks<br />

faR left turret<br />

sections help<br />

ensure the pace<br />

ticks along at<br />

a… well, at a<br />

full clip.<br />

Right Jennifer<br />

hale, the set<br />

of pipes behind<br />

Mass effect’s<br />

femshep, turns<br />

up as sidekick<br />

trishka.<br />

luCky Duke<br />

While you can<br />

play through the<br />

game as the dishonorable<br />

poop<br />

wrangler, complete<br />

with iconic black<br />

booted leg-feet,<br />

if this is the first<br />

time you’re playing<br />

the game we’d<br />

recommend not<br />

bothering with Duke<br />

Nukem and sticking<br />

with Gray. Not only<br />

is Steve blum’s<br />

gravely voice acting<br />

just better than Jon<br />

St. John’s (shut up,<br />

it is), no additional<br />

lines were recorded<br />

to allow for the<br />

character’s<br />

existence in this<br />

world. Sure, you’re<br />

not here for the<br />

story, but having<br />

other characters<br />

call you Gray when<br />

you are obviously<br />

Duke ensures it has<br />

even less impact<br />

than its popcornnomming<br />

sights are<br />

aiming to deliver on.<br />

swarm of enemies and then shoot it<br />

into a fireball of destruction (ENVIRO-<br />

MENTAL! AFTERBURNER!).<br />

Whippy-ki-yay<br />

Ah, yes, the simple first-person<br />

shooter kick. It’s a move which Duke<br />

may have effectively patented, but<br />

which Gray absolutely masters.<br />

Enemies you give the boot to are<br />

prone to bouts of slow motion as a<br />

swift clog to the balls lifts them off<br />

the ground. It’s a way to grab some<br />

distance when reloading, but also<br />

helpfully bosh foes into the deadly<br />

scenery (of which there is loads, from<br />

the aforementioned cactuses to<br />

man-eating acid plants and electrified<br />

storms turning the air outside into an<br />

atmosphere-sized microwave oven).<br />

This kick is the kick of legend, a kick<br />

so sumptuously physical and effective<br />

it makes other kicks look as fragile<br />

and ineffective as a Lego ballerina<br />

trying to waft a butterfly off a friend’s<br />

nose with their foot.<br />

The crowning cherry of a gimmick<br />

atop this gimmick pantheon is the<br />

leash, an electro-whip attached<br />

to Gray’s wrist with which he can<br />

yank scenery, enemies and ammo<br />

around. The heady action and runand-gun<br />

shooting suddenly has a<br />

dose of creativity flavoring to it. Why<br />

this device isn’t now a standard<br />

videogame trope is beyond us. It’s<br />

glorious and always tons of fun.<br />

If you played Bulletstorm the first<br />

time round, then chances are you<br />

know all of this already, and, honestly<br />

playing this game again now will<br />

just reaffirm its qualities, as well<br />

as its faults. The gameplay is still<br />

bulletproof, the story still mildly cack.<br />

Amazingly, unlike many a current-gen<br />

rejig, this never feels like an older<br />

left finish the<br />

game, and you’ll<br />

unlock a special<br />

mode that let’s<br />

you play with<br />

every gun.<br />

“A swift clog to the<br />

knackers lifts foes<br />

off the ground and<br />

boshes them into<br />

man-eating plants”<br />

game. Textures pop, environments<br />

look great, and some of the larger set<br />

pieces will have you wondering how<br />

this ever really ran on a 360.<br />

The fact is, a lot of people—too<br />

many people—didn’t play this game<br />

the first time, and that makes this<br />

remake’s existence all the more<br />

essential. It might not add a whole lot<br />

to the existing package, but—ahem—<br />

what a package it packs. n<br />

oXm verDict<br />

reminds us how<br />

great shooters<br />

were before Doom<br />

and Wolfenstein<br />

were rebooted.<br />

8<br />

065<br />

More great reviews at gamesradar.com/oxm<br />

the OffICIAl XbOX mAGAzINe


eview<br />

Publisher Sumo DigitAl / DeveloPer Sumo DigitAl / format XboX one / release Date out now / cost $19.99<br />

Snake Pass<br />

A different Breed of Solid SnAke Daniella lucas<br />

066<br />

This is a puzzleplatforming<br />

game<br />

with a twist. Well,<br />

several twists when<br />

you’re a snake. You<br />

play as Noodle,<br />

a serpent that’s been tasked with<br />

connecting all of the areas in Snake<br />

Pass after all of the magical gates the<br />

animals use for travelling around have<br />

mysteriously broken. Collect three<br />

jewels and plenty of optional extras to<br />

reach each new tropical level.<br />

The core mechanics of just getting<br />

around feel fantastic. A bit like<br />

accelerating a car in a racing game,<br />

you hold down RT to propel Noodle’s<br />

elongated body forwards, swaying<br />

your thumbstick side to side to help<br />

him gain traction and speed like a real<br />

snake would. You can’t jump, so if you<br />

want to head upwards you’ll need to<br />

climb by weaving your body around<br />

bamboo poles to give you a sturdy<br />

spot to reach up to your next step.<br />

Everything about moving feels<br />

gloriously physical, and it’s what<br />

makes Snake Pass work so well.<br />

Getting from A to B becomes a puzzle<br />

of how to navigate your own body<br />

through a nest of obstacles without<br />

slipping. You find yourself slowing<br />

down to plan out your next move<br />

just to get to that ledge that’s out of<br />

reach, gripping on tightly while you<br />

strain to stretch your head forwards to<br />

safety and breathing a sigh of relief.<br />

Snaking around is excellent fun, but<br />

it’s the only big device the game has,<br />

and after the 100th time weaving up<br />

yet another bamboo climbing frame<br />

right hold on<br />

tight! if you<br />

don’t wrap<br />

yourself around<br />

an object<br />

tightly enough<br />

you’ll fall.<br />

Below Pushing<br />

a ball with no<br />

hands is harder<br />

that it looks.<br />

short<br />

cut<br />

What is it?<br />

A puzzling<br />

platformer that<br />

relies on the<br />

physics of your<br />

snakey body.<br />

What’s it like?<br />

You won’t have<br />

known how much<br />

fun it could be to<br />

be a snake until<br />

playing this.<br />

Who’s it for?<br />

Anyone who<br />

wants to work<br />

out their brain<br />

noodle in a bright<br />

environment.<br />

“Getting from A to<br />

B becomes a nest<br />

of obstacles you<br />

have to navigate”<br />

it does get a bit tiring. While the<br />

environments are quite varied, the<br />

gameplay isn’t and it’ll start to grate<br />

during extended periods of play. You’ll<br />

be far better off if you pace yourself<br />

by enjoying short bursts before<br />

warming to it again after focusing<br />

on something else for a while.<br />

Grip shift<br />

There’s also a sharp difficulty spike.<br />

You’ll nervously slither along poles<br />

that bridge gaps between floating<br />

islands, where one wrong move will<br />

see you falling into the empty abyss<br />

below. It’s inevitable that you will<br />

eventually fall—there’s no escaping<br />

your fate—but you’ll find yourself<br />

falling annoyingly often, and then<br />

having to restart the section further<br />

back from a badly placed checkpoint.<br />

There’s no fury quite like almost<br />

getting to the end of a particularly<br />

tricky bit, only to fall just before you<br />

reach the safety of solid ground<br />

beneath your scales. We recommend<br />

a strategically placed pillow to break<br />

the trajectory of any rage-induced<br />

bouts of pad throwing.<br />

Snake Pass suffers from similar<br />

problems to Yooka-Laylee—why are<br />

games this adorable and cheery<br />

often so brutally difficult? But while<br />

it might have even less variety than<br />

its anthropomorphized platforming<br />

competition, it’s a lot more focused.<br />

You always know what you need to do<br />

to progress, even if you do slip a few<br />

times along the way.<br />

With both games being released so<br />

close together, and boasting the kind<br />

of visuals and gameplay that made<br />

the likes of Rare’s Banjo-Kazooie big<br />

back in the ‘90s, it’s hard not to ask<br />

the ultimate question: Which one<br />

is better? Our wallets go with Snake<br />

Pass, but only by the length of a<br />

reptile’s flicked tongue. It’s smaller,<br />

yes, but by being so constricted,<br />

it’s also slicker and feels a lot more<br />

polished. There are a lot of reasons<br />

not to like snakes, but ultimately it’s<br />

hard not to get on with Noodle. n<br />

oXm verDict<br />

the slithering feels<br />

fantastic despite<br />

a few slip-ups. An<br />

enjoyable, if a little<br />

frustrating, game.<br />

7<br />

the officiAl XboX mAgAzine


eView<br />

publisher WArnEr Bros / Developer TT FusIon / format XBoX onE / release Date ouT noW / cost $59.99<br />

Lego City Undercover<br />

Clean streets or mean streets? let’s Cut to the Chase… stephen ashby<br />

“Lego meets GTA” is<br />

not a sentence we<br />

thought we’d ever<br />

really say, but this<br />

game screams it.<br />

Previously a Wii-U<br />

exclusive, <strong>Xbox</strong> One owners are finally<br />

getting a HD port of the game, almost<br />

four years after the original launched.<br />

The important question is, has it really<br />

stood the test of time?<br />

The short answer is yes. People<br />

often praise Lego games for being<br />

funny—and rightly so—but few<br />

games in the series have actually<br />

made us laugh out loud like Lego City<br />

Undercover. The writing is fantastic,<br />

and the delivery of some of the lines<br />

will have you giggling like an idiot.<br />

There are some exceptions, such as<br />

Chase’s dumb sidekick continuously<br />

mispronouncing ‘computer’ as<br />

‘compuper’ (HA! It sounds like POOP!),<br />

which becomes immediately tedious,<br />

but these are minor missteps in an<br />

otherwise excellent script.<br />

On the beat<br />

To complement the dialogue is<br />

probably the most bonkers story of<br />

any Lego game, and we’re saying<br />

that in the knowledge that there<br />

have been two Lego games starring a<br />

super-powered god of thunder.<br />

It starts with Chase returning to<br />

Lego City after two years away. During<br />

his first day he stops some robberies<br />

and arrests some dudes. Standard. By<br />

the end of the story, though, he’s met<br />

a villain that even James Bond would<br />

consider a bit eccentric, learned<br />

right there<br />

are dozens of<br />

references to<br />

games, movies<br />

and tV shows,<br />

and they’re all<br />

really well<br />

executed.<br />

short<br />

cut<br />

What is it?<br />

GTA, but<br />

everything is<br />

made out of<br />

brightly colored<br />

bricks and there’s<br />

no swearing.<br />

What’s it like?<br />

Every other Lego<br />

game you’ve<br />

played, with a<br />

stellar script and<br />

tons of stuff to do.<br />

Who’s it for?<br />

Kids, adults and<br />

kid-like adults.<br />

It’s not a hard<br />

game, but it’s<br />

pure fun all the<br />

way through.<br />

“Chase learns kung<br />

fu, steals a robotic<br />

T-Rex and travels<br />

to the moon”<br />

kung fu from a guy named Barry,<br />

stolen a robotic T-Rex, and traveled<br />

to the moon. It’s pure parody all the<br />

way through, and the writers clearly<br />

revelled in it. There are references to<br />

Die Hard, Dirty Harry, and many more<br />

dotted throughout, with clever twists<br />

that will make you smile. It feels like<br />

the first time TT Fusion has let loose<br />

with its writing (possibly because it<br />

wasn’t constrained by licences), and<br />

the result is a lot of fun.<br />

Of course, this is still a Lego game,<br />

so aside from the writing, there are<br />

a lot of familiar elements. There’s<br />

platforming, basic combat, and<br />

puzzles. There’s a lot of punching<br />

stuff until it explodes, then rebuilding<br />

it into something else. However, we<br />

actually found these puzzles less<br />

frustrating than usual—in some Lego<br />

games it’s not totally clear what<br />

you need to do next, but Lego City<br />

signposts things more obviously.<br />

That might make the game boring<br />

for some more experienced players,<br />

but it meant we rarely spent more<br />

than a couple of minutes running<br />

around a level trying to work out what<br />

to do next. For parents playing with<br />

their kids, it’s a great time.<br />

The large open-world city is your<br />

playground, with hundreds of sidequests<br />

and discoveries dotted around<br />

and missions here and there. If you’ve<br />

played a Lego game before, you know<br />

the deal. Driving between them is<br />

annoyingly slow if you can’t find a<br />

nice car, but find a sporty number and<br />

it can be good fun. The graphics have<br />

definitely seen an upgrade since the<br />

2013 Wii U version, too, but you’ll still<br />

experience the odd bit of pop-in and<br />

some jagged shadows.<br />

What we’re trying to say is, while<br />

Lego City isn’t perfect, it’s got enough<br />

character, laughs, and fun ideas to<br />

keep you entertained long after the<br />

main story is complete. If you loved<br />

previous Lego games, you’ll also love<br />

this, and if you’ve never played a Lego<br />

game in your life, there couldn’t be a<br />

more perfect place to start. n<br />

oXm verDict<br />

Lego City hits the<br />

heights of the very<br />

best Lego games,<br />

with only a few of<br />

the lows.<br />

8<br />

067<br />

more great reviews at gamesradar.com/oxm<br />

ThE oFFICIAL XBoX mAGAzInE


eview<br />

It’s no coincidence that Thimbleweed Park is set in 1987—that’s the same year that Maniac Mansion came out<br />

Publisher TerrIble ToYbox / develoPer TerrIble ToYbox / format xbox one / release date ouT now/ cost $19.99<br />

Thimbleweed Park<br />

How to review a point-and-click game? Use ‘fingers’ on ‘keyboard’ robert douglas<br />

068<br />

This game is more<br />

important than its<br />

humble pixels might<br />

imply. Back in the<br />

late ’80s and early<br />

’90s, point-and-click<br />

adventures were making waves. In an<br />

industry just about coming to terms<br />

with plumbers doing a jump, we were<br />

seeing games like Monkey Island and<br />

Maniac Mansion put excellent writing<br />

and logic puzzles front and centre.<br />

Now, though, Thimbleweed Park<br />

has a task on its 8-bit hands, looking<br />

to reinvigorate the genre for a new<br />

realm of gamers while meeting the<br />

expectations of Rob Gilbert’s fans.<br />

It begins with a murder. Two agents,<br />

the young and eager Reyes and the<br />

acerbic Ray, stand over a bludgeoned<br />

corpse. Interactions in this game are<br />

tied to words, as you gather inventory<br />

items and combine them with your<br />

surroundings by way of a collection of<br />

verbs in order to solve puzzles.<br />

Reyes and Ray head out into the<br />

nearby town of Thimbleweed Park,<br />

population 80, to find out who’s<br />

responsible for the homicide and<br />

why. On the way you discover another<br />

three playable characters, each<br />

unlocked by playing through their<br />

back stories. These characters are<br />

the backbone of everything good in<br />

Thimbleweed Park. Half of the fun<br />

to be had here is in darting about<br />

town and finding how different NPC<br />

characters respond to your player<br />

character. Having Ransome, a sweary<br />

clown who suffers from a curse that<br />

inhibits him from removing his makeup,<br />

hurl insults at the local café<br />

proprietor, when other characters<br />

might politely natter away, is the stuff<br />

distractions are made of.<br />

These characters are brought to<br />

life via an instantly iconic pixelated<br />

style which is no-frills enough to<br />

leave some nuance of the on-screen<br />

action to your imagination, but vibrant<br />

short<br />

cut<br />

What is it?<br />

A point-and-click<br />

adventure evoking<br />

the spirit of<br />

games from<br />

1987 to 1993.<br />

What’s it like?<br />

As if the last<br />

three decades<br />

of gaming never<br />

happened.<br />

Who’s it for?<br />

If the words<br />

‘three-headed<br />

monkey’ mean<br />

anything to you,<br />

then: You.<br />

and intricate enough to be charming.<br />

Just watch how each character<br />

goes through a different throwing<br />

up animation after scoffing a mouldy<br />

hotdog and you’ll see what we mean.<br />

Moan of arc<br />

One criticism we’d level at the<br />

characters is that, while they’re<br />

funny enough to have you chuckling<br />

throughout, only one of them really<br />

feels like he goes through any kind of<br />

actual arc. For the most part, these<br />

characters are the same people at<br />

the end of the game as they were at<br />

the beginning, so there’s little sense<br />

in taking them on a journey.<br />

Also, while they interact with the<br />

town and its citizens constantly,<br />

there’s this weird gamey disconnect<br />

between them, which by necessity<br />

sees them barely interact with each<br />

other. A few more incidental lines<br />

of dialogue between, for example,<br />

the sarcastic Ray and the energetic<br />

The offIcIAl xbox mAgAzIne


“A sweary clown<br />

called Ransome<br />

is cursed and<br />

can never take<br />

off his make-up”<br />

rigHt this is a<br />

weird game, and<br />

its humor can<br />

often feel too<br />

focused on genre<br />

easter eggs.<br />

left by the<br />

time you’re<br />

done, the fourth<br />

wall will need<br />

some serious<br />

counseling.<br />

069<br />

and enthusiastic Delores (who in a<br />

knowing chortle-inducing nod is a<br />

point-and-click game developer),<br />

would have worked wonders. As it<br />

is, having these characters interact<br />

to solve puzzles, sharing knowledge<br />

across vast distances, and giving<br />

each other items for no discernible<br />

narrative reason feels awkward.<br />

Point and twist<br />

Which brings us to the stonking great<br />

narrative twist that lies deep within<br />

Thimbleweed Park’s belly. It’s a doozy,<br />

and one that provides a retrospective<br />

excuse for pretty much any narrativebased<br />

critique you might care to fling<br />

at the game. It’s the kind of twist<br />

that is a satisfying pay-off when it<br />

happens, but as time passes and the<br />

end credits roll to a stop, it’s easy to<br />

feel hard-done by. What starts as a<br />

murder mystery eventually becomes…<br />

something else, and while it all<br />

makes sense as it’s happening, those<br />

PIxel hunTer<br />

You shouldn’t ever<br />

have to resort to<br />

the age-old tactic<br />

of using all your<br />

inventory items on<br />

everything you can<br />

see in order to solve<br />

a puzzle. everything<br />

feels logical,<br />

and the game is<br />

incredibly adept<br />

at ushering your<br />

train of thought<br />

down certain tracks<br />

in order to prime<br />

you for possible<br />

solutions. There<br />

was only one<br />

instance of actual<br />

pixel hunting during<br />

our playthrough. To<br />

save you the effort:<br />

check the popcorn<br />

cart carefully…<br />

That’s all we’ll say.<br />

You’re welcome.<br />

looking for an intriguing whodunit will<br />

leave utterly disappointed. With belly<br />

ache from laughing, yes, but also the<br />

feeling of being unfulfilled.<br />

The same can’t be said of the<br />

puzzles. These are some of the<br />

finest ‘use thing on another thing’<br />

conundrums that we—point-andclicking<br />

veterans that we are—have<br />

encountered. The verb system should<br />

feel archaic, but somehow, with a<br />

combination of shortcut controls and<br />

much, much clearer environments<br />

to scour, they don’t. There’s a huge<br />

difference between the game’s two<br />

modes, Casual and Hardcore, and it’s<br />

very obvious that the latter is the way<br />

the game was intended to be played.<br />

Those only here for the story and<br />

not craving an intense bout of head<br />

scratching can cruise right through<br />

the former, but they’ll miss out on<br />

some crucially brilliant teasers. Gilbert<br />

is a master of the ‘Aha!’ moment, and<br />

Hardcore mode is six to ten hours<br />

jam-packed with those. Casual, by<br />

comparison, feels very cut down.<br />

Although the genre is associated<br />

with a bygone era, Thimbleweed Park<br />

could herald a new age of awesome<br />

point-and-clicks, and shows that the<br />

old tricks can still work with a modern<br />

touch. Not everyone will appreciate<br />

its narrow comedic lens, but those<br />

who do will nurse aching sides even<br />

as they scoff at the twists and hope<br />

for a more satisfying narrative next<br />

time round. n<br />

oXm verdict<br />

Perfectly evokes<br />

the brilliant pointand-clicks<br />

of old,<br />

from the puzzles to<br />

the one-liners.<br />

8<br />

more great reviews at gamesradar.com/oxm<br />

The offIcIAl xbox mAgAzIne


Publisher TequilA Works / DeveloPer CAvAlier GAmes, TequilA Works / forMat XboX oNe / release Date ouT NoW / cost $19.99<br />

The Sexy Brutale<br />

070<br />

DeaD again (anD again anD again) Martin kitts<br />

People who have<br />

worked in customer<br />

service for a living<br />

will probably be able<br />

to sympathize just a<br />

little with the staff<br />

of The Sexy Brutale, an exclusive<br />

mansion-casino where the servants<br />

have decided that enough is enough<br />

and that all of those annoying guests<br />

will have to be murdered.<br />

But as priestly investigator Lafcadio<br />

Boone discovers, killing the guests<br />

just once isn’t enough for these guys.<br />

Instead they repeat the entire gory<br />

sequence over and over, looping from<br />

midday to midnight, with each guest<br />

suffering the same hideous demise at<br />

the exact same time. Lafcadio is the<br />

only person with any memory beyond<br />

this 12-hour period, but can his<br />

knowledge of events break the cycle?<br />

It’s a concept that’s surprisingly<br />

absent from a lot of games. The<br />

sprawling, time-warping Legend Of<br />

Zelda: Majora’s Mask might be the best<br />

known example, and the clockwork<br />

Groundhog Day of the recent Hitman<br />

is worth a mention, but both games<br />

have inherent issues with pacing that<br />

wouldn’t suit a shorter experience like<br />

The Sexy Brutale. There’s potentially<br />

a lot of waiting around for events to<br />

occur and, particularly in Zelda’s case,<br />

an overwhelming amount of stuff to<br />

keep track of. It’s not the most fun.<br />

No time for love<br />

The Sexy Brutale manages to bypass<br />

these problems by squeezing the<br />

entire day’s events into about nine<br />

minutes of actual playing time. It’s<br />

long enough to explore the immediate<br />

area and get an idea of where you’re<br />

supposed to go next, but short<br />

enough to keep you on your toes.<br />

You start at midday, and if the next<br />

characters are due to be murdered<br />

at 7pm, that means you’ve got about<br />

five minutes to do everything that’s<br />

required to help them.<br />

Not that you can actually save<br />

anyone on a permanent basis.<br />

Preventing a killing earns you some<br />

plot exposition, and the saved<br />

character will leave behind a mask<br />

short<br />

cut<br />

What is it?<br />

A bizarre and<br />

nightmarish<br />

Groundhog Day of<br />

murder and malice.<br />

What’s it like?<br />

Neither sexy nor<br />

particularly brutal,<br />

for some reason,<br />

but still thrilling.<br />

Who’s it for?<br />

Fans of old-school<br />

adventures and<br />

new-age twists.<br />

granting a new ability that will get<br />

you a bit further into the mansion,<br />

but afterwards you’ll be warped back<br />

to midday and everything will be as it<br />

was before. The person you rescued<br />

will be doomed once again.<br />

Certain key items you uncover,<br />

such as door codes and special<br />

abilities, carry over when the clock<br />

resets at midnight, but all other<br />

inventory objects return to wherever<br />

you found them. Solving a murder<br />

can take several days of exploration<br />

and observation, as you press deeper<br />

into the mansion and uncover the<br />

information you’ll need to get to that<br />

critical point in time to intervene.<br />

The guests can’t be engaged<br />

with other than in the pre-murder<br />

intervention. If Lafcadio enters the<br />

same room as another character,<br />

the clock will freeze, the screen<br />

will darken, and he’ll be chased to<br />

the nearest exit. To find out what<br />

the guests and staff are up to you<br />

must peep through keyholes, hide<br />

in closets, and listen through walls.<br />

Eventually you’ll build up knowledge<br />

The oFFiCiAl XboX mAGAziNe


evieW<br />

Some of the people behind The Sexy Brutale also worked on Deadlight, Fable 2 and the upcoming Rime<br />

left Behind the<br />

one-way mirror<br />

in the casino,<br />

where death<br />

deals a losing<br />

hand to another<br />

hapless victim.<br />

“You’ll see where<br />

certain objects are<br />

hidden and how to<br />

open secret doors<br />

while out of sight”<br />

far left let’s<br />

all stare<br />

dreamily into<br />

this stained<br />

glass window,<br />

right We just<br />

want to know who<br />

lives in a house<br />

like this?<br />

071<br />

of the daily routine, which is stored<br />

on a map that shows all the character<br />

movements you’ve witnessed so far.<br />

You’ll see where special objects get<br />

hidden, eavesdrop on interesting<br />

conversations, and find out how<br />

to open secret passages, all while<br />

remaining safely out of sight.<br />

The map is large, and getting from<br />

one side to the other can take the<br />

best part of a day. Each distinct area<br />

of the mansion has a clock that allows<br />

you to restart from that point rather<br />

than in the entrance hall, so finding<br />

these essential save points should<br />

be the first order of business when<br />

entering a new location.<br />

Playing detective<br />

Because it’s not feasible to visit<br />

multiple locations in the span of a<br />

single day, you can be fairly certain<br />

that the solution to an area’s own<br />

murder mystery is right there in those<br />

few rooms. Looking further afield<br />

won’t actually get you anywhere new,<br />

and items that can’t be retained when<br />

the clock resets are almost always<br />

murDer<br />

They WroTe<br />

There are seven<br />

‘cases’ to solve,<br />

although the first is<br />

basically a tutorial<br />

and the last more<br />

or less solves<br />

itself. once you’ve<br />

activated a murder<br />

thread by locating<br />

the victim, the time<br />

of demise will be<br />

marked on your<br />

watch. While only<br />

one thread can be<br />

active, and there’s a<br />

strict sequence for<br />

completing them,<br />

all of the deaths<br />

happen regardless<br />

of whether you’ve<br />

discovered them.<br />

Those crashes and<br />

thuds, the way the<br />

lights flicker at a<br />

certain time—it’s<br />

the mansion’s<br />

guests being<br />

mercilessly killed<br />

off over the course<br />

of nine minutes.<br />

intended to be used close to where<br />

they were first found.<br />

With that knowledge in mind, The<br />

Sexy Brutale is less challenging than<br />

it initially appears to be. Solving a<br />

murder by moving a single object to<br />

a nearby room and pulling a switch<br />

can appear a little anti-climactic at<br />

first, but the real pleasure is in all the<br />

moments that led to that point. The<br />

spying, the overheard gossip, the<br />

endless studying of the map screen,<br />

and the final race against time. In<br />

terms of theme and gameplay it’s<br />

like a glorious union of Gregory Horror<br />

Show and Ghost Trick. It’s beautiful to<br />

look at and compelling to play.<br />

Our only real criticism of the game<br />

is that it’s over too quickly. With its<br />

bite-sized nine-minute format, one<br />

day in The Sexy Brutale inevitably<br />

leads to another and another and<br />

another… We spent something like<br />

eight hours unravelling the mansion’s<br />

mysteries, but that included about<br />

45 minutes early on when we were<br />

completely stuck and an hour or<br />

two near the end when we decided<br />

to leave the quest and go exploring<br />

for collectables—we realized we’d<br />

sussed the technique behind all of<br />

the puzzles but we just didn’t want<br />

the game to end. Which is as good a<br />

recommendation as any. n<br />

oXM verDict<br />

strange, brilliantly<br />

original and almost<br />

impossible to stop<br />

playing until you’ve<br />

solved the puzzle.<br />

8<br />

More great reviews at gamesradar.com/oxm<br />

The oFFiCiAl XboX mAGAziNe


REViEw<br />

Scarlett’s personality and style underwent numerous changes before PaperSeven settled on ‘thoughtful, artistic hippy’<br />

PuBlisher ViSion gAmeS PubliSHing / develoPer PAPerSeVen / forMat XboX one / release date out now / cost $15.99<br />

Blackwood Crossing<br />

a GaME THaT LEaVES US SCaRLETT wiTH DESiRE kiMBerleY Ballard<br />

072<br />

Why is childhood<br />

such a special time?<br />

Perhaps it’s the<br />

innocence that is<br />

synonymous with<br />

this age, or perhaps<br />

it’s the magic. As adults, it’s easy<br />

to look back and see childhood as a<br />

completely different realm, one where<br />

people are puzzles to be unlocked,<br />

and ordinary objects reverberate with<br />

the language of dreams.<br />

Blackwood Crossing celebrates<br />

the romanticism of childhood and<br />

all the treasures that line its path:<br />

the treehouses, stuffed toys, railway<br />

sets and summer holidays. The game<br />

opens with Scarlett, the playable<br />

teenage girl who wakes up on a train<br />

to discover her younger brother, Finn,<br />

has gone missing and that strange,<br />

masked figures linger in every room.<br />

Emerging indie dev PaperSeven has<br />

crafted a stunning debut. Driven by<br />

its sumptuous visuals, the game feels<br />

inspired by the exaggerated features<br />

of old-school claymation (Scarlett<br />

and Finn are two pairs of huge eyes<br />

in freckled porcelain faces) crossed<br />

with the modern gloss of computer<br />

animation. It’s a delight to sink into,<br />

especially when you notice how<br />

detailed the canvas is, from Scarlett’s<br />

chipped nail varnish to the lines<br />

of hair that stick up at the back of<br />

Finn’s head like sprigs of grass.<br />

The thick, creeping atmosphere<br />

also makes Blackwood Crossing<br />

feel singular. PaperSeven hems<br />

most of the action into a single<br />

location, with each encounter and<br />

narrative twist taking place on the<br />

train. Being confined to a snaking<br />

line of corridors and small rooms is<br />

beautifully unsettling, and it’s hard<br />

not to break out in goosebumps when<br />

you turn a corner and see a child in<br />

a bunny mask. If that sounds like a<br />

cue from Alice In Wonderland, it’s an<br />

apt comparison. Scarlett is very much<br />

short<br />

cut<br />

What is it?<br />

A first-person<br />

mystery game<br />

about two siblings<br />

who wake up on a<br />

magical train.<br />

What’s it like?<br />

A coming-of-age<br />

novel mixed with<br />

the visuals of a<br />

Henry Selick film.<br />

Who’s it for?<br />

People who crave<br />

atmosphere,<br />

whimsy, and<br />

beautiful<br />

animation.<br />

our Alice, and the further the game<br />

progresses, the deeper into the<br />

rabbit hole she falls.<br />

Nostalgia vision<br />

If Blackwood Crossing were merely<br />

an exercise in style and tension,<br />

PaperSeven would have achieved a<br />

brilliantly evocative game. Instead<br />

the developer chooses to go deeper,<br />

unearthing emotions and exploring<br />

topics that many games wouldn’t<br />

touch: Topics such as love, loss, and<br />

the passage of childhood.<br />

Scarlett is very much the vessel<br />

for these ideas. Stuck in the apex<br />

between innocence and experience,<br />

Scarlett tries to raise her brother<br />

despite only being a child herself.<br />

With the use of dialogue trees, you<br />

can shape Scarlett’s interactions with<br />

Finn, choosing responses that are<br />

gentle, sarcastic, or angry. Though it<br />

has little impact on the plot, our own<br />

personalities come into play: Would<br />

tHe officiAl XboX mAgAzine


“Being confined<br />

to a snaking line<br />

of corridors and<br />

small rooms is<br />

very unsettling”<br />

RiGHT why do<br />

tyres always<br />

seem to hang<br />

ominiously in<br />

the foreground?<br />

faR LEfT we<br />

already told<br />

this annoying<br />

bunny boy that<br />

we returned<br />

his copy of<br />

watership Down!<br />

LEfT Scarlett’s<br />

brother finn<br />

is quite sweet...<br />

except when<br />

he’s setting<br />

things on fire.<br />

073<br />

we berate a naughty child, or would<br />

we recognize his vulnerability?<br />

The story of Scarlett and Finn soon<br />

becomes the most striking element<br />

of the game. Like a lot of sibling<br />

relationships, their interactions are<br />

veined with antagonism yet couched<br />

in affection. Through them, the game<br />

shows just how much we lash out<br />

and hurt the people we care for the<br />

most. “This is why you don’t have any<br />

friends,” Scarlett hisses at Finn after<br />

finding out he’d punched another boy.<br />

“He’s not my friend. I hate him. I hate<br />

you!” Finn roars back. In places like<br />

this, the game positively stings.<br />

The actual mechanics of the<br />

game are very simple, centring on<br />

exploration and a series of puzzles.<br />

At first, these puzzles feel inspired,<br />

and are tricky enough to stump you<br />

in a few places. They reward your<br />

curiosity, too: Interacting with objects<br />

will tell you more about the siblings,<br />

and unlock different parts of the train<br />

SeVentH<br />

HeAVen<br />

PaperSeven is a<br />

small, independent<br />

studio based in<br />

brighton. it’s made<br />

up of ex-employees<br />

from the defunct<br />

AAA studio black<br />

rock Studio, who<br />

made racing games<br />

like Pure and Split/<br />

Second. the team<br />

is joined by oliver<br />

reid-Smith, who<br />

wrote fireproof’s<br />

puzzle series the<br />

room and helped<br />

design the burnout<br />

games. blackwood<br />

crossing marks<br />

a new direction<br />

for the members<br />

of PaperSeven,<br />

swapping highoctane<br />

thrills for<br />

magic and mystery.<br />

as you try to find Finn. One particular<br />

puzzle, however, is repeated three<br />

times. At first it’s effective, but once<br />

you’ve figured it out, it’s very easy<br />

to piece together again. Including<br />

puzzles of different calibres would<br />

have helped the game feel fresh.<br />

Passion project<br />

But what makes Blackwood Crossing<br />

feel special is its devotion to magic,<br />

and the imagination of children. In<br />

one breathtaking scene, a tree grows<br />

in the middle of the train, breaking<br />

into the ceiling and emerging in<br />

Scarlett and Finn’s treehouse from<br />

back home. Scarlett can also breathe<br />

life into paper butterflies, and in one<br />

disturbing sequence, Finn’s rage sets<br />

fire to all of their childhood relics.<br />

The game brims with this dreamlike<br />

logic, especially when Scarlett tries to<br />

uncover who the masked figures are.<br />

Like people plucked from Salvador Dali<br />

paintings, they flicker like holograms<br />

and hide their faces behind tribal<br />

masks. It’s a simplistic gimmick, but<br />

one that’s eerily effective.<br />

Blackwood Crossing may be too<br />

light on action for some players but<br />

it’s a touching experience: a portrait<br />

of childhood and an exploration of<br />

how memory and perspective can<br />

change a single scene for two people.<br />

A game where two children navigate a<br />

strange world, it’ll bring back strands<br />

of your own childhood, and the people<br />

you loved along the way. n<br />

oXM verdict<br />

the puzzles may<br />

be easy, but this<br />

is a beautiful and<br />

genuinely moving<br />

ode to childhood.<br />

8<br />

More great reviews at gamesradar.com/oxm<br />

tHe officiAl XboX mAgAzine


publisher THQ Nordic / Developer WeAPPy STudioS / format XboX oNe / release Date ouT NoW / cost $14.99<br />

This Is The Police<br />

074<br />

Law and disorder in Freeburg City stephen ashby<br />

A police chief a<br />

few months from<br />

retirement. A corrupt<br />

and sleazy mayor.<br />

Mob bosses running<br />

the city. A gentle<br />

jazz soundtrack. Yes, this is a list<br />

of cop drama clichés, but they are<br />

also the foundations of This Is The<br />

Police’s storyline. Against the odds,<br />

this isn’t entirely a bad thing.<br />

This Is The Police revels in these<br />

tropes. The chief of police smokes<br />

cigars, has a gruff voice, and suffers<br />

from what we will delicately describe<br />

as an ‘over-reliance’ on painkillers.<br />

The mayor swans around in tennis<br />

whites. There are moustaches all<br />

over the place. Weappy Studios has<br />

turned every cliché up to 11, and for<br />

the most part, they get away with it.<br />

This is mainly because the game<br />

is incredibly stylish. The design is<br />

intentionally simplistic, with few<br />

details and an angular aesthetic.<br />

Cutscenes play out in comic booklike<br />

panels, with simple animations,<br />

copious use of shadows and<br />

excellent voiceovers. Characters<br />

don’t have faces, but features like<br />

glasses or a beard stand out.<br />

It all works really well, partly thanks<br />

to the excellent vocal performances,<br />

such as Duke Nukem’s voice actor,<br />

Jon St. John, who voices brilliantly<br />

realized police chief Jack Boyd. You’ll<br />

spend most of your time listening to<br />

his grizzled lines, and he carries the<br />

narrative effortlessly. With time you’ll<br />

start to enjoy the company of the<br />

tired, burnt-out Boyd as he serves<br />

out his final days in the bureau<br />

before a forced retirement.<br />

Being the boss<br />

Your primary task is handling the daily<br />

running of the station. You’ll need to<br />

direct your officers to crimes as they<br />

happen, choosing how many to send<br />

to each one and which officers are<br />

right for the job. The squad is made<br />

up of unique officers, and some are<br />

more trustworthy than others, so<br />

selecting the right mix is vital. Pair off<br />

two slackers to deal with a domestic<br />

violence incident and you may end<br />

short<br />

cut<br />

What is it?<br />

A tactical crime<br />

drama about a<br />

police chief trying<br />

to make $500,000<br />

in his last 180<br />

days before<br />

retirement.<br />

What’s it like?<br />

Painfully stylish,<br />

with excellent<br />

sound design, but<br />

questionable<br />

plot points.<br />

Who’s it for?<br />

Tactically-minded<br />

players who like<br />

drama and love a<br />

good story.<br />

up with an unexpected fatality. Too<br />

many of them and the mayor will start<br />

to cut your budget.<br />

As the game continues, the<br />

choices that face you start to ramp<br />

up. Do you send a single officer<br />

to each crime that is occurring, or<br />

ignore some victims in order to get<br />

good results with others? Do you<br />

send a full SWAT team to a bank<br />

robbery, or let your officers handle<br />

it? Make the wrong decision and your<br />

officers, or even a civilian, could<br />

die. You might lose one of your most<br />

trusted team members, and once<br />

they’re gone, they’re gone. Your<br />

attachment to these officers builds<br />

similarly to that of XCOM’s squads;<br />

losing a long-serving member of your<br />

team is like losing an old friend.<br />

Soon, demands will be made of<br />

you by mob bosses who have you<br />

wrapped around their little fingers.<br />

Choices become tougher, black and<br />

white blend into grey, and you start<br />

having to do things you don’t want<br />

to in order to keep your job, and stay<br />

out of prison. At first, it’s genuinely<br />

THe officiAl XboX mAgAziNe


eview<br />

This Is The Police was funded on Kickstarter, smashing its goal by more than $10,000<br />

“Make the wrong<br />

decision and one<br />

of your trusted<br />

officers or even a<br />

civilian could die”<br />

Far LeFt some<br />

major political<br />

points are<br />

touched on, but<br />

don’t get quite<br />

the attention<br />

they deserve.<br />

right some<br />

crimes ask<br />

for further<br />

decisions to be<br />

made. Making the<br />

wrong choice can<br />

end in disaster.<br />

LeFt you can<br />

choose the music<br />

that plays each<br />

day. Fortunately<br />

for us, boyd’s<br />

selection of<br />

himalayan<br />

pan-pipe music<br />

is seriously<br />

lacking.<br />

075<br />

engaging, and we often spent a few<br />

minutes making a key decision, not<br />

wanting to get it wrong.<br />

Criminal action<br />

Some crimes trigger yet more<br />

decisions, with multiple options<br />

to solve complex crimes like bomb<br />

threats. Do you shoot the package?<br />

Send in your officers and risk their<br />

lives? Or wait until the bomb squad<br />

arrives? These situations ramp up<br />

the tension further, but the payoff<br />

at the end left us wanting more—a<br />

pop-up window that says ’offender<br />

arrested’ doesn’t really convey the<br />

stress and danger of the situation.<br />

It’s something of a let-down.<br />

There are some major missteps<br />

in the story, too. At one point, we<br />

were instructed to fire all the black<br />

officers in our squad. At another,<br />

we were ordered to break up a<br />

peaceful feminist protest with force.<br />

These story steps felt like they were<br />

going to lead onto something more<br />

complex—perhaps we would learn<br />

more about the racist, bigoted mayor,<br />

bAd boyd<br />

Police chief Jack<br />

boyd is being<br />

pushed into<br />

retirement by the<br />

mayor, who wants<br />

a candidate more<br />

open to his ideas.<br />

before he goes,<br />

though, boyd wants<br />

a retirement fund,<br />

and turns to his<br />

deputy—recently<br />

at the heart of a<br />

corruption scandal<br />

himself—to put<br />

him in contact with<br />

some less reputable<br />

members of society.<br />

Soon, the mobs get<br />

involved and start<br />

making boyd do<br />

their dirty work.<br />

do you stick to your<br />

morals and keep it<br />

clean, or embrace<br />

the darkness and<br />

earn as much cash<br />

as you possibly<br />

can? That decision<br />

is up to you…<br />

or be a part of a wider conversation<br />

about how the police such handle<br />

situations. At the time, we felt<br />

sure our decisions would have<br />

implications later on, but we stuck to<br />

our morals and disobeyed the orders.<br />

The next day, the mayor forced us to<br />

fire a single officer, and beyond that<br />

the repercussions seemed minimal.<br />

It felt like a missed opportunity for<br />

more story. And while Boyd’s plight<br />

is engaging, we found ourselves<br />

getting bored of the cycle after a<br />

couple of hours. Crimes started<br />

repeating, and the tedium of sending<br />

officers to petty offences set in.<br />

Worse, though, was the feeling<br />

that some of the decisions we made<br />

didn’t actually matter. Some are<br />

blatantly ‘wrong’ ones, while others<br />

seem to have no consequences at<br />

all. At times, it feels like you’re just<br />

following a story without actually<br />

changing its outcome. The overall<br />

tone of the game – from the writing<br />

to the music—is fantastic, but a few<br />

failings stop this from being a toptier,<br />

story-driven, noir classic. n<br />

oXm verDict<br />

Sleek, sleazy and<br />

stylish, but lacking<br />

the punch and<br />

mouldable story<br />

that we crave.<br />

7<br />

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extra<br />

play now<br />

on xbox one<br />

backwards<br />

compatible<br />

Keep an eye out for<br />

this badge over the<br />

next few pages: it<br />

indicates when a<br />

game of old can be<br />

booted up in shiny<br />

<strong>Xbox</strong> one-o-vision.<br />

You youngsters don’t know you’re born. Back in<br />

our day, computers packed less processing power<br />

than your average modern-day SmartComb,<br />

but jump into a game, and you’d often still find<br />

yourself roundly thrashed by the title’s primitive<br />

artificial intelligences. You molly-coddled kids<br />

can’t comprehend the psychological beatings we<br />

endured. Fortunately, some games still understand<br />

the virtue of being almost aggressively challenging,<br />

and Dark Souls III’s The Ringed City DLC (p80)<br />

proves once again that FromSoftware is a right<br />

old meanie. In an appropriately death-riddled Now<br />

Playing, Matt Elliott investigates the final part of<br />

Miyazaki’s masterful trilogy. But while FromSoftware<br />

may be cruel, <strong>Official</strong> <strong>Xbox</strong> <strong>Magazine</strong> is wholesome,<br />

sweet, and kind, so we’ve put together a brand-new<br />

feature dedicated entirely to helping our readers<br />

out. This month, we’re providing the lowdown on<br />

how to broadcast your games with Beam (p84),<br />

Microsoft’s great new streaming service. Once<br />

you’ve established yourself as a streaming superstar,<br />

you’ll have to think hard about what you want to<br />

broadcast to the world, and we’re here to help with<br />

that, too. The indisputable answer, of course, is<br />

dogs. That’s why we’ve put together an authoritative<br />

ranking of the 15 greatest pups in <strong>Xbox</strong> history<br />

(p92). Four whole pages of perfect pooches. Enjoy.<br />

080<br />

084<br />

086<br />

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extra<br />

Making friends and discovering new openings in Dark Souls III:<br />

The Ringed City —the final DLC for Miyazaki’s RPG Matt Elliott<br />

080<br />

now playing<br />

I have discovered<br />

a weapon that<br />

encapsulates Dark<br />

Souls. It’s a door.<br />

Or more accurately,<br />

a pair of doors,<br />

which I can shut<br />

fast to hide behind, or rush forward<br />

and open dramatically as if I’m about<br />

to burst into a medley of showtunes. It<br />

represents the series perfectly: a mix<br />

of shivering cowardice and slapstick<br />

violence. But I’m getting ahead of<br />

myself. I must earn the door first.<br />

It should be no surprise that it<br />

doesn’t start well. I’ve completed Dark<br />

Souls III, but, after getting stuck on<br />

the boss of Archdragon Peak, I haven’t<br />

played it for months. When I fire the<br />

game up, a warning tells me that I quit<br />

without saving last time—a certain<br />

sign of a Dark Souls hissy fit. The<br />

good news is that I can’t remember<br />

what I’ve lost, so I continue to the<br />

Ringed City DLC without worrying<br />

about squandered souls. The DLC is<br />

available to anyone who’s defeated all<br />

the Lords of Cinder, so actually getting<br />

to it is unusually easy for a Miyazaki<br />

game. I head to the Kiln of the First<br />

Flame, shudder at how long I spent<br />

trying to beat the last boss, and take<br />

the secret bonfire to the new area.<br />

I land in The Dreg Heap. It sounds<br />

horrid, but I soon learn to love those<br />

dregs. A layer of soft ash covers<br />

most of the world, which means I<br />

can survive long falls. It makes for<br />

an unusual, tumbling twist on the<br />

standard Dark Souls environments.<br />

I meet a friendly hag at the start of my<br />

journey, who alludes to an adventurer<br />

in a suit of armor—possibly someone<br />

who intends to kill me—and I happily<br />

stride into the new area, kicking ash<br />

before me like a cheerful young buck<br />

striding through autumn leaves.<br />

Except the ash is probably people.<br />

This is going to be easy.<br />

Ash kicking<br />

I die immediately, and realize I’m<br />

about 30 levels too low for this area.<br />

But then, people have completed Dark<br />

PublishEr Bandai namco / DEvEloPEr FromSoFtware / forMat XBoX one / rElEasE DatE out now<br />

Souls using everything from racing<br />

wheels to toy trumpets, so I decide<br />

I’ll get by on brio and perseverance<br />

alone. I am, after all, Crom, King of<br />

Ash, He Who Went To Archdragon Peak<br />

Then Came Home Because It Was<br />

Hard. The grunts at the Dreg Heap<br />

pack a meaty punch, but go down<br />

quite easily. The bit that slows me<br />

down, however, is a portly sub boss<br />

who attacks me with his ass—with<br />

his literal ass—when I try to stab him.<br />

Two things dawn on me: Firstly, he’s<br />

not a sub boss—many of the enemies<br />

here are this hard; and secondly, he’s<br />

guarding a dead end. Bah.<br />

I track back and try the other way,<br />

which turns out to be a devastating<br />

fall through the window of a cathedral<br />

that has toppled onto its side. It’s<br />

beautiful and horrible, and a great way<br />

of telling me this DLC is not like other<br />

Dark Souls. I shouldn’t be looking<br />

for doors and ladders—I should be<br />

looking for the right kind of fall.<br />

I’m feeling pretty confident now,<br />

which is exactly what happens in Dark<br />

Souls before you meet the thing that<br />

ruins everything. Sure enough, around<br />

the next corner is a rotting angel<br />

thing with the ability to one-shot me<br />

using beams of light that seem to<br />

know where I’m running. I decide that<br />

fleeing is the best option. Thankfully,<br />

I find a new bonfire and relax, safe<br />

in the knowledge there’s probably<br />

the oFFicial XBoX magazine


only one omnipotent, insta-kill angel<br />

in this area. (Since this was written,<br />

update 1.32 has nerfed the insta-kill<br />

angels, proving I was justified in biting<br />

the Y Button off my controller.)<br />

By the time I reach the area with<br />

three—three!—death angels, my<br />

patience is ragged. It feels cheaper<br />

than other Miyazaki games, which is<br />

exactly the sort of pitiful whining I<br />

scoff at when I see it on Twitter. The<br />

truth is that I’m too low a level, and<br />

not good enough. I spend at least<br />

an hour running in circles, cowering<br />

behind buildings and sprinting across<br />

poison swamps. At one point I open<br />

my inventory while in cover, and miss<br />

the fact that one of the angels is<br />

cursing me with pixie dust. Thankfully,<br />

unlike the first Dark Souls, the effects<br />

aren’t permanent.<br />

Prince and repeat<br />

It seems hopeless. The further I<br />

get, the harder it becomes. I try a<br />

combination of different armor to up<br />

my magic resistance—part poisonresistant<br />

Archdeacon, part rotund<br />

knight—and I end up looking like an<br />

infantry Weeble. Worse still, it doesn’t<br />

help. I’m close to giving up when I try<br />

another route. I notice a tempting,<br />

twisted tree root beneath a cliff<br />

face, which could lead to<br />

somewhere useful. After<br />

a few failed attempts, I<br />

hit the jump and find a<br />

hidden area, complete<br />

with a human-shaped<br />

node that controls one<br />

of the angels. Smashing<br />

it to pieces feels amazing.<br />

One angel down, and I’m full<br />

of swagger. Better still, I find<br />

another bonfire, hidden suspiciously<br />

close to the first one. The only way I<br />

can go is down.<br />

I land in a boss fight against two<br />

giant demons. It’s bad, but not too<br />

bad—they’re easy to damage, and<br />

most of my deaths are from my own<br />

mistakes. Still, I’m grumbling about<br />

the cheapness of another boss battle<br />

with two enemies. With Ornstein and<br />

Smough it was an event; this feels like<br />

repetition. I eventually take out one<br />

of the demons, and take my time with<br />

the remaining one. I’m feeling pretty<br />

what is it?<br />

The brutal action RPG<br />

expansion drawing<br />

together all of the<br />

events from the past<br />

three Dark Souls<br />

games.<br />

“I happily stride<br />

into a new area<br />

kicking ash like<br />

a young buck in<br />

autumn leaves”<br />

confident, so I throw in a few jumping<br />

attacks, and allow myself a brassy<br />

taunt as the final demon goes down.<br />

There’s a problem, though. This Now<br />

Playing isn’t over. And nor is my boss<br />

fight. The demons I’ve just killed are<br />

an infernal amuse-bouche. The real<br />

boss is a flying, fiery Demon Prince,<br />

who downs me in two hits.<br />

By now, I’m feeling pretty<br />

grumpy. It reminds me of<br />

the relentless thuggery<br />

of <strong>Xbox</strong> slice-’em-up<br />

Ninja Gaiden—also<br />

known as belligerence<br />

disguised as challenge—<br />

rather than the measured,<br />

cerebral test of Dark Souls.<br />

Again, I can hear myself whining<br />

like a deflating balloon full of farts,<br />

but there’s a small voice in my head<br />

whispering, “maybe I’m done with Dark<br />

Souls.” It’s time to take a break, by<br />

which I mean go and kill the things I’m<br />

not afraid of.<br />

I stroll around the level like a<br />

spurned teenager kicking around at<br />

a bus stop, and discover something<br />

I missed earlier. There’s a tower<br />

that topples over when you pass<br />

underneath it—I didn’t see it because<br />

I was cowering, heroically—and<br />

it forms a bridge that leads to<br />

another area. There I meet Lapp, the<br />

adventurer mentioned earlier. He’s a<br />

cheerful sort, and I especially like him<br />

because he isn’t trying to kill me. We<br />

chat for a bit, then I carry on exploring.<br />

Lapp appears again at the second<br />

bonfire. He asks me to retrieve a ring<br />

for him, and I get the sense Lapp<br />

might be summonable for the fight<br />

with the Demon Prince. Bolstered by<br />

the joy of making a new buddy, I take a<br />

proper look around. Now free from the<br />

threat of angelic insta-death (in one<br />

area, at least), I’m free to explore.<br />

Just when I think I couldn’t get<br />

any happier, I discover my amazing<br />

door weapon. It’s too heavy for me to<br />

use, but by God I love it. Knock knock;<br />

who’s there? Actual death. Brilliant. I<br />

head to the pre-boss bonfire, use an<br />

Ember, and sure enough, Lapp the<br />

Amnesiac is there to be summoned.<br />

He looks like an absolute tank, with<br />

a mighty halberd, shining armor and<br />

impressive shield. Together, we get<br />

ready to clip some demonic wings. We<br />

plummet into the boss fight together,<br />

like a knightly version of Bad Boys II,<br />

and make short work of the first two<br />

demons. Lapp might be a mess under<br />

the visor, but right now, I love him.<br />

The Demon Prince arises, and…<br />

is still really hard. We stick close to<br />

him, but he hardly takes any damage.<br />

Just one of his fiery blasts is enough<br />

to kill me. Even with Lapp, I’m not<br />

ready. I resolve to step away, finally<br />

finish Archdragon Peak, and come<br />

back when I’m ready. It’s not been a<br />

total waste of my time, because I’ve<br />

managed to find a shield that looks<br />

like it leads to a medieval theme pub,<br />

and I’ve made a new friend. I just hope<br />

he remembers me. n<br />

above Proof<br />

that the right<br />

outfit for the<br />

job isn’t the<br />

one that makes<br />

you look cool—<br />

it’s the one<br />

that stops you<br />

getting killed.<br />

081<br />

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the oFFicial XBoX magazine


extra<br />

082<br />

Now playiNg<br />

The light is failing,<br />

the rain is pouring,<br />

and I’m bouncing<br />

over the dirt tracks<br />

that masquerade<br />

as roads in the<br />

Bayou at pace. If<br />

contending with the loose handling<br />

of the rust bucket I’m driving wasn’t<br />

enough, snaking over the rivers that<br />

cut New Bordeaux’s rump up like<br />

a patchwork quilt means getting<br />

anywhere in this town takes an age.<br />

The goal, however, is too tempting<br />

for me to resist. I’m heading out to<br />

complete one of Mafia III’s many sidemissions—a<br />

simple but lucrative job<br />

that involves taking out a band of<br />

racist ‘yocals’ before stealing their<br />

truck and dropping it off downtown<br />

in one piece. Of course, in the back<br />

of my mind sits the fear that things<br />

won’t go to plan. Not because I’ll die<br />

in the crossfire, but rather because<br />

I doubt said band of brutes will be<br />

there in the first place.<br />

This is one of Mafia III‘s notorious<br />

and recurring bugs: Missions that<br />

are marked on the map repeatedly<br />

turn out not to be active. Even more<br />

frustratingly, that’s something you<br />

only discover once you’ve driven all<br />

the way out there. Having lived within<br />

New Bordeaux for the best part<br />

of six months, I can attest<br />

such inconveniences<br />

are anything but a rare<br />

occurrence. It is in fact<br />

part and parcel of life in<br />

Hangar 13‘s beautiful,<br />

but ultimately botched<br />

metropolis, and just<br />

one of a never-ending<br />

list of bugs and glitches<br />

that have become Mafia III’s<br />

signature since it launched.<br />

And yet, here I am, still living<br />

out my life as Lincoln Clay. In part,<br />

that’s because the game retains<br />

its undeniable promise. At release,<br />

Mafia III was reviewed as the very<br />

definition of an average game. Its<br />

missions quickly become repetitive<br />

and the world they inhabit—though<br />

Even the most botched and broken games can be surprisingly<br />

playable, as Mafia III unwittingly proves Keith Andrew<br />

Publisher 2K Games / develoPer HanGar 13, 2K CzeCH / formAt XboX one / releAse dAte november 2016<br />

whAt is it?<br />

An open-world adventure<br />

set against the political<br />

and racial turmoil of the<br />

1960s’ Deep South, with<br />

enough bugs to populate<br />

an insect farm.<br />

“Furniture darts<br />

across the room,<br />

bodies move as<br />

if possessed and<br />

cars explode”<br />

superficially full of life—is largely<br />

barren in practice. Even the<br />

aforementioned side-missions are<br />

essentially a rehash of tasks from<br />

the main game: Sneak into a base<br />

and kill a lot of people en route to a<br />

designated target. It soon becomes<br />

dull, and a little tiresome.<br />

Intermingled with all of<br />

this, however, is a hell<br />

of a story. Without<br />

slipping into spoiler<br />

central, Lincoln Clay’s<br />

fight for New Bordeaux<br />

is littered with tales<br />

of racial discrimination<br />

that perfectly mirror 1960s<br />

America. Indeed, make it<br />

through the game’s bugs, and you’ll<br />

find Clay’s life touches on some of the<br />

biggest historical events of the last<br />

century. Mafia III truly has something to<br />

say, and that’s a trait few of its recent<br />

AAA peers share.<br />

Within my first hour, I’d managed to<br />

throw an adversary into a wall—quite<br />

literally. His limbs and torso twitched<br />

around as they became consumed by<br />

bricks and mortar. A few days later, a<br />

mission where the sole objective was<br />

to sneak into a base and destroy a car<br />

was brought to a premature end when<br />

the game itself decided to randomly<br />

spawn another car directly within it.<br />

Both vehicles exploded without any<br />

input from me whatsoever. Mission<br />

accomplished, I guess.<br />

Playing with clay<br />

Gaffes like this happen so regularly<br />

that searching for Mafia III bugs on<br />

YouTube—of which there seem to<br />

be hundreds—is not necessary. You<br />

can pretty much guarantee every 20<br />

minutes or so something out of the<br />

ordinary will happen. Furniture will dart<br />

across the room of its own accord,<br />

dead bodies will twist and flap around<br />

as if possessed, major characters will<br />

appear on screen twice, cars will drive<br />

off into the sky ...the list goes on.<br />

Pack all these together into one<br />

session, and you’ve pretty much<br />

got Christmas. So entertaining, so<br />

hilarious are some of the results that<br />

I’ve been petrified Hanger 13 will push<br />

out a patch that clears the decks.<br />

Thankfully, that’s yet to occur. All the<br />

mania remains intact, enabling me<br />

to keep sampling this playground of<br />

imperfections. Broken as Mafia III may<br />

be, it’s incredibly hard to say goodbye<br />

to a world where absolutely anything<br />

can happen at any moment. n<br />

tHe offiCial XboX maGazine


extra<br />

Now playiNg<br />

Few weapons are<br />

as iconic as the<br />

battle rifle, the<br />

energy sword,<br />

or the SPNKr.<br />

There’s surely no<br />

digital sidearm<br />

that’s inspired such fierce debate<br />

as the Combat Evolved pistol. And I’d<br />

argue that the Needler packs more<br />

personality than most games manage<br />

to wring out of their entire casts. The<br />

series may have changed, but Halo’s<br />

arsenal has always been magnificent.<br />

So, when Halo 5’s multiplayer beta<br />

made its debut back in late 2014, my<br />

eyes were fixed on the intricacies<br />

of that arsenal. But at some point,<br />

forensic analysis gave way to pure,<br />

dumb pleasure. The map was superb,<br />

offering a variety of engagement<br />

opportunities from the measured<br />

marksman to the manic melee<br />

enthusiast. And then there was the<br />

expanded moveset, which enabled<br />

Halo players to clamber over ledges,<br />

boost-dodge from danger,<br />

and perform lethal ground pounds.<br />

But when Halo 5 finally arrived<br />

in October 2015, my anticipation<br />

gave way to disappointment. The<br />

campaign was visually impressive<br />

but otherwise unexceptional—its<br />

narrative hampered by dreary new<br />

cast members and worthless<br />

hub spaces. Worse still<br />

were 343’s attempts at<br />

multiplayer innovation.<br />

Warzone was once one<br />

of Halo 5’s flagship<br />

features, a 24-player<br />

gametype that took<br />

place on sprawling maps<br />

with computer-controlled<br />

allies, as well as AI enemies.<br />

Expecting a new spin on the Big Team<br />

Battle, I eagerly hopped into a series<br />

of matches, and found only chaos.<br />

Schlepping your way around these<br />

vast playspaces was a tedious chore,<br />

and all too often you’d find yourself<br />

blown to Spartan smithereens.<br />

And while it’s true that you could<br />

spend REQ cards to spawn with your<br />

More than 18 months on from launch, James discovers<br />

that Halo 5: Guardians never stopped evolving James Nouch<br />

Publisher Microsoft studios / DeveloPer 343 industries / format XboX one / release Date october 2015<br />

what is it?<br />

An already excellent<br />

multiplayer shooter<br />

that’s benefitted from<br />

absurdly generous postlaunch<br />

support. There’s<br />

new maps, new modes<br />

and Firefight’s<br />

glorious return.<br />

“I charge across<br />

a grassy warren<br />

of corridors and<br />

streets reaping<br />

destruction”<br />

own unique weapons or modified<br />

vehicles, the prospect filled me with<br />

anxiety. What if I spend a rare card<br />

and get picked off within seconds of<br />

spawning? How many kills do I need<br />

to score in order to justify burning<br />

through six REQ points on a<br />

Woodland Mantis? Call me<br />

old-fashioned, but I don’t<br />

much care for beancounting.<br />

So, when I decided<br />

to reinstall Halo 5, it’s<br />

fair to say I had mixed<br />

feelings. On the one hand,<br />

I was looking forward to<br />

wading back into thrilling Free<br />

For Alls and tense Team Slayers. On<br />

the other, the thought of returning<br />

to Warzone made me tired. But after<br />

installing 51GB(!) of updates, I was in,<br />

and I soon discovered a smorgasbord<br />

of maps and modes to sample.<br />

In fact, some of Halo 5’s finest<br />

Arena maps have been added—free<br />

of’ charge—in the year and a half<br />

since the game first launched. Take<br />

Overgrowth, for example: a grassy<br />

warren of narrow corridors and uneven<br />

city streets that I charge through<br />

reaping death and destruction with a<br />

Covenant Carbine. Molten is another<br />

standout freebie, beautifully suited to<br />

rip-roaring free-for-alls and panicstricken<br />

Infection sessions (another<br />

newly-added mode!). And then there’s<br />

Mercy, a murky remake of Halo 4’s<br />

Haven map that swaps out sweeping<br />

Forerunner architecture for the more<br />

rounded contours of a Covenant<br />

holy site. Browsing through the new<br />

Custom Game interface, I count a total<br />

of 42 maps to choose from, none of<br />

which require a credit card to access.<br />

Fire fighters<br />

But if the wealth of content can’t<br />

tempt you, allow me to offer just one<br />

more juicy carrot to lure you back into<br />

the fold: Firefight is back, and it’s<br />

fantastic. Relaunched and rebranded<br />

as Warzone Firefight, this eight-player<br />

gametype pits players against waves<br />

of increasingly tricky alien foes: From<br />

swarms of cowardly Grunts to joyriding<br />

Prometheans in UNSC Warthogs. Here,<br />

at long last, is a mode I can gleefully<br />

burn REQ cards in—cashing in coveted<br />

cards for overpowered weaponry to<br />

turn on AI beasties. By the final wave,<br />

your team will likely be stomping<br />

around in mechs, raining down fire<br />

from the skies in Banshees, or rolling<br />

down the roads in Scorpion tanks. It’s<br />

big, it’s barmy and it’s beautiful<br />

As I begin my freefall into middleaged<br />

obsolescence, it’s inevitable<br />

that I’ll begin to forget things here<br />

and there, but I still find myself<br />

shocked at just how good Halo 5’s<br />

multiplayer is. The maps are tiptop,<br />

fan-favorite modes have returned,<br />

and there’s a joy to player movement<br />

that surpasses any other Halo to date.<br />

And then there’s that arsenal, packed<br />

with weird, wonderful and pleasingly<br />

weighty weaponry to discharge.<br />

Halo 5 has certainly changed, but<br />

there’s arguably never been a better<br />

time to jump back into the fray. n<br />

083<br />

More great features at gamesradar.com/oxm<br />

the official XboX <strong>Magazine</strong>


extra<br />

how to...<br />

stream games<br />

with beam<br />

Share your gaming triumphs, your multiplayer tribulations, and even<br />

your glorious mug with the <strong>Xbox</strong> One’s new streaming solution James nouch<br />

You will need: An XboX one / A super-rAd gAme optional: A gAming heAdset / A Kinect / A tolerAble personAlity<br />

084<br />

Streaming videogames was once the<br />

sole preserve of wealthy aristocrats<br />

armed with lavishly expensive capture<br />

cards, near-priceless PCs, and the most<br />

ostentatious monocles you’ve ever<br />

seen. But, thanks to the latest <strong>Xbox</strong> One<br />

update, streaming is now baked into<br />

the very core of your console’s operating system. As such,<br />

it’s suddenly easier than ever to broadcast your gaming<br />

triumphs and ignominious defeats.<br />

But that’s not to say the process can’t be daunting to<br />

the uninitiated, and you may find you need to do a little bit<br />

of tweaking to perfect your streaming setup. Fortunately,<br />

that’s where your good friends at OXM Towers come in. We<br />

recently met with the engineers working to bring Beam to<br />

your box, and we saved the tastiest tips just for you.<br />

So come with us and hold our hand as we introduce you<br />

to the wonderful world of streaming games on your <strong>Xbox</strong><br />

One. Eww, what’s that? Why is your hand so clammy? That’s<br />

disgusting. Let go now, please.<br />

The principle<br />

of streaming<br />

gameplay over<br />

an internet<br />

connection was<br />

first outlined<br />

by Leonardo da<br />

Vinci in his<br />

private journal.<br />

Truly, ahead of<br />

his time!<br />

01<br />

Get yourself connected<br />

Before all of this streaming can get underway, you need<br />

to ensure you have the latest version of the <strong>Xbox</strong> One<br />

operating system—dubbed the Creators Update—installed.<br />

Your console may have sucked down that sweet data<br />

automatically, but if it hasn’t, navigate to the Settings<br />

menu, then scroll down to System. Give that Updates button<br />

a prod to ensure you’re bang up to date<br />

02<br />

the GuidinG liGht<br />

The next step is to fire up your game of choice and<br />

then open your new and improved guide, which is now<br />

summoned with just a single press of the <strong>Xbox</strong> button<br />

on your exquisite controller. By default it’ll show you a<br />

list of recently used apps and games, but press down on<br />

your d-pad thrice and you’ll land on a dedicated Beam<br />

Broadcasting tab. It couldn’t be easier.<br />

the officiAl XboX mAgAzine


03<br />

BeGin transmission<br />

From here, simply navigate to the ‘Broadcast your game’<br />

option, and slam your finger against that A button. This<br />

should open up a configuration tab, which will display some<br />

quick settings along with your all-important Beam URL.<br />

This is the link you’ll want to share with friends so they can<br />

watch your lovable antics. When you’re ready, press ‘Start<br />

Broadcast’ to… ummm… start the broadcast.<br />

04<br />

Beautiful Broadcasts<br />

Congratulations! You’re now sharing your gameplay with<br />

the world—we hope the world is being kind. If you want a<br />

higher-quality broadcast (and you have a speedy internet<br />

connection to support it), head to the Beam Broadcasting<br />

tab and tap A on your broadcast title. This should open a<br />

mini-menu that includes ‘Advanced broadcast settings’.<br />

Select it and you’ll find options to tweak your video quality.<br />

Why<br />

bother?<br />

streaming is a<br />

fun way to exhibit<br />

your gaming<br />

skills online. you<br />

might invite a few<br />

friends to watch<br />

you tackle mass<br />

effect: Andromeda,<br />

or stomp around<br />

yooka-laylee<br />

while swapping<br />

banter with dozens<br />

of spectators.<br />

you could even<br />

set yourself fun<br />

challenges such as<br />

speed-running halo<br />

5 or trying to finish<br />

this War of mine<br />

without collapsing<br />

into a weepy heap.<br />

05<br />

full-motion video<br />

Streaming gameplay is all well and good, but it’s hard to<br />

express your personality purely through the medium of<br />

long-range headshots and proficient platforming. Strap on a<br />

gaming headset and you’ll be able to use the microphone to<br />

broadcast your sultry commentary alongside your gameplay.<br />

Plug in a Kinect and you can broadcast video, too—just<br />

enable the inputs from the guide’s Beam Broadcasting tab.<br />

06<br />

islands in the stream<br />

All that’s left now is to share your gaming prowess with<br />

the world, and wince with embarrassment every time you<br />

miss an open goal or easy-peasy headshot. The world is<br />

watching, after all. Judgemental viewers can even comment<br />

on your performance, thanks to Beam’s built-in chat<br />

functionality. When you’re done, simply hop back into that<br />

Beam Broadcasting app to pull the plug on your stream. n<br />

085<br />

how to...<br />

build an<br />

actual<br />

stream<br />

step 1<br />

dig a ditch, trench or<br />

channel for the water to flow<br />

through. note that a duct or<br />

gully will not fit the bill here.<br />

i can’t believe you’d even<br />

ask that question.<br />

step 2<br />

line your freshly hewn fosse<br />

with waterproof materials.<br />

We recommend using a job<br />

lot of children’s anoraks to<br />

lend your creek a certain<br />

calico panache.<br />

step 3<br />

fill your ravine with the<br />

finest french mineral water.<br />

don’t be tempted to skimp—<br />

this step will make all the<br />

difference to your stream’s<br />

chuggability.<br />

step 4<br />

step back and admire your<br />

aqueous handiwork. fill<br />

it with koi carp for a fishy<br />

centrepiece, or actual<br />

gold bullion to make your<br />

neighbors retch with envy.<br />

More great features at gamesradar.com/oxm<br />

the officiAl XboX mAgAzine


the official xbox magazineretrospective<br />

086<br />

catherine


extra<br />

Six years after its release, is Catherine a sexist<br />

nightmare or feminist parable? Kimberley ballarD<br />

Publisher atlus, Deep silver / DeveloPer atlus / format xbox 360, xbox one<br />

If videogames were<br />

a physical realm, it<br />

would be a hostile<br />

and potentially<br />

lethal place for<br />

women. This is an<br />

industry where<br />

female bloggers and developers<br />

regularly receive death threats,<br />

female gamers are jeered simply for<br />

their gender, and it’s still hard to find a<br />

female character who is validated for<br />

anything beyond sexuality or physical<br />

attributes. Misogyny, it seems, is still<br />

the flavor of the day.<br />

Catherine is a game that appears<br />

to feed into all the tropes women<br />

have been fighting: Woman as sex<br />

object, nagging shrew, and beastly<br />

bitch. The game begins with our<br />

hapless protagonist Vincent,<br />

a slacker journalist who<br />

has been suffering from<br />

recurring nightmares of<br />

being transformed into<br />

a sheep and forced<br />

to climb crumbling<br />

structures to avoid<br />

falling to his death.<br />

In the real world, things<br />

are just as fragile: Vincent’s<br />

girlfriend, the sensible-if-stern<br />

Katherine, thinks it’s time to get<br />

serious and settle down. How boring,<br />

and restrictive! Vincent spends his<br />

time lamenting this turn of events<br />

with his friends in a smoky bar, until<br />

one night he meets the gorgeous<br />

and voluptuous Catherine, and starts<br />

sleeping with her on the sly.<br />

When Catherine was released in<br />

2011, first in Japan and America,<br />

then in Europe a year later, the<br />

overall reaction was positive. Critics<br />

praised its fiendishly difficult platform<br />

puzzles and nightmarish imagery,<br />

yet didn’t think to unpick the gender<br />

politics at play or challenge the way<br />

women were depicted. A critic for the<br />

stranger<br />

things<br />

Atlus is the developer of<br />

Persona, a series that<br />

bubbles with strange,<br />

sexual imagery. Persona<br />

5 saw a teacher chain<br />

students to a wall.<br />

Guardian applauded it for exploring<br />

the complexities of love, while IGN<br />

described Katherine as the typical<br />

nagging girlfriend, and Eurogamer<br />

conjured her visage in Vincent’s<br />

nightmares as a “razor-toothed<br />

crotch-maw”. It probably won’t come<br />

as much of a surprise that these<br />

critics were also male.<br />

Dream girls<br />

Neither should it come as a surprise<br />

that most of Catherine’s promotional<br />

material was obviously intended<br />

for the male gaze. One of the most<br />

recognizable shots (pictured on the<br />

left) zooms in on Catherine’s head<br />

and torso as the character reveals<br />

her cleavage and smiles coyly at<br />

the viewer. Other pictures look like<br />

screenshots from a hentai<br />

film: One where Vincent’s<br />

head is caught between<br />

Catherine’s spread<br />

legs is particularly<br />

suggestive; others<br />

where Catherine is on<br />

her back or side look as<br />

carefully arranged as a<br />

Playboy Bunny centrefold.<br />

If salivating males were<br />

Atlus’ designated audience,<br />

the developer did very well. But there<br />

are other reasons to play Catherine,<br />

too. Despite its oily sheen of sleaze,<br />

the game is genuinely gorgeous to<br />

interact with. The title screen, for<br />

example, sees Vincent dangling from<br />

a ledge, screaming Katherine’s name<br />

against a fuschia backdrop, while<br />

she stares past him nonchalantly.<br />

The rest of the game fizzes with<br />

these pink-and-black strobes of<br />

color. The café Vincent frequents with<br />

Katherine is sweetly decorated in pale<br />

pink (a suggestion that Katherine is<br />

smothering him with love?) while the<br />

netherworld Vincent finds himself in<br />

every night is as black as an abyss.<br />

above Meet<br />

erica, a bubbly<br />

waitress who<br />

wants to walk<br />

over you in<br />

stilleto shoes.<br />

087<br />

More great features at gamesradar.com/oxm<br />

the official xbox magazine


extra<br />

088<br />

Such a bold visual palette suits the<br />

plot perfectly. Like a soap opera<br />

played out in the style of an anime,<br />

Vincent’s love triangle is told through<br />

a variety of cutscenes where Vincent<br />

meets Katherine, hangs out with<br />

his friends in a bar called The Stray<br />

Sheep, and has sex with Catherine<br />

in his apartment. In a nifty touch,<br />

you can walk around The Stray<br />

Sheep, interacting with customers<br />

and answering texts. Most of these<br />

come from Katherine, who either<br />

berates Vincent or lets glimpses<br />

of vulnerability slip. Each text is<br />

accompanied by the sound of a small,<br />

feminine sigh: a more potent method<br />

of expressing quiet disappointment<br />

than words could ever achieve.<br />

The majority of Catherine, however,<br />

takes place in nightmare, where the<br />

player must solve increasingly difficult<br />

platform puzzles in order to survive.<br />

Each level is divided into three stages,<br />

and each one is trickier than the last.<br />

What starts off as simply climbing a<br />

tower and strategically moving blocks<br />

around, becomes impossibly hard. As<br />

levels progress, boxes can fall on you,<br />

spikes pierce you if you step on the<br />

wrong block, and other men trapped in<br />

the pit push you off the edge.<br />

If it sounds repetitive, it is, but the<br />

mechanics are elevated by the game’s<br />

imagery. The netherworld plays upon<br />

the essence of limbo: Of repeating a<br />

set of trials for all eternity or being<br />

lost forever. Each level also ends with<br />

a monster, which clambers after you<br />

as you feverishly try to get away. Some<br />

of these creatures are deliciously<br />

hideous, such as a posterior with eyes<br />

and a tongue that emits heart mist<br />

as breath. Then there’s the church<br />

confessional, where a mysterious,<br />

omniscient voice calls to Vincent.<br />

Sex<br />

education<br />

catherine isn’t the only<br />

game that’s caused<br />

controversy because of<br />

its depiction of women:<br />

here are three that are<br />

particularly problematic.<br />

girls anD guns<br />

granD theft auto v<br />

all of the gta games are<br />

worrying, but v is the<br />

worst. Your attributes<br />

improve, for example, if a<br />

woman gives you oral sex.<br />

busty babes<br />

soul Calibur v<br />

ivy valentine was the<br />

main draw for this fifth<br />

instalment: a fighter<br />

who wears a bikini with<br />

dominatrix boots.<br />

Calling him a little lamb, the voice asks<br />

Vincent sly questions on sexuality,<br />

marriage and morality. It’s curious,<br />

as you’re never sure whether you’re<br />

answering as Vincent or as yourself.<br />

If Catherine achieves one thing, it’s<br />

that masculinity has never looked so<br />

fragile. Character designer Shigenori<br />

Soejima based Vincent’s look on<br />

Buffalo ‘66 director Vincent Gallo, but<br />

any resemblance is purely artificial.<br />

Unlike Gallo’s smoky arrogance and<br />

dark good looks, Vincent is a puddle<br />

of nerves: Shaking, shivering, and<br />

constantly doubting himself. Women<br />

are often criticized for having no<br />

Distress signal<br />

tomb raiDer (2013)<br />

While the new incarnation<br />

of lara is less sexualized,<br />

players spoke out about a<br />

scene where it looks like<br />

lara is almost raped.<br />

agency, but here the stereotype is<br />

reversed. Vincent doesn’t take any<br />

responsibility for his actions, saying<br />

Catherine “forced herself on him” and<br />

that “he had nothing to do with it”<br />

after they sleep together. He’s such a<br />

limp noodle, it’s sometimes cathartic<br />

just to watch him die.<br />

Despite the wet puppy protagonist,<br />

director Katsura Hashino should be<br />

commended for tackling subjects<br />

most videogames wouldn’t. The game<br />

examines the morality of cheating,<br />

and how hard it is to be an adult.<br />

Vincent feels stuck, not just in his<br />

relationship but his career; his friends<br />

act like overgrown teens, and he goes<br />

to the same bar every night. The two<br />

women come to represent two halves<br />

of Vincent: The piece that wants<br />

reliability, and one that wants to<br />

be young and unfettered forever.<br />

“Katherine transforms into a monstrous<br />

pair of gnarled hands that stab Vincent<br />

until he’s a puddle of blood and bones”<br />

The game would have felt more<br />

mature, though, if it didn’t boil<br />

women down into their most basic<br />

stereotypes. Katherine is the girlfriend<br />

we all fear: Beautiful but frightening,<br />

picking apart everything he does. In<br />

Vincent’s nightmares, she becomes<br />

worse. One scene sees her transform<br />

into a pair of giant hands that have<br />

the power to obliterate Vincent into<br />

a puddle of bones and blood if they<br />

stab him with a fork. Katherine isn’t a<br />

woman; she’s responsibility, and it’s<br />

not too hard to see that with a serious<br />

relationship comes death.<br />

Bunny boilers<br />

In contrast, Catherine is the object<br />

of desire. She’s queasily attractive,<br />

with the face of a china doll and the<br />

body of a bodacious woman. There’s<br />

a juvenile element to her, too: Clad in<br />

knee socks and a ribbon tied around<br />

her waist. Her body is a dream, but<br />

so is her outlook. The first night she<br />

meets Vincent, she says to him, “who<br />

wants to be tied down anyway?” She’s<br />

too good to be true. Except the big<br />

revelation is that Catherine isn’t a<br />

woman, but a succubus: a demon that<br />

preys upon men and seduces them by<br />

becoming their deepest desire.<br />

the official xbox magazine


Players asked, ‘doesn’t this make<br />

Catherine the most feminist game of<br />

all time?’ She takes cheating men and<br />

punishes them. Not exactly. It then<br />

turns out Catherine is just working<br />

for an ancient Sumerian demigod<br />

called Dumuzid, who hurts men for not<br />

procreating. This just makes Catherine<br />

even more of a subservient character:<br />

Not only is she turning herself into<br />

what men want, she’s also doing it<br />

on the orders of another man.<br />

089<br />

End of the affair<br />

When female players did begin<br />

to question the way women were<br />

portrayed, the reaction from men<br />

was vehement and occasionally toxic.<br />

“Women typically hate videogames<br />

because it takes them away from<br />

men,” one wrote on a forum. “They<br />

hate men who don’t obsess over and<br />

serve them.” Ouch. Another wrote<br />

that “Catherine just makes me hate<br />

women.” Although Hashino wanted<br />

to make a complex game with mature<br />

themes, it seems the message was<br />

black and white for most players.<br />

It would be easy to look at<br />

the sexism that streaks through<br />

Catherine. But the game plays much<br />

more upon gynephobia; the fear of<br />

women. Portraying both women as<br />

monsters may be heavy-handed,<br />

but it’s effective, and the message<br />

is even clearer: Women want to<br />

devour men, and they won’t rest until<br />

they’ve ensnared them. It’s a game<br />

where comments about sleeping with<br />

women and throwing them away ebb<br />

top Catherine<br />

is the epitome<br />

of male desire,<br />

with her china<br />

doll face and<br />

submissive gaze.<br />

above vincent<br />

spends most of<br />

his time in the<br />

Stray Sheep.<br />

into darker ones like, “you’ll never<br />

know when they’re going to stab you<br />

in the back”. This fear seeps into other<br />

characters, such as trans woman<br />

Erica, who is only in the game to tick<br />

a fetish box; all she does is flirt with<br />

the boys and offer to wear stilettos.<br />

In the end, six possible outcomes<br />

awaits you. You can choose to settle<br />

down with Katherine, go solo, or be<br />

with Catherine. If the latter is your<br />

ending, you may become a demon<br />

and have as many succubi as you’d<br />

ever want. As a bonus, if you complete<br />

the game on the hardest mode, the<br />

goddess of love, Ishtar, will turn you<br />

into a god and have sex with you.<br />

What more could you ever want?<br />

Since its release, people have been<br />

more critical of Catherine. Although<br />

it’s a striking game that tackles brave<br />

topics, publications like Slate have<br />

written articles calling it the most<br />

sexist game of all time. And there is<br />

truth to that. Catherine isn’t afraid to<br />

take the worst female stereotypes<br />

and milk them until only the barest<br />

silhouettes remain. Perhaps the<br />

opening paragraph of this piece<br />

should be amended: If videogames<br />

were a physical realm, women would<br />

be welcome, but only if they were<br />

subservient and do everything that<br />

men want. n<br />

More great features at gamesradar.com/oxm<br />

the official xbox magazine


extra<br />

why I love...<br />

vIRGINIA’S<br />

SIleNT SToRy<br />

If words are cheap, the makers of Virginia are the richest of all,<br />

telling a gorgeous story with no need for dialogue kimberley ballard<br />

Publisher 505 Games / develoPer Variable state / format xbox one / release date september 2016<br />

090<br />

the official xbox maGazine


In classical Latin,<br />

an ‘expression’<br />

denotes an action<br />

of ‘pressing out’,<br />

or of a ‘projection’.<br />

In late Latin, it<br />

also represents<br />

‘vividness’. It was only in the 15th<br />

century that ‘expression’ became<br />

synonymous with ‘putting into words’.<br />

This is a shame, because too often,<br />

expression is only seen as the act<br />

of speaking. In cinema and games,<br />

characters must say how they feel,<br />

because how are we expected to<br />

know otherwise? The only expression<br />

that really counts is the kind that<br />

comes wrapped in quotation marks.<br />

The debut game from Jonathan<br />

Burroughs eschews this obvious form<br />

of expression, creating a mysterious,<br />

multilayered narrative with a complete<br />

absence of dialogue. Instead of what<br />

characters say, it becomes what they<br />

don’t. And instead of the words that<br />

come out of their mouths, it becomes<br />

a nuanced study of body language,<br />

facial features, and what simmers<br />

quietly beneath the surface. It’s a<br />

bold move in a culture that relies on<br />

dialogue as a tool of understanding.<br />

At the time of its release, Virginia<br />

was divisive: Tantalising critics<br />

who applauded its similarities to<br />

Twin Peaks and art-house style of<br />

storytelling, while alienating players<br />

who found it long-winded and<br />

pompous. But beneath Variable<br />

State’s arguably contrarian<br />

approach to videogames is<br />

an experience you won’t<br />

find elsewhere.<br />

When Virginia begins,<br />

we’re introduced to<br />

the main character,<br />

Anne Tarver, during a<br />

formative moment: She’s<br />

about to graduate from the<br />

FBI Academy to become a fully<br />

fledged agent. From a single scene,<br />

we know she is riddled with doubt<br />

and insecurity. But how? All we have<br />

is her blank expression as she stares<br />

into a mirror and puts on her lipstick.<br />

But there is much to unravel. Make-up<br />

means artifice. The act of applying<br />

make-up could be like putting on a<br />

mask, either for protection or to try to<br />

convince others she is someone else.<br />

It’s curious that on a day where she<br />

animate<br />

your fate<br />

The game’s low-poly art<br />

style was inspired by Glen<br />

Keane, who helped create<br />

a variety of Disney movies.<br />

Fitting, as Virginia plays<br />

out like a fairy tale.<br />

“Their relationship isn’t<br />

sexual but it is intimate,<br />

their feelings unfurling<br />

in basements and cars”<br />

should be celebrating, Anne lingers in<br />

the bathroom, alone and dejected.<br />

In the next scene, it’s years later,<br />

and Anne is travelling from Virginia<br />

to investigate the disappearance of<br />

a young boy in the town of Kingdom.<br />

Despite the jump in years, the game<br />

is perfumed with loneliness. We know<br />

from Anne’s empty, airy apartment that<br />

she lives alone. Her rumpled bed exists<br />

for one person, and she navigates<br />

every location alone, whether it’s<br />

a long ride in an elevator or a slow<br />

descent to a parking garage.<br />

In a game without words,<br />

every object is ripe with<br />

symbolism. A locket with<br />

a picture inside becomes<br />

armor, of guarding<br />

someone against our<br />

heart. The recurring<br />

image of a dead bird<br />

becomes about fragility;<br />

the death of innocence.<br />

And the pursuit for a lost<br />

child becomes about the search for<br />

self. Colors, which typically denote<br />

emotion, also have a role to play.<br />

Anne believes something is bubbling<br />

in Kingdom, a mystery that is as red<br />

as blood and fierce as rage, which is<br />

pierced with an ice blue: a melancholy<br />

that tinges every scene.<br />

For the investigation, Anne is paired<br />

with an older and more experienced<br />

agent, Maria Halpernin. A brittle enigma<br />

ABOVE Sitting<br />

in diners alone<br />

and drinking<br />

coffee is very<br />

in fashion.<br />

who treats Anne frostily, she reluctantly<br />

begins to thaw as friendship develops.<br />

Anne and Maria are two misfits who<br />

over the course of the game become<br />

a single entity. Their relationship isn’t<br />

sexual, but it is intimate, their feelings<br />

unfurling in small, tight spaces like<br />

basements and cars. Driving back and<br />

forth to Kingdom means being in a<br />

state of constant transit, and so each<br />

woman becomes the other’s constant.<br />

Their cocoon is shattered, however,<br />

when Maria discovers Anne has been<br />

investigating her: a betrayal that cracks<br />

them in two. What is fractured cannot<br />

be brought together again.<br />

Broken dreams<br />

This relationship becomes the silent<br />

but pulsating heart of Virginia. And the<br />

lack of words between the two women<br />

is telling. You get the impression that<br />

bruises bloom where their tongues<br />

should be: They can’t speak because if<br />

they could, they’d be screaming.<br />

Expression, then, isn’t what these<br />

characters say, but what their actions<br />

reveal. The state of Virginia itself is<br />

an expression: Not a land mass, but a<br />

metaphysical land of wishes, dreams,<br />

longing, and regret. Accentuated<br />

by Lyndon Holland and his gorgeous<br />

soundtrack, Anne fills the landscape<br />

with how she feels, and it ripples<br />

around her with tumultuous force.<br />

Despite a staunch divide in opinion,<br />

critics and players loved to pick apart<br />

Virginia’s final act, where present and<br />

future crash together in an extended,<br />

dreamlike sequence. It’s striking, yes,<br />

but it’s the quiet moments that sing:<br />

The recurring image of a clock ticking<br />

down a life, an apartment that ripples<br />

with loneliness, and eveyday objects<br />

that become portals into the heart. n<br />

091<br />

More great features at gamesradar.com/oxm<br />

the official xbox maGazine


092<br />

5greatest<br />

doggos in<br />

XboX<br />

History<br />

Who’s a good boy? You are! Yes, you are! There with you through<br />

thick and thin, looking adorable while sniffing out explosives.<br />

These are they very best good boys on <strong>Xbox</strong> Daniella lucas<br />

The official XboX magazine


extra<br />

15<br />

Dinki-Di—MaD Max<br />

The wastelands can be a harsh place, what<br />

with the endless sand, and pretty much<br />

everyone you meet wanting to kill you for no<br />

reason, so it’s nice to find a companion that’ll<br />

accept you, no matter how many people you<br />

murder or how badly your breath smells of dog<br />

food. Heck, it probably even helps that all you<br />

have to eat is ancient tins of canine chow, as<br />

it means you’ll have something in common<br />

with the lovable scruffbag that is Dinki-Di.<br />

Just as long as you don’t take his dinner or<br />

tug on his tail, that is. He’ll even sniff out<br />

mines for you if you manage to find him. He is<br />

the very definition of a good boy.<br />

14<br />

PoMPiDou—Life is<br />

strange<br />

Not all dogs have it easy, and some have<br />

had it really tough. Take poor Pompidou,<br />

who was rescued from a life of dogfighting<br />

by Frank, and now lives with him<br />

in his trailer. While he’ll never be your<br />

companion, he’s fiercely loyal to Frank,<br />

and is often misunderstood. He may<br />

try to bite you, but he’s only trying to<br />

protect his owner—you can’t hold that<br />

against him after everything he’s been<br />

through. Tread carefully or you might end<br />

up hurting this pupper even if you didn’t<br />

mean to, and we’ll never talk to you<br />

again. You puppy-treading monster.<br />

13<br />

rePeDe—taLes of<br />

VesPeria<br />

Not only does this wuff-wuff<br />

make for an excellent member<br />

of your fighting party by<br />

dishing out some cool<br />

backflips and knife<br />

strikes, he also<br />

smokes a pipe. He’s<br />

so fast that he can<br />

steal items from<br />

opponents for<br />

the benefit of<br />

the party, and is<br />

as loyal as they<br />

come. That pipe<br />

and blade he uses in<br />

combat are mementos<br />

of his former owner, who<br />

died in battle. Now he’s<br />

best buds with the game’s<br />

main hero, Yuri, and while<br />

he might not appreciate<br />

strangers trying to pet<br />

him, he’s very good<br />

with children.<br />

12<br />

Dog—<br />

starDew VaLLey<br />

Want to know how to make an idyllic<br />

farm life even better? Get a dog. A pooch<br />

will turn up on your doorstep pretty early<br />

on in Spring to keep you company while<br />

you harvest your first crop of turnips.<br />

While he can’t do much except roam<br />

around your farm barking and looking<br />

cute, you can still top up his water bowl<br />

and pet it lovingly every day. It’ll even<br />

curl up by the fire as night time draws<br />

in, or if it’s stormy outside. It might just<br />

be a handful of pixels, but he still packs<br />

plenty of personality, and makes your go<br />

at farm life cosier.<br />

11<br />

uMbra—<br />

finaL fantasy xV<br />

Cute, great for cuddling, and can magically<br />

travel insane distances to deliver messages—<br />

Umbra has it all. Acting as the go-between for<br />

Prince Noctis and his Oracle fiancé Lunafreya,<br />

he carries a lovers’ notebook so they can<br />

pass notes to each other instead of using<br />

the phone like normal people. Then he really<br />

steps it up a notch when the world starts<br />

falling apart by helping you travel through<br />

time to explore earlier areas of the game,<br />

which is especially handy if you need to do<br />

some level grinding before the last section. If<br />

that’s not a good boy, we don’t know what is.<br />

10<br />

shaDow—<br />

DeaD to rights<br />

Who needs a human partner to help<br />

you do all of your police work when you<br />

have a dog like Shadow at your side?<br />

He doesn’t have the thumbs to help<br />

with the administrative side of things,<br />

but he is capable of helping you in a<br />

fight. You can command him to attack,<br />

or go for the stealthy, silent takedown<br />

approach by ripping out the throats of<br />

unsuspecting bad guys. Or he can go<br />

for the testicles. Lovely. To be fair, he’s<br />

also really good at playing fetch… with<br />

weapons, so you can kill even more<br />

nasty types. Truly he is a best friend.<br />

093<br />

More great features at gamesradar.com/oxm<br />

The official XboX magazine


extra<br />

09<br />

riLey—<br />

CaLL of Duty: ghosts<br />

Being part of an elite military squad can be<br />

tough, with all that shooting and running<br />

around, so thankfully Riley is on hand to<br />

provide support and slobbery kisses. Able to<br />

sniff out explosives so you don’t hurt yourself,<br />

he’s incredibly handy to have around, and<br />

always looks cute. You can control him<br />

remotely via his little tech backpack to scout<br />

out ahead of you, and he’s even been known<br />

to take down helicopters by ripping the pilot<br />

from their seat. He also likes to ride shotgun<br />

in tanks. That’s one well-trained pupper who<br />

deserves a day in the doggy spa!<br />

08<br />

Meeko—skyriM<br />

All of the best dogs seem to come with<br />

sad stories that only make us love them<br />

more. Meeko can be found near his dead<br />

owner’s shack faithfully guarding his<br />

corpse. The poor, big-eyed fluffbag is<br />

all alone, and only someone completely<br />

heartless would leave him behind and<br />

not take him on as a friend. Aside from<br />

companionship, he proves his worth by<br />

helping you out on your travels, even if<br />

he does have a bad habit of trying to trip<br />

you up by blocking doorways and picking<br />

fights with dragons. It’s impossible to<br />

stay mad at his droopy face.<br />

07<br />

Dog—fabLe 2<br />

There’s no stronger bond than between a<br />

child and their waggly tailed chum growing up<br />

together, even if the kid does grow up to be<br />

a bit of a dick. Fable 2 gives you the perfect<br />

example of this—you meet an adorable furry<br />

scamp when you’re a kid during the intro<br />

sequence, and he remains at your side for<br />

the entirety of the game, sniffing out loot<br />

and helping you take down bad guys. Your<br />

doggy friend will always look up to you and<br />

adore you, no matter how evil and scarred<br />

you become. It’s part of what makes dogs the<br />

best creatures on the planet (sorry cat fans,<br />

but it’s time to accept the truth).<br />

094<br />

06<br />

sif—Dark souLs ii<br />

Know what’s better than a dog? More<br />

dog. The bigger they are, the more<br />

surface area for chin scritches and<br />

belly-rubbing. Sif is as big as they come,<br />

and would be the best dog for cuddling<br />

if only she didn’t have to kill you. Sorry<br />

about that. It’s not her fault, though,<br />

because she’s actually protecting the<br />

grave of Artorias, so is attacking you out<br />

of duty. It’s not her fault that it leaves<br />

you bloodied and possibly dead. It’s<br />

particularly guilt-inducing when she<br />

starts limping and you realize what<br />

you’re doing to this majestic beast. Poor<br />

doggo, you really deserved better.<br />

05<br />

ChoP—gta V<br />

He’s one of the more slobbery entries in this<br />

list, but Chop more than makes up for his<br />

drool by being a great companion for Franklin.<br />

The mean streets of Los Santos are made far<br />

better with Chop trotting at your side, helping<br />

you out in any unwanted fights, and riding<br />

in the passenger seat of any car you take a<br />

fancy to. Best of all, he knows how to play<br />

a proper game of fetch if you have the right<br />

item, and will actually bring a ball back for<br />

you to pick up and throw again. You can also<br />

customize his collar with your phone. So why<br />

don’t you put the guns down and relish the<br />

best things in life with Chop by your side?<br />

04<br />

Dog—haLf-Life 2<br />

Okay, so this one falls more at the<br />

metallic, robot end of the pupper scale,<br />

which doesn’t make him very good for<br />

petting unless you want a palmful of<br />

rust, but he’s got bags of character,<br />

and a sweet demeanor. If he had a<br />

tail, he’d be wagging it constantly. He<br />

wants nothing more than to please you,<br />

which is just super sweet, and he often<br />

goes above and beyond by throwing<br />

cars at handfuls of enemies at a time.<br />

He’s also incredibly loyal to your good<br />

friend and sidekick Alyx despite his<br />

superior strength. What a good boy! Now<br />

please take out all our enemies.<br />

The official XboX magazine


03<br />

Mabari war hounD—<br />

Dragon age: origins<br />

It’s fun to have party members that you can flirt with and romance<br />

while out on adventures, but do you know what’s even better than<br />

the love and touch of your fellow man? Doggos. Some advice from<br />

your kindly and knowledgeable OXM pals: Replace a human entirely in<br />

Dragon Age: Origins by taking a friendly war hound with you instead.<br />

He’ll fight just as hard as the others, and give you some nice ‘kisses’<br />

too. No need to worry now if Morrigan or Alistair shun your advances,<br />

your pup will have you back all the way to the Deep Roads.<br />

02<br />

DogMeat—faLLout<br />

The only way you can make a normal dog even better than it<br />

already is by giving it an outfit. Dogmeat’s fetching red neckerchief<br />

is what nets him the second spot on this list. That<br />

and his constant companionship in the ghoul-filled wastes of the<br />

post-apocalypse. He’s exceptionally handy at retrieving items for<br />

you from far-away places, and will always approve of your actions,<br />

no matter how malicious or manipulative you can be. He’ll even help<br />

you out in fights. Make sure you build him a little house of his own<br />

in your settlement, even if its only purpose is to make him look even<br />

more adorable when he’s napping in it. Sweet, sweet dogmeat, we<br />

only wish we could craft him some more neckerchiefs.<br />

095<br />

01<br />

D-Dog—MetaL<br />

gear soLiD V<br />

It was tough, but thanks to his darling little eye<br />

patch and all-round sweet visage, D-Dog is<br />

officially the top dog on <strong>Xbox</strong>. Not only is he a<br />

dab-hand at taking down or distracting guards<br />

for you, he also sniffs out all possible enemies<br />

before you can see them yourself, and he’s got<br />

his own sneaking suit, complete with silicon<br />

dog mittens and safety goggles to match yours.<br />

What a fashionable babe! Okay, sure, D-Horse can<br />

defecate on command (eww), and Quiet can snipe<br />

enemies on your behalf, but D-Dog is still the best<br />

of the MGSV companions due to sheer nose power<br />

alone. Stuck in a sandstorm and can’t even see<br />

the base you’re trying to infiltrate? No problem for<br />

D-Dog—he’ll sniff out every last guard and mark<br />

them on the screen for you so you’re know what<br />

you’re dealing with. He’s also not afraid to tell you<br />

that you stink when you haven’t showered in a<br />

while by covering his poor little schnoz. That’s true<br />

friendship! Truly he is the best of the good boys, so<br />

you better not fight us on this, readers. n<br />

More great features at gamesradar.com/oxm<br />

The official XboX magazine


096<br />

directories<br />

games<br />

01<br />

02<br />

03<br />

04<br />

05<br />

extra<br />

Games, films and television—everything you need<br />

for the ultimate <strong>Xbox</strong> One experience<br />

The WiTcher 3:<br />

Wild hunT<br />

Publisher bandai namco<br />

Hearts Of Stone and Blood And Wine<br />

have made an already outstanding RPG<br />

unmissable. One of the most authentic,<br />

entertaining game worlds ever.<br />

Defining MoMent Geralt at a wedding;<br />

cue hilarity, menace and light jigging.<br />

Grand ThefT auTo V<br />

Publisher RockstaR games<br />

Brutal and beautiful in equal measures,<br />

GTA V is so rich in size, scope and<br />

spectacle it’s hard to believe it was<br />

originally built for <strong>Xbox</strong> 360.<br />

Defining MoMent Warping into the<br />

skin of Trevor—only to find he’s<br />

drunk-driving a helicopter.<br />

dark SoulS iii<br />

Publisher bandai namco<br />

Get over the initial difficulty hump,<br />

and you’re rewarded with a combat<br />

system that gives you unparalleled<br />

opportunities to express yourself.<br />

Defining MoMent Taking down a<br />

monstrosity the size of a state school<br />

using reflexes and ingenuity alone.<br />

BaTTlefield 1<br />

Publisher electRonic aRts<br />

Alongside a surprisingly affecting<br />

single-player campaign comes one<br />

of the most robust and satisfying<br />

multiplayer offerings on <strong>Xbox</strong> One.<br />

Brave and unforgettable.<br />

Defining MoMent Your first, last-ditch<br />

bayonet-charge kill. Have it.<br />

oVerWaTch<br />

Publisher blizzaRd enteRtainment<br />

Blizzard decides to have a go at<br />

making a multiplayer shooter, and<br />

somehow ends up creating one of<br />

the best since Team Fortress 2. Just<br />

beginner’s luck? We doubt it.<br />

Defining MoMent Getting your first<br />

Play of the Game!<br />

the ten best xbox one gaMes<br />

06<br />

07<br />

08<br />

09<br />

10<br />

TiTanfall 2<br />

Publisher Respawn enteRtainmentea<br />

This sequel to the ace (but multiplayeronly)<br />

game compensates with arguably<br />

one of the best solo FPS campaigns<br />

ever. It’s a wall-running, doublejumping,<br />

mech-punching delight.<br />

Defining MoMent Scoring a kill and<br />

$5,000 in Bounty Hunt multiplayer.<br />

diShonored 2<br />

Publisher aRkane studios<br />

This supernatural stealth-em-up is a<br />

superb action game and a landmark<br />

work of videogame world building<br />

wrapped up in a sumptuous art style.<br />

Defining MoMent Exploring Karnaca’s<br />

shifting clockwork mansion and finding<br />

your way between the walls.<br />

GearS of War 4<br />

Publisher micRosoft studios<br />

A soft reboot that respects what made<br />

Gears great, then introduces new<br />

threats and surprises for the best game<br />

since GOW 2. An essential entry for<br />

Gear-heads and newcomers alike.<br />

Defining MoMent Fighting Swarm in the<br />

storm during the peaks of Act 4.<br />

inSide<br />

Publisher playdead<br />

In this eerie, enigmatic side-scroller, a<br />

small boy must survive a strange world<br />

of robots, puppet-people, and worst of<br />

all: Adults. Discover what happened to<br />

his world while trying to survive.<br />

Defining MoMent When our hero finds a<br />

head device that can control people.<br />

hiTman<br />

Publisher io inteRactive<br />

IO’s flashy reboot adds mystery and<br />

menace to Hitman’s bag of tricks. Each<br />

episode takes place in a different city,<br />

and each hit is more challenging.<br />

Easily the best Hitman game yet.<br />

Defining MoMent Breaking into a<br />

high-tech hospital in Hokkaido.<br />

read The full xBox one reVieWS aT GameSradar.com/oxm<br />

the official xbox magazine


films<br />

the best filMs anD tv in May<br />

television<br />

OXM teaM<br />

chOice<br />

The nice GuyS<br />

for fans of Boogie Nights, L.A Confidential<br />

Neo-noir meets slapstick comedy in this<br />

bonkers buddy comedy set in ‘70s L.A.<br />

Embracing the skeezy underbelly of the<br />

Hollywood hills, Ryan Gosling and Russell<br />

Crowe star as two private detectives who<br />

set out to find a missing teenage girl.<br />

The BfG<br />

for fans of Roald Dahl, classic Spielberg<br />

Steven Spielberg has enchanted children for<br />

years, but his adaptation of the Roald Dahl<br />

book is one of his best films yet. With softly<br />

spoken Shakespearean actor Mark Rylance<br />

as the gentle giant, The BFG has the power<br />

to spook and delight viewers of all ages.<br />

BeTTer call Saul S3<br />

for fans of Breaking Bad, acrid desert<br />

The third season of Better Call Saul reunites<br />

us with Slippin’ Jimmy and his mischievous<br />

antics pre-Breaking Bad. As Jimmy tries to<br />

keep his legal practice afloat, Mike tracks<br />

down the men who have been trying to kill<br />

him after their showdown in season two.<br />

BiG liTTle lieS<br />

for fans of Top of the Lake, Weeds<br />

A clutch of amazing actresses, including<br />

Nicole Kidman and Reese Witherspoon, star<br />

as housewives in a wealthy neighborhood<br />

that simmers with dark secrets. HBO is no<br />

stranger to provocative dramas, but this is<br />

especially thorny and fantastic.<br />

The BeST GameS<br />

We’re playinG and<br />

Why We loVe Them<br />

Dani’s choice<br />

loST odySSey<br />

I picked this<br />

classic up in a<br />

sale, so I’ve be<br />

relearning just<br />

how brilliant it is for the time.<br />

You play an immortal called<br />

Kain, who’s lost his memory,<br />

and has to retreieve it while<br />

fighting for the planet!<br />

Tickled<br />

for fans of Louis Theroux, Catfish<br />

Sometimes niche subjects can be the most<br />

interesting. This breakout documentary<br />

from New Zealand journalist David Farrier<br />

delves into the sport of “competitive<br />

endurance tickling”, which spins into a<br />

study of fetishism, wealth, and corruption.<br />

paTerSon<br />

for fans of Frances Ha<br />

The coolest filmmaker on the planet follows<br />

up his vampire love story with this tender<br />

portrait of a bus driver who yearns to be a<br />

poet. It’s proof once more that Jarmusch is<br />

the king of the misfits, and that Adam Driver<br />

is one of our greatest American actors.<br />

The GeT doWn S2<br />

for fans of West Side Story<br />

Baz Luhrmann returns to the streets of<br />

Harlem for the second part of The Get Down,<br />

dubbed the most expensive show in history<br />

at $16 million an episode. Slick, stylish, and<br />

irresistible, the show celebrates ‘70s pop<br />

culture, hip-hop and coming of age.<br />

The lizzie Borden<br />

chronicleS<br />

for fans of American Horror Story<br />

The real-life Lizzie Borden became horror<br />

royalty after being accused of butchering her<br />

father and stepmother with an axe. Who<br />

better to play her in this wickedly funny biopic<br />

than the queen of indie, Christina Ricci?<br />

Kimberley’s<br />

choice<br />

alien<br />

iSolaTion<br />

I’ve been playing<br />

Alien Isolation for<br />

the first time, and trying not to<br />

pee myself as I creep around,<br />

hiding from desperate humans,<br />

really mean androids and that<br />

gross, sticky Xenomorph. Urgh.<br />

097<br />

The ShalloWS<br />

for fans of Movie monsters<br />

Touted as this generation’s Jaws, The<br />

Shallows sees Blake Lively escape to the<br />

tropics, only to find a nightmare of teeth<br />

beneath the waves. The epitome of a<br />

summer popcorn movie, it’s also a master<br />

work of tension that spills over into terror.<br />

don’T BreaThe<br />

for fans of Green Room, The Good Neighbor<br />

You thought elderly people were frail? Well<br />

guess again. One of the biggest horror films<br />

of 2016, Don’t Breathe subverts tropes<br />

brilliantly: a gang of teens break into a blind<br />

man’s house, but the tables are turned and<br />

the pensioner starts picking them off.<br />

american honey<br />

for fans of Road trip movies<br />

Follow Star, a teenager with nothing to lose,<br />

as she joins a magazine sales team in a trip<br />

across the US. Lead actress Sasha Lane was<br />

found by director Andrea Arnold sunbathing<br />

on a beach during Spring Break; this is her<br />

movie debut, and she is a revelation.<br />

24: leGacy<br />

for fans of Homeland, Prison Break<br />

24 gets a fresh lick of paint in this spin-off<br />

sequel that finally shelves Jack Bauer. The<br />

mechanics are the same—the show plays<br />

out in real time—except it’s been shorn<br />

from 24 episodes to 12. Leaner and better<br />

for it, Legacy could revive a stale series.<br />

James’<br />

choice<br />

hiTman<br />

I’ve played every<br />

Hitman game<br />

since the 2000<br />

original and been comically bad<br />

at each and every one. At this<br />

point, I just dutifully boot up<br />

each game to check I’m still<br />

terrible, then sigh and depart.<br />

for more film and TV reVieWS, ViSiT GameSradar.com<br />

more great features at gamesradar.com/oxm<br />

the official xbox magazine


oxm out<br />

the disc slot<br />

They make the games we love, but what do they play<br />

for fun? We ask developers to pick their faves from<br />

<strong>Xbox</strong> history. This month: Gavin Price<br />

098<br />

Gavin Price<br />

Creative Lead at<br />

Playtonic Games<br />

Gavin’s been<br />

compelling animals<br />

to jump, bound, and<br />

leap for our pleasure<br />

and amusement<br />

since the 90s, when<br />

he worked on the<br />

Banjo-Kazooie<br />

series at Rare. These<br />

days, he’s creative<br />

lead at the studio<br />

responsible for<br />

Banjo’s successor:<br />

Yooka-Laylee.<br />

[4]<br />

Oddworld: Stranger’s Wrath [1] gave shooters<br />

a massive creative kick up the ass. It was<br />

beautiful, funny and uniquely odd. My wife loved it<br />

too: It’s the only game she’s ever sat and watched<br />

me play through. I thought The Orange Box was<br />

just fantastic: Not only did it give me my first taste<br />

of the incredible Half-Life series [2], it added in<br />

more content that could have justified the price<br />

alone (I’m looking at you, near-perfect Portal!)<br />

Thirdly, I have big respect for Braid [3], not only<br />

as a wonderful game, but for playing a huge part in<br />

bringing independently created and digital content<br />

to the fore among console users. It helped change<br />

the perception of indie titles and how we buy<br />

all games forever. A Halo game has to be in my<br />

list, and for me Halo 3: ODST [4] created some<br />

excellent memories. The way it let me explore a<br />

hub world and tell its story… it makes me pine<br />

for a sequel and an ‘all-in’ metroidvania-style<br />

Halo game. Next up is Fez [5], which I couldn’t<br />

put down not because of its gorgeous art style or<br />

world-spinning gameplay, but for the genius of its<br />

level design and flow that kept me moving forwards<br />

and deeper into its labyrinth and not letting me go.<br />

Lastly, I’d like to mention Rare Replay [6]: It not<br />

only covers so many cherished memories as both<br />

a young gamer and developer but also sets a high<br />

bar for how to show retro-compilations love with<br />

incredible production values beyond expectations.<br />

[1]<br />

[2]<br />

[3]<br />

[5]<br />

Love this issue? the next one wiLL be Ready foR you on June 27<br />

the offiCiaL xbox maGazine<br />

more great features at gamesradar.com/oxm


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