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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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Daniella Lucas<br />
Deputy editor<br />
Jedi master Dani<br />
ordered a Chinese<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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that George Michael<br />
didn’t feature in Steve’s<br />
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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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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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play now<br />
on xbox one<br />
backwards<br />
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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 />
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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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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 />
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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 />
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