In all honesty, there are perhaps too many games launching in 2016, far too many that look good enough to demand the hard earned coins from our tatty looking wallets that barely hold enough to buy sufficient food for us to live off of. As such then, I thought it might be best to draw up a short list of those key indie titles that look appealing enough to perhaps compete with the very long list of AAA titles that are being released this year. I made a conscious effort to avoid any that were being published by a team other than the developer, which ruled out the likes of Three One Zero’s Adr1ft (published by 505 Games) and ColdWood Interactive’s gorgeous looking Unravel (EA) to name but two of them. Please be aware that there are still many other fantastic looking indie releases coming this year, and if you want to raise awareness of these, please don’t hesitate to heap praise upon your top prospects for this year in the comments, on Facebook and on Twitter… Continue reading
This latest generation of consoles is quickly becoming recognised for the constant influx of previously released titles that are receiving re-releases on them, these offer varying levels of additional work being carried out on them in order to keep them attractive for gamers interested in seeing their new hardware given more of a strenuous workout. With the next crop of big new releases falling further and further away from us (Remedy’s Quantum Break being the latest victim, falling back to next year), this glut of rehashes doesn’t look like it’s a trend that’s going away anytime soon, so, with that in mind, I look at some of the best games yet to receive this treatment, and explain why I think they should be propping up the dilapidated 2015 release schedule. Continue reading
Former LFG stalwart James Paton returns to tell us about what, in his view, was the pinnacle of gaming journalism – Sega Saturn Magazine…
Pope John Paul II said, whilst making an impassioned speech to the Italian Corps. Diplomatique, “War is not always inevitable, it is always a defeat for humanity”, and of the many wars waged across the expanse of human history, there are none for which this appeal is as applicable, as it is to the two Great Wars through which human suffering was taken to its furthest possible extreme. With this is mind, and with 2014 being the centenary of the start of the First World War, Ubisoft Montpellier has seen fit to remind us of the senseless violence, the human cost, of the war between 1914 and 1918 with its UbiArt framework powered, Valiant Hearts: The Great War.
Microsoft brought, rather expectedly, a strong emphasis on games to their E3 press briefing on June 9th, and whilst the line-up was predictably covered by a strong collection of AAA system sellers, such as Forza Horizon, Halo and Assassin’s Creed, there was a newly found desire to move past the inevitable array of sales dominating sequels towards something new and inventive, something that can only be truly discovered through the current swathe of upcoming indie games. Included among them, was a rather stylish looking shoot ‘em up from a small, five man team working out of such far afield places as Oakville (Ontario), Regina (Saskatchewan), New York (NY) and even Romania . I am, of course, referring to the gorgeous looking, Cuphead, from Studio MDHR.
A common theme throughout this series of articles has been the presence of Sonic Team, and once again they feature here. This surely highlights the incredibly talented and inventive studio that they once were, before losing several key members (including Yuji Naka), and succumbed to churning out near endless sub-standard Sonic the Hedgehog titles with neither a whit of quality control or indeed, effort. However, fourteen years ago, this was not the case, and after giving Sega a flagship Sonic title in the form of Sonic Adventure (his first and best 3D outing), and the brilliant puzzle game, Chu Chu Rocket, they served up another forward thinking piece of game design, with the incredible, Phantasy Star Online.
It has now been twenty-two years since the original Mario Kart powered its way into the hearts of gamers across the world on the SNES, with its winning formula of combat racing and familiar Nintendo characters, making it an instant classic and one of the finest multiplayer games ever created. Now though, Nintendo bring this classic series to the Wii U, presenting the first ever Mario Kart game to feature HD visuals, but putting its graphical upgrades aside, does the tried and tested gameplay still hold up today? And is it really the game that Wii U owners have been waiting on?
Crytek make their debut into the free to play market with the release of their stylish FPS, Warface. Yet the arena of the military shooter is a very crowded one, and outside of the interesting co-operative elements that-at least in part-define it, does Crytek’s latest do enough to drag your attention away from the game’s big budget brethren?
I have been writing a lot recently about the many creative and technical successes that Sega had throughout the tenure of their last two home consoles, and this-coupled with the recent discussion of the Mass Effect series-brought me towards the interesting, yet only recently celebrated option, of importing a save file into a game in order to impart some level of influence upon the overall story arc. I cannot state for certain when this was first implemented, or by whom, but as far as I am concerned, the first instance of its successful implementation occurred way back in 1998 in a criminally underrated, yet seminal RPG for the Sega Saturn. This feature, that was the impetus for my train of thought, is one of the key components that initially made Mass Effect such a wonderful concept, and the recipient of substantial critical acclaim. Spurred on by this, I naturally wanted to revisit this landmark RPG title, so that I might see how well it stands up today.