Bethesda Showed Too Much Doom And Lost Me Entirely With Its Outdated Shooter Mechanics


Bethesda finally unveiled what the new Doom would look like running on the id Tech 6 engine, and to be honest I feel that during their press conference they showed off just a little too much of their new shooter. The initial single player gameplay felt too scripted with the way that the gun moved giving off that it was floating in the air and didn’t feel grounded, the way that many Hollywood movies rely on CGI to create large scripted events not taking into account ‘gravity’.

The chainsaw segment was a nice nostalgic touch but with the limited animations and it being overused, it wore off quickly. Your game needs more then blood, guts and gore to convince me to fork out to buy it and enjoy it. There’s only so much action I can take and so many bodies I can mutilate before the gimmick grows tiresome. It’s what Doom 3 was criticised for the further you got in the game, repetitive combat and less than average AI.

What was shown excited the crowd but when they showed even more single player content this time in Hell I was bored, annoyed and not excited for it anymore.

I was shown too much in such a short time frame.

The above embedded tweet just goes to show how bland Hell looks in Doom at this moment in time of its development, I’m sure that closer to release and after countless fans voicing their opinions, more colour would be added but for the moment it looks more like Doom 3. Gears of War faced the exact same criticism for being too grey, Doom right now looks too brown.

Whilst that’s not necessarily a bad thing, it doesn’t help to sell me on this new Doom.

During the conference those in the background screaming and clamoring during the chainsaw gameplay weren’t all media and mainly those that waited in line for hours to get a last minute no show ticket. They’re excited for the game and I get that, it’s Doom, it’s gory and brutal but it’s a tired shooter in a generation where they’re evolving to a point where being a run and gun shooting game anymore doesn’t cut it.

From the press release, multiplayer in Doom is the main feature I’m looking forward to. Frantic fast-paced arena action with classic and new modes introduced into the fray. Coupled with SnapMap which is Doom’s new easy to use level builder, this is what will sell the game to me. Endless hours of creating the ultimate level, not needing any expertise in map building.

Editing levels on the fly putting other gamers experience to the test. More of this and less generic single player gameplay.

Return of id Multiplayer

Dominate your opponents in DOOM’s signature, fast-paced arena-style combat. In both classic and all-new game modes, annihilate your enemies utilizing your personal blend of skill, powerful weapons, vertical movement, and unique power-ups that allow you to play as a demon

Endless Possibilities

DOOM SnapMap – a powerful, but easy-to-use game and level editor – allows for limitless gameplay experiences on every platform.  Without any previous experience or special expertise, any player can quickly and easily snap together and visually customize maps, add pre-defined or completely custom gameplay, and even edit game logic to create new modes.  Instantly play your creation, share it with a friend, or make it available to players around the world – all in-game with the push of a button.

The closer we get to the game’s release, the more that’ll be unveiled and I sincerely hope that id software have more to show that isn’t just a sawn-off shotgun and a chainsaw gunning down countless enemies who appear from thin air to just stand there and take a beating. Doom 3 was criticised for a lot back in 2004 (Forgiven that 11 years ago the same tech available today wasn’t back then) but let’s hope that in the 11 years since, let’s hope the fans and critics thoughts were taken on board to bring Doom into a new generation of gamers and consoles, because looking pretty doesn’t cut it anymore.

Worms World Party Remastered Revealed Running at 1080P and 60FPS


Team 17 announced earlier today in time for E3 2015, that they shall be re-releasing Worms World Party in a remastered form. Now featuring a slew of new features such as 1080p graphics, 60fps, new sounds and online leaderboards, these are set to entice new comers to the series and also keep old fans happy.

Keeping the appealing humour, entertainment and the addictive game-play along with adding controller support it seems that Team 17 want to make a push to bring this franchise back into the limelight. Up to 6 players can take part in the multiplayer mode with over 20 multiplayer missions where a player can team up with a buddy. It seems that many are up in arms about this remastered deeming it as unnecessary and would have rather seen more features added or an older game with the treatment.

Worms World Party Remastered is releasing ONLY on PC on the 8th July for just £10.99 / $14.99 / 12,99 €.

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OXCGN’s Project Cars Review


Project Cars is the ultimate racing-simulator for the current generation. It’s racing expectations hit you in the face from the moment you ‘press start’. And it is definitely not a game for everyone.

From the very beginning Project Cars feels like it assumes players come from an automotive background and would know their way around its complex menu’s. The lack of explanation provided in some areas can offer a confusing experience. I’m afraid that many people may form their own opinion on Slightly Mad Studios game before they have even pulled the right trigger to accelerate.

Take Career mode for example, players are immediately given access to the entire range of career modes on offer, from Go-Karting to Formula One, the freedom here is greatly appreciated.

However, many players will be completely lost as to where they want to begin, because Project Cars’ menus can explain things very poorly. The career modes offer no explanation besides a small logo/graphic of the type of race they will be involved in, so hopefully you can decipher them.

Once you think you have it right and press that A button – you’re locked into that Career type. No back button to change your mind.

But the good news is that you can run multiple careers at the same time. The downside is you’ll need to fill out your driver profile details for every time you want to investigate a new career mode. This may get quite tiring if you’re a naive car gamer just looking to find a race with a Nissan GTR.

Did I say Nissan GTR? Sorry, it doesn’t exist in the world of Project Cars. Nor do many other popular brands that you would imagine would exist in racing games of today. No Lamborghini, no Ferrari, no Subaru and no Nissan are just examples off the top of my head.

I feel this is a huge deal breaker for any car enthusiasts wanting to race in a similar car that they own in real life.

One great piece of news for Australia is the Bathurst track is featured here, but don’t expect any Australian cars. I image the latter part just caused you to slide your Forza disc back into your disc tray. By the time you make it into your first race hopefully you’ve left all your Forza knowledge locked up outside. Forget it all. Project Cars is a true test of skill, and by far it is the most unforgiving and raw racing experiences on the current generation consoles so far.

Project Cars is like learning to play an instrument, it’s a frustrating test of willpower until one day when you just pick it up and it just works. Along the way you will get penalised for touching the grass, love tapping other cars and just general loss of control. The game offers an insane level of customisation for your driver preference. From its difficulty, to tuning your car, to even the location of everything on your heads up display. For those true racing-sim fans – paradise. But everyone else, I must ask, how long do you want to be in menu’s compared to actually driving the cars?

There is so much driver preference customisation you may feel disadvantaged by just wanting to come home from a long days work and have a few quick races before dinner.

Forgetting Career mode, I found a much more enjoyable experience simply using the quick race feature found from the home screen. Simply pick any car and any track and off you go. I felt this was a great way to experience all that the game offered and was a much quicker learning process than from career mode.

In the brief time I’ve spent in multiplayer a large portion was waiting for matchmaking to work. Finding a specific game type with a similar class of car was a test of patience.  After waiting for 10+ minutes I finally was placed in a match that was already in progress and lasted 30 seconds before ending.

After that test, I used the quick match option featured from the home screen. Which was not quick at all, but substantially shorter than the earlier 10 minute wait. The result was a race against a completely random collection cars and classes. Was it a race? not really, in fact it was more of a test of who could stay on the track for the longest.

Multiplayer is a testament to the difficulty of this game. Forget the battle to the podium simply trying to reach 1 lap with no major incident is hard, whether your fault or not someone will stack and crash into you. In fact in one match, I had a player stack their car right at the pit lane exit and every player crashed one after another.

If you’re the type of enthusiast who hears the title ‘Project Cars’ and thinks of Dad working on his rusty 69′ Camaro for years until it’s restored to glory. Think again. In fact there is really no vehicle customisation available in the game at all, the cars are all already at ‘race spec’. If that type of project is your thing then walk away right now.

Graphically the cars look fantastic and very realistic, the amount of different camera angles to choose from is appreciated and really suggests they have thought about exactly what this niche group of gamers would want. Slow the car’s down and look at the environments and perhaps they’re a bit blurry but who cares you’re supposed to be going fast!

TL;DR

Project Car’s is a raw racing-simulator experience. And expect just that. This game is for the niche that have been dying for a true  racing simulator. If you can overlook the lack of vehicle-customisation and lack of cars on offer there may be a home here to truly test your skills. If you have the patience and invest the time you will find a considerably strong racing-sim that I’m sure will grow stronger as the months go by.

Project Cars is available now on Xbox One, PS4, and coming soon to Wii U and PC.

Pros:

  • Ultra Realistic Racing
  • Realistic Physics
  • Graphics
  • Niche game many have been wanting

Cons:

  • Ultra Realistic Racing
  • Lack of cars to choose
  • Matchmaking needs improvement.

For the casual racing gamers:

6/10

For the racing simulator fans:

8.5/10

OXCGN’s Battlefield Hardline Campaign Review


Playing the police in a video game removes some of the core conflict resolution strategies first person shooters have come to rely on; when killing everything that moves is not your first option and the notion of playing the ‘good guy’ informs the decisions you must make game designers have the potential to change the dynamic of a shooter and favour a more nuanced approach to conflict. Battlefield Hardline is not the game to do this. What EA has delivered is a 5 hour snore fest devoid of any real personality or memorable qualities.

Hardline begins with Nick Mendoza, an ex-cop dressed in a prisoner’s uniform as he travels back to jail. Conveniently, we are given a flashback detailing the events leading to this point. Spoiler alert Nick hasn’t has the best luck whilst on the job, but with his new partner Khai Minh Dao how could anything else go wrong?

The story is separated into ten episodes with a “previously on” montage to refresh your memory as you head into the next episode. I always enjoy these little refreshers and it would be good to see this mechanic used more often in video games.

During each episode, buddy-cop movie and detective-show clichés are used instead of an original or imaginative story making the whole campaign dull. The dialogue is atrociously simple and each line is delivered with little to no passion. The characters are bland and lack any ounce of personality beyond their poorly constructed and stereotypical shells. The only time a little emotion was shown was when they randomly mention that Nick’s mother had died, after a brief and I stress brief moment to reflect on this loss we are thrown back into the action and his mother is never mentioned again.

Since it’s just a Battlefield campaign I thought that at least the action and gameplay would make up for a dull story… but I was dead wrong.

Car chases, explosions and shootouts provide little stimulation, as they all feel completely artificial. Each scene is extensively choreographed and you act like a puppet moving on to the next scene whilst you sacrifice your own enjoyment. I’ll even admit that, sometimes, I would just run past groups of bad guys to start the next cut scene so I could get past all the tedious, boring fights.

It also feels weird that the game encourages you to be super-stealthy all the time. You gain zero experience running and gunning but this is what you’d typically do during a Battlefield game! I understand it adds to the authentic police story experience but I just wanted to feel my blood pumping, not snooze while I subdue enemies with my infinite amount of handcuffs.

There is no way I could recommend playing the Battlefield Hardline campaign. It tried to be original but succumbed to the tedious clichés and stereotypes found in an average police drama. It had no “wow” action moments and makes me wish I didn’t waste the five hours of my life it took to complete it.

TL;DR

Battlefield Hardline suffers from bad writing, clichés and stereotypes as well as dull gameplay that will bore you to sleep. The campaign offers nothing special and nothing fun, overall this is a  negative experience that just felt like a waste of time.

Pros:

  • It tried

Cons:

  • Simple dialogue
  • Riddled with clichés and stereotypes
  • Boring action and gameplay

5/10

This Xbox One review copy was provided by EA Australia. 

Battling the Hype Monster: 5 Things We’d Change About Evolve


Evolve is a game that needs no introduction, from the trailers at every gaming media event to the ads plastered across buses this game has had a lot of press coverage. The game also comes from a legendary pedigree with Turtle Rock Studios; the team behind Left 4 Dead, at the helm of the project. However with all this media attention and a winning team driving the project is the game any good? Further will it revitalise team-based shooters the way Left 4 Dead did before it?

In answer to the first question, yes, the game is good, the environments are lush, the character models are interesting and the game is fun to play. However I feel like there is a ways to go before this game becomes worthy of the hype it generated.

So here are 5 things I would change about Evolve.

1: Nerf the Wraith!

The wraith is a force of nature, it is fast, it deals an extreme amount of damage and did I mention it’s fast, the teleporting flurry of blades that is the wraith is a formidable enemy at my stage but all too often it can wipe and entire team in a matter of minutes.

Evolve Wraith

2: Rescue points should not beam the survivors up instantly

Rescue is one of the more difficult match types to play as a monster, the mode is entirely geared towards the hunters especially the drop zone points the players must escort rescued settlers to. These points activate and score points for the hunters as soon as a revived settler touches the pad, there is no cool down there is no waiting so long as you slip past a monster and hit the pad you score the points, now perhaps if saving 10 or 20 settlers was required then this could make sense but you only need to rescue around 5 survivors to win the match. Further the monster starts in stage 1, adding an even larger advantage to the hunters.

3: Levelling tiers prevents me from playing the way I want

To level a hunter in evolve you must achieve the requirements for each item at that particular star level. Taking Maggie as an example you cannot earn points towards the second star level of the SMG until you have levelled all of the items at star level 1. This means that you are forced to devote time to levelling some skills whilst progress with other items is halted. I would have preferred if each item had its own independent levelling system so if you deal a heap of damage with the SMG first you can continue to level it independently of your pet Daisy or the harpoon gun.

Evolve Evolution

4: Evolution should change the nature of the monster more

I think the Goliath should start out fast with low health and slow down as it gains levels and health. The Goliath is obviously a tanking type monster it is huge and uses its physicality to inflict damage it is basically Godzilla. How interesting would the game be if in the early stages the Goliath was fast? Imagine if Evolving involved the trade off of speed for health, at the moment the goal is to Evolve as fast as possible but only increase your power, health and armour, the overall mechanics of the Goliath remain the same you still jump as high and move as quickly I wanted the team at Turtle Rock to think about the process of evolution and the benefits and trade offs of changing your form rather than making evolution simply a means to raise your health and DPS.

5: Give the player some control over Daisy

To progress from 2 to 3 stars, as Maggie players must perform 10 revives with Daisy. Daisy operates automatically and will often come to the rescue of a fallen team mate however if you are going to measure the number of revives she performs without giving the player any control over her then what is the point of using this as a hurdle for progression. The game has a point of interest system so players can highlight interesting or dangerous things in the environment so why not use this to give passive commands to Daisy such as assist at the point of interest?

Evolve Daisy

Halo 5: Guardians Editions Revealed With Multiplayer Beta Starting Today


The quest of the hunter and the hunted has begun as today marks the kickoff of the Halo 5: Guardians Multiplayer Beta, giving fans around the world their first taste of the next evolution of Halo combat. Xbox have also revealed the details on various editions of Halo 5: Guardians that will be available to preorder. With the three pre-order editions available to choose from, fans can reserve a copy of Halo 5:Guardians, plus exclusive content:

Standard Edition

The standard edition is set to retail for US$59.99 which includes Halo 5: Guardians plus an exclusive poster, limited-quantity offer at participating retailers, only available to those who pre-order.

Halo 5 Guardians

Limited Edition

With everything in the standard edition plus new digital content to enhance Spartan combat and exclusive items wrapped in a uniquely designed steel book, the limited edition will be retailing for US$99.99.

Halo_5_Guardians_Limited_Edition

Limited Collector’s Edition

The limited collector’s edition will include everything in the limited edition as well as additional content such as a commemorative numbered statue designed by 343 Industries which will be going for US$249.99. This edition is available only through EB Games in Australia and is priced at AU$329.95. 343 Industries will be releasing more details on the design at a later date.

Halo_5_Guardians_Collectors_Edition

The Halo 5: Guardians Multiplayer Beta is focused on 4v4 Arena multiplayer and is built upon Halo’s legacy as the definitive arena shooter. The beta represents a small insight on what they have planned for the multiplayer in Halo 5: Guardians. Fans who purchased Halo: The Master Chief Collection have access to the Halo 5: Guardians Multiplayer Beta starting today through to 18 January 2015. Halo: Nightfall and Halo: The Master Chief Collection content unlocked in the Halo 5: Guardians Multiplayer Beta can be carried over to Halo 5: Guardians when it officially launches in fall 2015.

Launching in fall 2015 exclusively on Xbox One, Halo 5: Guardians continues the story of the Master Chief, and introduces a brand new central character to the Halo universe, Spartan Locke. Peace is shattered when colony worlds are unexpectedly attacked. And when humanity’s greatest hero goes missing, Spartan Locke is tasked with hunting the Master Chief and solving a mystery that threatens the entire galaxy.

Huge Gallery of Screenshots Direct from Halo 5: Guardians Beta


With the Halo 5: Guardians multiplayer beta in full swing for those who were granted access to it this weekend, we took some direct in-game screenshots of what ever we could to show you all. From the menu, to the options, characters, customisation, weapons, and multiplayer maps that are available. Everyone this weekend only has access to Week 1 content, so when the beta officially launches over its 3 week period, players in Week 2 and 3 will have access to more content.

For now enjoy the every growing gallery that will get updated as we move on with more weapons, gameplay and other goodies when newer content is made available. Note that this beta is running in 720p 60FPS and NOT 1080p which 343 have stated the game will run. That’s why the screens look quite pixelated because these were capture in 1080p. Also to note, half of these images were saved in .JPEG format as to lower bandwidth. Each image in its original .PNG format weighed in at 2 mb, so that everyone can enjoy these images and not have to wait for them to load we converted them. The game is very pixelated at this point obviously because it runs at a lower resolution so don’t fret.

Main Menu:

Customisation Options:

Weapons:

Assault Rifle:

Magnum:

DMR:

SMG:

Battle Rifle:

Prophet’s Bane:

Multiplayer Maps:

Truth:

Empire:

Misc:

12 Minutes of Halo 5: Guardians Multiplayer Beta Menu Music


Being apart of the Xbox Dashboard Preview Program on the Xbox One, we alongside hundreds maybe thousands around the world were invited to participate in an early access multiplayer beta for Halo 5: Guardians this weekend. Apparently the beta wasn’t going to be available for download until 3 hours before it actually went live, but it looks like Microsoft decided to let people download almost right after receiving their message on Xbox Live.

I did the only thing I could do whilst waiting for it to go live and record the music in the menu, before you can actually do anything. Enjoy the ear-infecting goodness of what is a taste of what’s to come. Be sure to look back over the coming days and throughout the week here at OXCGN, where we shall be posting various content to do with the beta from muliplayer.