Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Thursday, 2 October 2014

Watch_Dogs review


4 stars

The promise of a GTA base with a geeky hacking topping has had Stuff’s excitement receptors tingling for a while, but does Watch_Dogs really deliver?
And as if that wasn’t enough, you even get a smattering of seamless multiplayer that sees other players invade your game for some spontaneous cat-and-mouse action. It’s a recipe that should whet any console gamer’s appetite, especially any of a geeky persuasion.
Perhaps expecting the game to deliver on all of that promise was an expectation too far, but we can't help but feel a little disappointed with the end result despite some clearly awesome elements.

BIG BROTHER IS WATCHING

Watch_Dogs - Big Brother is Watching 2Watch_Dogs - Big Brother is Watching 3
Watch_Dogs is set in a near-future Chicago where the city is under constant surveillance. Citizens’ smartphones are tapped, their private lives monitored via their computers and the streets scanned by CCTV. Sounds more present day than near future to us but we’ll let that slide.
But while most citizens are oblivious to the networked intrusion, Watch_Dogs gives you the chance to become the renegade hacker Aiden Pearce, a man who lives outside the grid and wants to exact revenge on the shadowy people who killed his niece. Preferably by infiltrating their computer networks before gunning them down. Think Die Hard with a computer science degree. No, not Die Hard 4.0 – that really doesn’t count.

CHICAGOLAND

While Watch_Dogs’ open-world Chicago is an approximation rather than an exact recreation, it’s still an impressive playground. The world stretches from The Loop, where overhead rail lines wind through the skyscrapers, to the ganglands of South Side and small towns on the city edge, all rendered in enough detail to match Grand Theft Auto V.
Watch_Dogs game review
While it doesn’t quite feel as alive as Rockstar’s virtual cities, Aiden’s ability to hack into the smartphones of passers-by and snoop in on their conversations about last night's date or what they're having for tea helps bring the citizens to life - as does watching people whip out their smartphones to take snaps of nearby car crashes.

EVERYONE'S A HACKER

Watch_Dogs’ take on the Windy City isn’t just there for eye candy: the ability to hack its infrastructure is integral to the game. At the touch of a button, Aiden can - among other things - hack traffic lights to cause car crashes, cause steam pipes to explode, or raise and lower the city’s many bridges.
Watch_Dogs game review
He can also take control of CCTV, jumping from camera to camera, which is great for scouting out enemies and then using hacks to cause their own grenades to explode or freak them out by making doors open and close as if controlled by a ghost.
But while the hacking is good fun, its use is often rather prescribed and lacking the freedom for really creative use. That’s a shame for a game that’s sold that element as the cornerstone of the experience.
AIDEN PEARCE: HOLLOW MAN
The game is filled with an almost overwhelming range of side missions that span everything from car races to hacking into communications towers, and on to taking insane ‘digital trips’ that include bouncing around the city on giant flowers or blowing everything up using a giant, mechanised spider-tank.
These are fun distractions but there’s a nagging sense of disappointment to the main campaign. There are plenty of good missions within it but the characters grate. Aiden is moody and self-pitying to an unlikeable degree, while his female hacker pal is ripped straight from the pages of The Girl With the Dragon Tattoo.
It’s also disappointing that a game billed as a thinking man’s Grand Theft Auto (a game that we’d argue actually has a great deal of depth) has almost nothing to say about the surveillance state it portrays. In the end this is all surface and contradiction, which would probably be fine if Ubisoft hadn't hinted at far deeper commentary in all of its marketing hype.

HOW TO HACK FRIENDS AND TAIL PEOPLE

When it comes to multiplayer action Watch_Dogs does an admirable job of weaving it into the main game, with two modes standing out in particular: one-on-one tailing and the hacking challenges are cat-and-mouse-like modes involving one player having to sneakily track or hack another player, who in turn has to discover and kill their attacker before time runs out to win.
It’s tense and enjoyable, and the option to launch a retaliation against players who beat you is tempting, although we suspect the novelty will fade before long and the multiplayer clashes of the freeroaming mode are unlikely to have a much longer life. Once you've finished the main story and polished off the GPS-marked side missions (around 30 hours by our reckoning) you're unlikely to find yourself playing on.

WATCH_DOGS VERDICT

Watch_Dogs promised big and while it doesn't quite match the level of expectation surrounding it, it's not far off.
Its version of Chicago is impressive, the cat-and-mouse multiplayer livens things up and the gunplay, hacking and driving provide good, solid fun.
But the lack of freedom in how to approach some missions and the unlikable main character seriously detract from the good stuff. The end result is not quite the game we were hoping for, but go in with slightly lowered expectations and this is still an experience packed with enjoyable action.

APPYCRUNCH says

Watch_Dogs

Watch_Dogs isn't quite the masterpiece we were expecting and craving, but it is a solid actioner worthy of your time
Watch_Dogs playstation Xbox console PC game review
4 stars
From £35.00
Impressive recreation of Chicago
Strong hacking, shooting and driving action
Huge amounts to do and see
Aiden Pearce is a whinger
Occasionally disappointingly restrictive
GRAPHICS
DESIGN
DEPTH
ADDICTIVENESS
OMG!
WTF?

Dark Souls II review

4 stars
It’s unquestionably the toughest RPG of this, or any other, generation – so what is it that makes Dark Souls II so damn essential?
How do you follow up an adventure often described as the hardest game ever made? Why, by dropping you, a cursed hero, into the mystical land of Drangleic and letting you figure everything out for yourself, of course.
Dark Souls II in an unapologetically old school action-RPG by acclaimed Japanese developer From Software, which offers little in the way of prompts or tutorials. The only way to learn is to die, then die again. In short: you’re on your own. In detail: you’re on your own, and completely screwed.

HERO QUEST

KnightmareDungeons & Dragons, Ian Livingstone choose-your-own-adventure books:Dark Souls II is the modern embodiment of these classic role-playing favourites. With one vital twist: you need to be a borderline sadomasochist to enjoy it. This is Livingstone without numbers, D&D without dice, Knightmare without falsetto guides screeching spells and doing their best blind-leading-the-blind impressions.
You choose a character class, and can amass an array of items and spells to help you along the way. But even when kitted out with the best armour, sharpest sword, or most powerful magic, combat remains merciless. I died 11 times in my first 90 minutes with the game, too many to count thereafter.  Sounds fun, right?

TO DIE FOR

The weird thing is, death is kind of fun. Partly because it’s the only way to improve - by learning enemy locations and behaviour patterns in a manner that hasn’t been necessary since the heyday of Spectrums and C64s. But also because you lose ‘souls’ (the game’s currency, basically) on every death, and can only retrieve them by retracing your steps to where you last perished.
Get there and touch your bloodstain, and all is restored. Fail, and said lost ‘souls’ are gone forever. This mechanic lends an intensity to every step you take (pipe down, Sting), and also makes every victory – from successfully hunting down a bloodstain to seeing off a variety of preposterously-OTT bosses – all the more rewarding.

PSYCHIATRIC HORDE

Exploration and conversation take up a huge portion of the game and aren’t nearly as soul-destroying (literally or metaphorically) as combat. Some NPC discussions lead to puzzles such as tracking down keys to locked doors, others are left to your own interpretation, yet in both cases they provide a welcome relief from the coffin-nail-tough monster mashing.
Dark Souls II review
And searching the almost countless number of wonderfully atmospheric environments – barren woodland, monumental palaces, dimly-lit lairs, sun-kissed cliff tops, so many more – only becomes more enchanting as you flesh out your inventory. OCD completionists will be in their element. I should know – I am one, and seeking out meaningless (but so pretty!) trinkets in gloomy caverns became one of my favourite elements of the game.
DODGY JEWELLERY
The appeal to noobs with emo alter-egos should be clear, but returning players who’ve beaten Dark Souls 1 and want a greater challenge are catered for, too. The more you die, the more your life bar shrinks (note to those noobs: carry a Human Effigy from the outset to restore health). Plus there are items you can purchase to make the game even more difficult.
For instance, it’s fitting that the Redeye Ring sounds like street slang for haemorrhoids: it makes your character even more easily detectable to enemies, so is guaranteed to repeatedly leave his backside raw. A brilliant find – if you’re the type of person who enjoys plunging sewing needles into voodoo dolls. Of yourself.

EYE SPY

Dark Souls II looks magnificent throughout, to the point that I sometimes forgot I was playing on PS3 rather than next-gen. Mo-capped animations eliminate the rigidity often found in the original, light and darkness are manipulated in ways that startle with wonder at times and unsettle through fear at others, and even deaths look weirdly satisfying.
Dark Souls II review
One of my personal highlights is being catapulted off a cliff by a pack of wild dogs, like something out of a Will Ferrell movie. Comic moments are few, but they’re critical in preventing you from just giving up when a scythe-wielding bag of bones slices through you for the umpteenth time.

DARK SOULS II VERDICT

As good as adventuring gets on current-gen, in terms of exploring a fantasy world packed with unconventional enemies and comic-book-inspired locations – but one for only the most patient of minds.
From Software has created unquestionably the most challenging game around; but the few dedicated enough to survive it will also find it one of, if not the, most rewarding.

APPYCRUNCH says

Dark Souls II

The new yardstick in trial-and-error adventuring, you haven’t lived until Dark Souls II has killed you a hundred times. Twisted, unrelenting genius
Dark Souls II review
4 stars
£40.00
‘What in the LORD is that?’ enemy design
Packing your inventory is an obsessive compulsive’s dream
Incredibly realised, immersive RPG world
As tough as tough can be
GRAPHICS
DESIGN
DEPTH
ADDICTIVENESS
OMG!
WTF?

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