- Final Fantasy VII Remake –
3 March [PS4 Exclusive]
- Cyberpunk 2077 – 16 April [PS4,
Xbox One, PC]
- The Last of Us Part II – 29 May [PS4 Exclusive]
Sunday, 5 January 2020
Great Games in Early 2020
Tuesday, 11 November 2014
Preview: Dragon Age: Inquisition
Friday, 13 June 2014
Dragon Age: Inquisition, E3 news
Thursday, 24 April 2014
Dragon Age: Inquisition out in October
Sunday, 30 March 2014
Dragon Age: Inquisition – more info
Tuesday, 4 March 2014
Early Thoughts on Kingdom Come: Deliverance
Monday, 8 October 2012
XCOM preview
Thursday, 17 May 2012
Dragon's Dogma Preview
Friday, 21 October 2011
Preview: Skyrim
I’d intended to leave the preview until a week beforehand, however, I’m thinking of going on a hiatus from following the game to stop myself seeing any more spoilers and, as there’s tons of info and clearly high interest, I thought I’d post it now. For those concerned about spoilers, I’m going to make the bulk of this preview very low on them. I’ll put the small section with significant spoilers at the end, and clearly flag it up beforehand so that the game’s not ruined for anyone.
So, with that clear, let’s begin.
Character creation and customisation
As before, the same 10 races and 2 genders are available for the player’s character. The races are Altmer, Dunmer, Bosmer, Orc, Khajiit, Argonian, Imperial, Nord, Breton and Redguard. The character creator seems to have been greatly improved both in terms of options and in terms of the characters looking more realistic than in Oblivion. Particularly pleasing is the ability to alter the character’s body, with a skinny to brawny slider.
Stats have been abolished, so there’s no Strength or Agility and so on. Health, Magic and Stamina remain, and the number of skill groups have been slightly cut from 21 to 18, and also rejigged somewhat. Encumbrance will be less of an issue (it sounds like there’s a more generous amount of weight you can carry compared to the previous game) and if you go over the limit you can still move but at a greatly reduced speed, which is a change for the better.
The levelling system of Oblivion (one of my few major dislikes of the game) has been abandoned and a new, improved system utilised. It’s highly similar to Fallout 3, with perks given at each level increase, sometimes capped by character or skill level. Skills level up as you use them.
Third person has been made a lot better (admittedly, that’s not all that hard given Oblivion’s clunky third person), with smoother animations (different for the genders), and with some unique animations for the beast races.
You will not be able to alter your appearance in-game.
User Interface (UI)
I have slightly mixed views about the new UI. From what I’ve seen it does appear to be much more user friendly than Oblivion’s, and I love the fact that every single item can now be viewed in three-dimensions. However, it seems slightly odd that you cannot now see your character in the menu screen, so presumably we’ll have to look at some clothing/armour, equip it, quit the menu, see how it looks in third person and then keep or get rid of it.
The map is three-dimensional and looks either like a super SatNav or a dragon’s eye view of Skyrim. It’s my understanding that just about everything in the HUD can be turned on or off and the opacity varied (so, you can get rid of quest markers, roam around without a compass and so on). Whilst I doubt I’ll change too much I do like the option to choose.
Combat
Ah, combat. I’ll split this into mini-sections for each archetype (warrior, mage, rogue).
Warrior:
The least changed of the approaches, in my view. Blunt and Blade skills are now replaced with One-handed Weapons and Two-handed Weapons, which I think makes more sense. You can also equip two one-handed weapons for dual-wielding combat, or mix and match with a one-handed weapon and shield/torch/staff [NB bows are two-handed, and have a separate skill-set]. However, I don’t think you can block whilst dual-wielding which seems, er, abnormal and a little bit stupid. Swings are generally slower and seem to have more impact, and I believe it’s possible to wound multiple enemies with a single swing. Shields can be used in a more offensive way than in Oblivion.
Mage:
This has been hugely changed from Oblivion. Spells are now equipped, like weapons, to each hand. So, the keys are for the left and right hands, and you’ll swing a sword or unleash a flamethrower according to what you have equipped. It’s also possible to equip the same spell in both hands and (if you have a certain perk, which is needed for some but not all spells) you’ll perform a super-powered version of that spell. Spells can be put in one-hand and weapons in the other, giving your character a battlemage feel and this seems to be a pretty strong play style from the limited viewing available.
Rogue:
Archery also seems to have been improved a lot for Skyrim. Arrows are now scarcer, but do more damage, and I read that the old Oblivion trick of walking backwards and firing arrows at the enemy charging you does not work any longer. The new rogue skills look quite good, and daggers get a hefty bonus when it comes to backstabbing unwary enemies.
There are also dragon shouts (like ultra-powered spells) which take a great deal of effort to learn and are equipped, I think, in a special slot which is also used for certain special racial abilities (rather than the left or right hand). Learning a dragon shout requires slaying of the aforementioned creatures as well as knowledge of dragon words from walls scattered throughout the game.
Crafting and manual labour
There are three major crafting areas, which have their own skill-sets, and a number of minor ones. The major crafts are alchemy, smithing, and enchanting.
Alchemy in Oblivion was an easy way to raise money and/or bump up a certain stat. In Skyrim it will also enable you to brew potions and poisons and use an even wider range of ingredients to do so. However, you can only do this at an alchemical laboratory, not whilst meandering around the countryside.
Smithing is new and sort of replaces the degradation of weapons and armour which now does not occur (some people like this absence, others don’t, personally I’m ambivalent). Anyway, a smith is able to enhance weapons or armour, or create them. The perks available improve the quality of creations or enables the player to use more exotic materials to make their weapons and armour.
Enchanting can be used to add magical bonuses to armour, weapons and clothing. As in Oblivion, enchantment requires the use of soul gems. You can pay others to do it for you, and, as with the above skills, it can only be done at a location specifically set aside for enchantment. I look forward to transforming a lump of gold into a nugget of purest green.
Minor crafts don’t need any sort of skill and involve doing basic work for money (or other advantages). Woodcutting is self-explanatory, mining likewise (you can, I would guess, keep the stuff you mine for use in the smithy) and cooking is perhaps the most interesting. You can find foodstuffs and improve them by just cooking an ingredient or combining them (into stew, for example) which then gives an almost potion-like bonus. Cooking requires a special cook-fire, which are scattered throughout Skyrim, and sounds like a small but nifty idea.
Sounds (voice-acting and music)
The number of voice-actors has been increased to more than 70, which is excellent news both for everyone who got irritated by recognising voices all over Oblivion and for the poor voice-actors who must have worked their socks off for bloody months. Ahem.
Most people will have heard Max Von Sydow (he speaks during the first trailer), who plays Esbern, one of the last Blades. Numerous actors from previous games return (happily including the chap who voiced Lucian Lachance) and are joined by Christopher Plummer, Joan Allen and others.
The music has been composed by Jeremy Soule, who also provided the scores for Morrowind and Oblivion. Most of the music is new, although one or two tracks from those earlier games have been heard during preview videos.
Here’s a fantastic piano version of the main theme which I found a little while ago:
World
In geographical size (square miles) it’s basically the same as Oblivion. However, the mountainous nature of Skyrim means that it will appear larger than Cyrodiil. In addition, there will be more points of interest. It’s unclear just how many dungeons there are, however, they have been designed on a far more individual and less identikit manner compared to the predecessor game. Dungeons will typically last from 15 minutes to 2 hours.
There are a smaller number of big cities than in Cyrodiil, but the cities are larger than their Oblivion counterparts. There are also more middle-sized towns and a greater number of villages and hamlets.
Children are included, which I think a mistake. It’s meant to be more immersive, but (unlike the vast majority of adult NPCs) they can’t be killed. That’s understandable, as I’m sure the creators would not be thrilled with child massacres in their game, but, that being so, why include kids at all? Bah.
Anyway, almost all adults can be killed (if you kill a shopkeeper sometimes they’ll be replaced by a relative). Because Skyrim is breaking up, not unlike a crumbly chocolate chip muffin, there’s no one justice system, but nine separate holds. So, you could commit rampant murder in one hold and then run off to another and be free as a bird. Early entertaining bugs, such as chickens reporting crimes to the guards, have hopefully been fixed. Incidentally, if you commit a crime and then murder the witnesses the bounty on your head will disappear.
A few adults cannot be killed by other NPCs but can by yourself, and a few cannot be killed at all.
As with Fallout 3 and Oblivion, you can have a companion (including at least one animal companion) follow you around and helping you out. In addition, you can get married (same-sex marriage is possible), although there are no frisky videos, and your husband/wife can act as a companion.
Buyable houses are back, though there isn’t tons of detail beyond the ability to buy furnishings for them (presumably including a chest or two for storing tons of items).
Factions make a return, with one each for warriors, mages and rogues (Companions, College of Winterhold and the Thieves Guild). There are also some juicy new factions, including the Legion and the Stormcloaks (rebels). Perhaps the best faction news is that the Dark Brotherhood make a very welcome return. There may also be a few other minor factions, and sometimes the faction quest line will continue even after you become the leader.
Unlike Fallout 3, the game will continue once the main quest is completed.
Right, that’s the low spoiler section over with. If you keep reading you’ll find out more information regarding stuff I consider to be pretty big spoilers.
The return of vampires has been confirmed. However, werewolves will not be in the main game, although there is talk of it possibly being made available through DLC.
There are only 10 playable races but there are some additional non-playable ones in the game. Giants are well-known, but there are also thought to be Falmer (snow elves) who look pretty ugly and the machine-like relics of the Dwemer (dwarves, essentially) in some of their ruins. It’s highly unlikely we’ll see an actual Dwemer as they all disappeared (then again, that’s what was supposed to have happened to the Falmer).
In recently released videos a new dragon shout was officially announced, which sounds like it may be the coolest of them all. Late in the game, it’s possible to become allied to a specific dragon. After this, when outdoors, you can call and the dragon will fly to you from wherever in Skyrim he is and help you out.
Thaddeus
Thursday, 26 May 2011
Early preview: Skyrim
Tuesday, 3 May 2011
Forthcoming games: LA Noire and Hunted: The Demon’s Forge
There are a pair of potentially great games coming out in the near future. These are Rockstar’s LA Noire (20 May) and Bethesda’s Hunted: The Demon’s Forge (3 June).
LA Noire sounds fascinating. It’s set in America shortly after the Second World War, with the protagonist playing a rozzer. The policeman’s role varies from patrolling the streets to investigating murder and vice, and given Rockstar’s prolonged experience with the likes of Grand Theft Auto the world is likely to be large, interactive and well-made.
Investigations look to be complex, with a keen eye for clues and judgement calls when interrogating witnesses and suspects yielding additional information. Bad calls could see potential avenues of information closed off.
However, that’s not the biggest reason to look at buying LA Noire. I’m a huge fan of voice acting, and have been since MGS when Cam Clarke and David Hayter played as Liquid and Solid Snake. LA Noire offers another step up from this, with visual acting. New animation technology allows actors’ faces to be accurately reproduced using the game’s graphics. What this means is that when you question someone you can really sense their guilt or innocence based upon both their voice and their face. If this is as good as it sounds it could mark a big step forward for games.
Of course, other games (DA2, for example) do feature emotive faces, incorporating eye muscle movements in smiles and wrinkled brows, but LA Noire does sound a cut above that.
The world and its premise sound intriguing, though I do wonder just replayable such a game will be.
Hunted: The Demon’s Forge is a completely different kettle of fish. It seeks to blend the power and sophistication of modern gaming with the old school charm of dungeon crawling. Interestingly, it features a pair of protagonists, sexy elf lady E’lara and hulking Caddoc. The former wields a bow and attacks from range using her weapon or magic, the latter is a typical sword and board warrior.
The two are always present, so if you play solo the computer controls the other character (you can pick and stick with one or flit between the two). It sounds similar to the Uncharted series, except that you get to play as one of two characters rather than being just the one. Naturally, you can get a friend to play the other role.
E’lara and Caddoc can heal one another or perform combo attacks, harking back to ye olden days of games like Phantasy Star IV (I’ll be writing a retro-review of that this month).
Hunted also includes The Crucible, which is a level designer. I remember Tenchu’s (I forget if it was in 2 or 3), and that was as user friendly as Lego, so if The Crucible is anywhere near as good it should be enjoyable and easy to use with the added bonus of being able to share created levels with friends.
Looming in the middle distance is Skyrim, due out in November. I’m really looking forward to that, but it’s some way off for now.
I’m still playing F1 2010, so I’m not going to get either of the above games upon release. I’ll be keeping a beady eye on the prices and reviews though.
Thaddeus
Tuesday, 1 March 2011
Dragon Age 2 preview
After a pretty short space of time, the next instalment in Dragon Age (cunningly entitled Dragon Age 2) is set for release. The game comes out on 8 March for the US and 11 March for the UK. It’s available on PC, Mac, PS3 and Xbox 360.
I really enjoyed Dragon Age: Origins (DA:O), the first game in the Dragon Age world. This preview, in common with reviews I’ve done, will be as light on spoilers as possible whilst still offering quite a bit of information.
The areas covered are: character creator, companions, mechanics (battle/speech system etc), locations, DLC.
Character Creator
The DA:O creator was pretty good, but it did have the odd flaw. Beards on humans, for example, would instantly render the face gaunter than Grand Moff Tarkin. The new creator boasts an increased number of hairstyles, eye colours (which will be more discernible) and allow you to play as default Hawke (the protagonist, who can be male or female) with or without the trademark blood smear. However, gone are the options of playing as an elf or a dwarf. You must be human.
There’s also an indirect improvement with the creator, which is the effect upon Hawke’s family. In DA:O, there was the potential for, er, questionable parentage. (See http://www.peasanthovel.com/2010/10/life-is-awkward-for-ebony-cousland/).
In DA2, the change is twofold. Firstly, your family’s faces alter based on the preset face you opt for. It also takes account of the skin colour you choose, so there should be a pretty wide range of familial faces and Hawke should avoid any embarrassing doubts about his or her parentage.
Companions
The four-man party (including Hawke) returns. In DA2, a number of old faces make returns, alongside new characters. Happily, the excellent banter of DA:O is back, and when not in the party characters have lives of their own, living apart from Hawke.
Bethany and Carver: Bethany is a mage, and Hawke’s little sister. She and Carver (a warrior) are twins, and Hawke’s first companions.
Aveline: A lady warrior who fights with a sword and shield. Very much a goody two shoes.
Anders: Yes, the mage from Awakenings returns (though it’s unclear whether Ser Pounce-a-lot will be with him). I won’t spoil it, but he’s substantially different (in what sounds like a good way).
Fenris: The mandatory bisexual and rather violent elf, formerly a slave to a Tevinter.
Isabela: The same Isabela, but with a different appearance and voice actress, to the one seen in The Pearl during DA:O. As you might expect, she’s a bit nice, but also a bit naughty.
Merrill: Another DA:O returnee, she was a brief companion during the Dalish Elf Origin story (the Keeper’s assistant). This time elves have substantially different appearances and Merrill also has another voice actress, who may be familiar to those into British sci-fi.
Varric: A dwarf without a beard is blasphemy indeed. Oh well. He does have a nifty crossbow, and is the narrator of the story.
Sebastian: DLC character. An archer and a nobleman displeased by his declining fortunes.
Mechanics
There has been much grumbling about the altered battle system. I haven’t played the demo, but my understanding is this: it’s a bit faster. That’s the primary change, and a good one.
Cool down on healing potions/spells has been increased quite a bit, which will make killing foes quickly even more important. Mages are as strong as they were before and the other two classes have been improved.
Skills are now learnt along a web rather than in a linear fashion. So, you might buy a single spell and upgrade it twice, or you could buy three separate spells. There’s greater freedom and it seems like a good idea.
Some character items can be altered, and Hawke’s helmet-visibility can be toggled on and off, but the companion clothing/armour cannot be altered outside of the plot.
A big change is that Hawke is now a voiced rather than silent protagonist. This has led to a dialogue wheel, whereby a summary of what he will say is provided rather than the full text.
Another change for the better is that the companion relationship system has been improved. For a start, the days of giving tons of present to become more popular are gone. Gifts are still around but they’re fewer and companion-specific. In addition, you can become a friend or a rival to a companion, and the latter is not necessarily a bad thing. This should help get rid of the incentive to make decisions based on what will prove popular with your companions.
Locations
Aside from an early bit of the game, it takes place in the Free Marches (medieval England meets Greek city states), more specifically the city of Kirkwall. There are various parts to the city and occasional excursions beyond it. However, the way the story progresses is based on time, not geography. This is a radical departure from DA:O and most other RPGs, and could work brilliantly if well-executed.
It reminds me a bit of FFXII (the last FF I bought) when the excellent political storyline involving the judges and Archadia was not fully developed. Hopefully that won’t be the case in DA2.
An important shift is that the story progresses as a framed narrative (think Princess Bride). So, it’s told in distinct segments of time. I’ve read that it’ll be made very clear when a time shift is about to occur to stop people accidentally ending a chapter when they’ve still got stuff they want to do.
DLC
I must be honest and say I really dislike DLC. It’s not just that I don’t have a wireless connection, but the idea that parts of the game are held back and then charged for. If I buy a game, I want everything included in the box.
Admittedly, firms must try and prevent or reduce piracy, and this sort of thing may work. It also prolongs game longevity and player engagement.
Anyway, as I wrote above, there’s another DLC character (I especially dislike this kind of DLC), Sebastian the rogue. There are also a number of items available, and I imagine there will be some post-release DLC such as Awakenings.
One of the coolest DLC items is an in-game character editor, though I’m unsure whether this will affect the appearance of Bethany/Carver.
I’m rather looking forward to this game. Later in the year Hunted: The Demon’s Forge looks potentially very good, and Skyrim may just be trouser-explodingly fantastic in November.
Thaddeus


















