Monday, 12 October 2015

Star Wars Battlefront BETA - Review

Callum Munro


 UNDERSTAND THIS IS A BETA AND IS NOT A FINISHED PRODUCT. PLEASE DO NOT SEND YOUR TEARS TO ME. THANKS.


My reviews are split into 3 sections that are rated out of 10, CONCEPT (The aim/idea/plot of the game), VISUALS (What the game looks like), GAMEPLAY (How the game plays and how fun it is).

Here it is guys, the first taste of DICE's highly anticipated Star Wars Battlefront is here in the form of an online BETA. The BETA was released yesterday (08/10/15) and battlefront fever is force gripping the nation.
The Star Wars Battlefront BETA is available for free on Playstation 4 and Xbox One. It is also available for PC via Origin, but Origin is disgusting so we won't dwell on that.

Concept

So this is how things go down. The BETA consists of 2 Multiplayer game modes and 1 co operative game mode which can be played with a friend offline or online, or a stranger online, hopefully not offline.

For the concept section I shall discuss what the premise for each of these modes are, and whether the basic premise works and/or is good.
So firstly we have two multiplayer modes, these are Dropzone and Walker Assault.

Dropzone is an 8 vs 8 territory control game mode, which concentrates on fast paced action, where both sides battle to see who can arrive at the drop zone of some escape pods first, to then claim and defend it until you receive a point.
Dropzone is by far my favourite of the two, it is a really simple game mode, with no complicated shit and an extremely prominent competitive nature about it. I think the fact that it isn't bloated with multiple objectives and unnecessary attempts at incorporating some sort of story into it, actually really fleshes out the competitiveness of the game mode.
Walker Assault is a 20 vs 20 large scale battle, where the empire side must stop the rebels from activating their uplinks which allows Y wings to bomb their AT-AT's.
Mostly down to gameplay reasons, I dislike this game mode, but in terms of its concept its a really cool idea. Plus all of the nostalgic Star Wars feels are there in force (No pun intended).




The Co-op mode is simply a wave after wave thingy, where you and another must eliminate all enemies in waves that get harder and harder.
The premise is very unoriginal, and doesn't really have anything special really to offer. Probably because you only play a handful of waves before your kicked out (which is fair enough).


Overall the concepts of the modes in the BETA are strong and well thought out, even if a little un original in some instances.

Visuals

The much loved visual aspect of Star Wars has been absolutely nailed by DICE. They have truly captured the style of the original trilogy in such a breathtakingly superb way.
Everything Is respectfully crafted, with absolutely nothing out of place. You literally could be watching The Empire Strikes Back. 


Not only have the Star Wars visuals been aced, but the game itself looks fantastic. With immensely polished animations, beautiful environmental and special effects, seamless perspective changes and probably the best visuals in any game. Please remember also, I am talking about a BETA here, so it can only get better than this, and it only has itself to beat because it looks stunning.
Gameplay

So here's the section that has had people worrying.
Is it going to be a re skin of Battlefield 4? is it going to be a piece of trash like Hardline? is it going to feel too much like Call of Duty?
Well Star Wars Battlefront certainly does feel like another game in its genre, but its none of these.
Star Wars Battlefront feels like Star Wars Battlefront.

Just from playing the BETA, I can straight away feel that high octane, objective based gameplay that the whole world fell in love with. No longer will you be worrying about your K/D, and no longer will you be going for those long range shots for your shitty Youtube montages.
DICE welcomes back the now old school idea of complete team objective gameplay, and mixes it with a fantastically polished Frostbite engine.
Although the game does have this brilliantly fun gameplay that is truly faithful to the Battlefront series, there are some problems with the game modes.


Firstly when playing as the Rebels in Walker Assault, you really cant help but feel that the odds really are stacked against you. Its true that they should be, no doubt, however when playing a multiplayer game, balancing is key, and it does seem like it needs a bit of tweaking.
I also found that I had no idea what I was doing during this game mode, which obviously could be me being stupid, however I actually think its simply down to the game mode not really being explained well enough.

Also, as with most DICE games. Spawn placement is a problem. Spawning on partners is not limited to combat areas, and the normal spawn is random and messy in places.
All fixable though.
Aside from the inevitable problems which will surely be sorted come November, Battlefront's BETA soars in the gameplay section, making the 12th October seem far far away for all of us.

As always thanks for reading.

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Tuesday, 1 September 2015

Until Dawn - Review



Callum Munro
(I try my hardest not to spoil any major parts of the plot) 

My reviews are split into 3 sections that are rated out of 10, CONCEPT (The aim/idea/plot of the game), VISUALS (What the game looks like), GAMEPLAY (How the game plays and how fun it is).

Until Dawn is the latest Playstation 4 exclusive, developed by Supermassive Games. 
It is an interactive choice & consequence horror game, and you can buy it at the moment for only £39.94 at www.shop4world.com. 

Concept/Story
The story of Until Dawn takes place around eight friends who revisit a cabin in a remote mountain escape, one year after two of their friends died at the exact same place.
It is ultimately one big horror cliche, and although there were some parts that I wouldn't have guessed, it still didn't seem original. 

Where Until Dawn's story shines however, is through its concept of character relationships and traits, and a massively in depth choice and consequence system that puts all of the Telltale games to shame.
The idea of the game is that your choices and consequences will completely shape the story, allowing you to actually dictate (not directly) who will survive the post credits of the game. 
These choices begin immediately and are sorted neatly in the Butterfly Effect section of one of its many in game menus, but the main consequences don't begin to be apparent until the last stretch of the game. 
This isn't to say that your choices don't matter until that part of the game, because they most certainly do, and actually leaving the more impacting consequences until the last few hours of the game actually helps show how robust the system is.


Through having this system in place, Until Dawn makes you want to play it again and again to see how the story may have played out if you did certain things differently, and even though there are quite a few games that have non-linear paths to promote how re-playable the game is, I personally cannot think of one that will give you a genuine different story the second time you play it, aside from Until Dawn. 

The second half of the game does become much more "no holds barred", and with the introduction of a new evil and a few choice driven plot twists, the game becomes much more fast paced. 
A lot of people have criticized the second half of the game, but I actually think its a welcome change in pace, that comes at the exact same time that the plot changes.

One downside to the story for me was that some of the voice acting and dialogue seemed a little strange at times, and definitely interrupted some eerie and tense moments.
This is in no way a dig at the voice acting itself, but in certain places it could have been used very differently.

Until Dawn has every horror cliche in the book and some strange choice in dialogue at times, but with choices & consequences that actually affect the storyline and incredibly in depth characters, Until Dawn boasts a brilliantly polished story and concept, which is genuinely scary.

STORY/CONCEPT - 8.8/10


Visuals
At times Until Dawn looked photo realistic. The environments, lighting and in particular the scenes with the doctor truly were a joy to look at. 

The motion captured characters who all resemble their respective actors were all probably the best and worst part of the visuals for me. Most of the time, they genuinely resembled movie characters, due to their fantastically modeled and rigged faces, and very realistic clothing. 

However, even though the facial expressions are brilliantly done, the animations can sometimes look quite weird and awkward. This is obviously due to how detailed the facial expressions are, but similarly to how the excellent voice acting suffers in how its used, the exact same applies here. 

Until Dawn looks incredible, every single part of the world is polished to perfection. The only downside is that the facial expressions are so complex, that they can sometimes look quite strange. 

VISUALS - 9.3/10

Gameplay 
Until Dawn is very similar to the gameplay style of the Telltale games. You walk around certain locations, looking for items to help you progress, with a fairly decent amount of exploration. Then when there are action events, you will push a few buttons in an allocated time. 

This works fine, and with the classic fixed cameras similar to that of the old Resident Evil games, it feels good. 

It does however get fairly repetitive, and towards the end of the game, I found myself trying to speed run the gameplay parts simply because the QTE sections were the only parts that were actually fun, and progressed the story in some way. 
Dont get me wrong, there is plenty of interaction so we don't have the same issue as Everybody's gone to the Rapture or The Order. Also the environments look fantastic, especially with the interactive flash light, and there are often things going on in the background that keeps you checking and analyzing your surroundings.
BUT, after trudging forwards at a brisk walk through these environments can get very tiresome. I just kept feeling that the game should be making me lost, so that I have to find my way around these places rather than simply holding down L1 and walking forwards to the next cutscene. 

Until Dawn uses a good amount of interaction to stop it from suffering the "Walking Simulator" disease, but it doesn't implement enough survival horror core gameplay elements to keep its gameplay fun. 

Gameplay - 6/10

Overall Until Dawn certainly surprised me. For a game that I thought was going to be a cringey Western horror game full of cheap scares, actually turned out to be an extremely well thought out and polished game with tons of reasons to come back to its choice driven story again and again.
Plus its very scary! 

As always thanks for reading.

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Monday, 17 August 2015

Everybody's Gone to the Rapture - Review

Callum Munro
(I try my hardest not to spoil any major parts of the plot) 

My reviews are split into 3 sections that are rated out of 10, CONCEPT (The aim/idea/plot of the game), VISUALS (What the game looks like), GAMEPLAY (How the game plays and how fun it is).
Everybody's Gone to the Rapture is the latest project by The Chinese Room, developers of Dear Esther and Amnesia: A Machine for Pigs.
The game was released exclusively for Playstation 4 on 11th August 2015 and you can buy digitally from the PS Store for £15.99. 

Concept/Story
Everybody's Gone to the Rapture is a narrative driven game, no doubt about it. The story basically is about the end of the world, and as the player you must walk around a deserted British town, unraveling the story piece by piece, finding out more about what exactly happened through strange light memories that are placed around the town.

The story is beautifully told, with wonderful music, brilliant voice acting and an even better script. It however does suffer from serious pacing issues and a woefully anti climatic ending. 

So lets discuss the pacing issues. Well firstly you get thrown in, and you know absolutely nothing, which is great, i'm all for finding out the story yourself. When you are about 3 hours into the game and the only difference is that you now know a few peoples names, and who was having an affair with who makes the game excruciatingly slow and choreish, unless you thoroughly enjoy your British soap operas. 
As you get to the final third of the game, it starts to build up a little bit and you start piecing together bits and pieces with some absolutely beautifully written dialogue pieces.

I also personally found that the ending seemed extremely rushed and unimportant. Especially when through the whole game you have been treated to an extremely slow, but built up story-line, only to be ended with what can only be described as a blatant and uninteresting conclusion. Not a single twist to the story, and to be honest with you, the actual reason for why everybody is gone is so incoherent that it probably would have been best to leave it too our imagination. 

Dont get me wrong, Everybody's Gone to the Rapture has a beautifully told story, and the script is excellent, however as nicely told as it is, the story as a whole never really gets anywhere interesting and instead thrives off of its wonderful music and dialogue. 

CONCEPT/STORY - 7/10

Visuals
Everybody's Gone to the Rapture looks astonishing. 

The developers have perfectly captured the character of the British countryside with intricately designed environments and a huge attention to detail. 

As the game focuses around light, you are dealing with a lot of visual particles throughout the game, which are always hard to get right in any game, but with the exception of some slowdown and a some frame rate drops, it looks brilliant. 

The art style and graphical nature of Everybody's Gone to the Rapture is excellent. It is only let down by some technical problems where the frame rate will drop to around 15fps or lower. 

VISUALS - 9/10

Gameplay
I would love to talk to you for hours on end about the gameplay of Everybody's Gone to the Rapture, but I simply cant. 
This is because there is hardly any gameplay to talk about.

Now I understand that it is a different type of experience, and all of that, but it is awful how the only things you can actually interact with are a few radios and some select doors.
After all a game is an interactive experience at its core, not just a story where you flick the analogue stick up and tap X every 20 minutes. 

Not only is there hardly any interaction, but you also travel around at a dead snail's pace. Even when using the "sprint" button, it takes about 5 seconds to actually reach the higher speed and that speed is barely any quicker! Plus you can only use it in certain areas, which takes the "choice" of having a sprint button right away from you!
So Everybody's gone to the Rapture may be this different narrative driven experience, but at the end of the day this is still a game, listed on the store of a games console for £15.99! A game which has little to no world interaction or any redeeming gameplay qualities at all really, making the game painfully slow and boring at times.

GAMEPLAY - 2/10

Everybody's Gone to the Rapture does have a really well written narrative, combined with some lovely visuals, and there is absolutely no taking that away from it. However it is still a game, and if a game has barely any interaction then it is basically just an interactive museum tour where all you do as the player is push your analogue stick around, whilst pressing X every now and then to open a door. 



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Friday, 14 August 2015

Fallout Shelter Review

Callum Munro
(I try my hardest not to spoil any major parts of the plot) 

My reviews are split into 3 sections that are rated out of 10, CONCEPT (The aim/idea/plot of the game), VISUALS (What the game looks like), GAMEPLAY (How the game plays and how fun it is).

Fallout Shelter is Bethesda's mobile game debut, released June 14th 2015 for iOS and August 13th on Android.
You can get it for free off of both respective app stores. 

Concept/Story
In Fallout Shelter you take the role of Overseer, where you will manage and build your own unique vault inhabited with similarly unique dwellers that you take in from the wasteland. 

It has a very Tiny Tower feel too it, in the way that people arrive at your vault and you must decide where they would best fit depending on their personal skills and attributes. There are 3 main sources that you must maintain, otherwise your people will die, rooms will be shut down and basically just horrid things will happen. These are water, power and food. 
To keep these high, you must make sure that you have built a specific room that generates that particular source, however the challenge comes from the fact they are all dependent on eachother, which is again very similar to the challenge of Tiny Tower games.
For example, you need power to run a room, you need rooms to store people, you need people to generate the sources from the rooms etc etc. Before you know it, you will be out of food, water and power whilst Deathclaws raid your vault picking the flesh from the bones of all the children that live there. 
Not only do you need to focus all of your thoughts on the inside of the vault, but also outside in the vast wasteland. This is because you can send out your dwellers to find loot and experience points, whilst being updated with a sort of live commentary of their travels. Because of this feature, it is important to accrue a nice inventory full of weapons, armour and stimpaks which by the way are all actually from the Fallout games. 
To get lovely gear, your dwellers can retrieve stuff from their travels that you send them on, or if you complete certain objectives you receive a lunchbox, which is a box full of 5 random items, which can be anything from weapons to unique characters from Fallout 3 & 4 to live in your vault.

It's hard to fully discuss the concept of this game without writing pages and pages of description, however this is the basic point of the game, to build a vault, maintain it, keep everyone happy and keep everyone alive.

Even though it is very simple and you probably won't be playing it for ever, Fallout Shelter absolutely nails the concept of building and maintaining a small colony, by using unique and addicting methods of storytelling, mixed with brilliant humour and a surprisingly massive game structure. 
Also being set in the world of Fallout automatically makes you fall in love with everything you see on the screen.

CONCEPT/STORY - 8.7

Visuals

Visually Fallout Shelter is a very different experience to other games in its genre, and that's because of the use of depth in the rooms.
You see your vault from a side view, as if a big hill was cut in half and you could see into it. This looks great as it is, but the added 3 dimensional zoom feature is excellent and really adds a depth to the perception of the rooms. 

Fallout Shelter proudly shows off the signature Fallout art style with the pre-war propaganda look too it, and all of the menus are displayed on black and bright green CRT screens.
For all Fallout fans this is just pornography to the eye, especially with that ongoing want of more and more fallout, so keeping with the familiar art style is awesome for fans of the franchise. 
Fallout Shelter does look pretty, and the completely unique 3 dimensional camera is great.
The only problem is, when your vault gets massive, even though it looks nice from a distance, the visuals become fairly over populated meaning the 3D camera becomes pretty much redundant.

VISUALS - 8

Gameplay
As I explained in the concept section, the gameplay consists of you building a vault into a hill, maintaining it with specific rooms and dwellers. 

First lets talk about the rooms.
Each room in Fallout Shelter serves a purpose whether it provides food or water, or whether it is to hold all of your weapons and armour. Each room costs caps to build, and caps are gained from gaining resources, dwellers leveling up, lunchboxes and explorations.

The reason Fallout Shelter is quite difficult at first is because so many different things are dependent on other things, so it's difficult to understand when to expand your vault, and how to do it.

Now this works great, and adds a challenge to the game, however this is also its downfall. As you put more and more days into the game, it becomes far too easy. All of your dwellers will have leveled up by now, and will be producing tonnes and tonnes of your resources that you need.
This also makes the game quite tiresome after a while, and even though it is brilliant to be able to have your own Fallout vault in your pocket, there isn't much to do after a certain amount of time.

One other niggle I have with the gameplay, are some of the controls.

Firstly you move characters around by dragging them, which is just horrible. The reason being, you pretty much have to be zoomed out if you want to move somebody fairly far through the vault, and then when you're zoomed out it is near impossible to select and drag the correct person, unless your fingers are like rods of pencil lead.
To me it's just unnecessary, and even though it works fine when you only have 2 or 3 levels to your vault, as you progress it becomes more than tedious.

Also I found on android that there doesn't seem to be a back button on some of the screens. For example if you select a character to see their stats and equipment, there is no in game back button to go back to the main screen.

This may sound really picky, but using the return key on my actual phone, feels unnatural as it is normally used to close apps.

Where Fallout Shelter excels in my opinion is the fact that there is absolutely no "Pay to Finish Now" options. In fact the only thing you can pay real money for are for lunchboxes, which are completely optional and you are awarded them on a fairly regular basis anyway.

For example say you really need water, but your workers in your water plant wont be producing any for another 3 minutes, you cannot pay to finish early, like most other games.
No, rather you try and "Rush" them. When you rush a room there is a chance they will finish instantly and produce the resource, or they will fail and something bad will happen to the room like a rad roach infestation.
It gets rid of the disgusting pay to win apocalypse that mobile games are in, and adds an extremely clever risk/reward system that still can benefit you.

Like I mentioned in the Concept section, there really is a lot of gameplay features in this game that you need to simply experience yourself. I have just picked out the ones that I believe back up my final score for the game.


Gameplay is flawed, and gets far too easy after a while. However it does have some great gameplay features that will keep you interested whilst it's still challenging. 


GAMEPLAY - 6.9


Fallout Shelter for me is the best game that has been developed on a mobile phone.
However as most mobile games are, it is let down by an unfortunate tendency to get a bit boring after a while. 




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Thursday, 13 August 2015

Fallout Shelter has finally arrived for Android!




For Fallout lovers, having an Android operated phone has been a traumatic experience.

Fallout Shelter, Bethesda's mobile vault-running game has finally arrived on Android phones worldwide, after an exclusivity to iOS.
The game received universal acclaim and broke countless records for mobile games everywhere, and this was just on iOS!

And, ITS FREE!

I personally haven't yet played the game, as I do have an android phone, but I have downloaded it and will be getting stuck in asap!

I will be reviewing it hopefully over the next couple of days so look out for that, and I am currently in the process of writing up my review for Everybody's Going to the Rapture.

For more of the important gaming news, (None of this Mafia 3 shit), then watch this space!

As always thanks for reading.

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Wednesday, 5 August 2015

Star Wars: Battlefront - Fighter Squadron Mode

Remember the huge amount of people who were crying about there being no space battles in DICE's new rendition of Star Wars Battlefront? Well they have been monumentally silenced.
I'm sure that DICE and EA have been more than excited to reveal this trailer and shut up that vocal minority for good.

It looks absolutely unbelievable, and it has completely buried any concerns that I had regarding the amount of content in the game.

Take a look, a few times if you must, and just try to keep those goosies down at the end of the video.

Star Wars: Battlefront will grace our consoles on November 17th.


Tuesday, 4 August 2015

TOP 5 - (Surprisingly) good games of 2015



This is the first of many Top 5 lists that I plan on doing on my blog, and why not start it with one that could possibly get me executed for my opinion on what classes a game as surprisingly good. 

So let me firstly say that for whatever reason, I didn't think these games in particular would be very good, when in fact they turned out to be some of the best games of the year so far.

These games go in order of worst to best, however in this case, all the games on the list are excellent games.

Enjoy.

                            
                           Number 5 - Mortal Kombat X


Why I didn't think much of it 

Mortal Kombat has always been a series that I have enjoyed, mostly down to the ridiculous characters, horrible continuity and buckets of blood. That mixed with some of the greatest couch multiplayer experiences and a grueling difficulty curve gives the series an unmatched blend of hardcore competitiveness and mindless murdering of all your mates. 

Mortal Kombat X, was marketed with a brand new hollywood-esque story mode, packed with QTE's and cutscenes. Not to mention the new generation of fighters which replace most of our favourite characters, unless you fancy forking out the cash on some DLC. 
Why on earth would I want to play a Mortal Kombat game, with a Call of Duty story mode and a cast with the average age of 12. 

Why I was so wrong

When I reluctantly purchased the game, I instantly fell in love with the new fighting system. How you could interact with the environments, how beautifully the game looked and flowed, and above all how brutal the special and finishing moves were.

However I knew this part of the game would be excellent, my issues were with the story mode, and although my subheading above may be saying other, I was completely right about that. 
The story mode was a 3 hour long, piss poor entry to the franchise. Not only was it cringey to watch, but there was absolutely no challenge too it. The story modes have always felt weird, but this was just out of place. 

The reason Mortal Kombat X is such an excellent game is because of the sheer depth in gameplay. The choice of fighting styles, incredible character detail, realistic animation and deep level interaction makes for smooth and infinitely challenging fighting, that I didn't know was possible to bring out of a fighting game. 

So even though I was right about the story mode, I never would have anticipated the amount of polish that the fighting has been given, making Mortal Kombat X one of the best games of the year so far and probably the best entry in the franchise. 


Number 4 - Driveclub (Playstation Plus Edition)





I know that Driveclub was released in 2014, but I played the Playstation Plus edition before upgrading to the full version which was released in 2015.

Why I didn't think much of it

Driveclub was stuck in a bit of a development rut for a while. Planning to be released alongside the PS4, it wasn't until late 2014 that it made an appearance. 
I didn't touch Driveclub for this reason, and the mixed responses from critics made me wait even longer. It felt to me like a game with a lot of empty promises, as everything that had been promised for it was either absent or delayed. 

In June 2015, the Playstation Plus edition was released for free on the store, with an upgrade fee of £19.99. The free version was exactly the same as the full version of the game, however you were limited to a lot of the cars, tracks and tours. As it was free, and after hearing that the game was receiving tons of technical support and patches, I downloaded it. 

Why I was so wrong

Although the single player isn't riddled with content, the social side of the game keeps it fun and interesting. Leaderboards and clubs that are so easily accessed, add a simple, but addicting competitive feel to the game. 

Gameplay wise, if you look past the aggressive AI, you have an arcade racer at its core wearing the make up of a robust simulation game. The handling is easy to learn, but hard to master and graphically, the game looks astonishingly good.

Driveclub is the racer that Playstation needed, and after all the negative build up to the game following its delays and broken promises, it really is a case of trying out the free version and seeing for yourself that there is normally a perfectly good reason for game delays. 


Number 3 - Dying Light

Why I didn't think much of it

Techland did themselves absolutely no favours with the Dead Island series. Eventhough I enjoyed Dead Island, it was obvious that it was a very messy game with little to no direction.
After playing Riptide, any positive thought I had for Dead Island style of gameplay vanished, and I was left wondering what on earth I enjoyed about it in the first place. 

When Dying Light was first announced I was really excited, the first cinematic trailer was really awesome and it rea - oh wait, the same thing happened for Dead Island.

The idea of free running was great and all, but I couldn't help but think that if Techland cant even get you to walk straight without a bug, then how on earth are they going to develop a smooth free running system?
I was really pessimistic about this, and even after seeing a live gameplay reveal at EGX, I was still not convinced at all. 

Why I was so wrong

Dying light was awesome. 

I bought it on release date, even though I swore it was going to flop, and I was instantly in love.
The free running flowed effortlessly, the zombies were scary and hard; and the soundtrack.. Oh that soundtrack was just wonderful. 

Its strange because on one hand you can see that this was definitely made by the studio who gave you Dead Island, but on the other I was often left thinking, how did they fuck up Dead Island so much, but absolutely nail it with Dying Light?

Dying Light is receiving a huge amount of additional content now and in the future, so it really is being well looked after, and I think Techland would be daft, not to start working on a sequel, because they really have struck gold here.


Number 2 - Rocket League

Why I didn't think much of it

Now this one is a bit different. I didn't think Rocket League was going to be bad, I just didn't think it would be much good.

Don't get me wrong, I enjoyed supersonic acrobatic rocket-powered battle-cars, as much as the next guy, but Rocket League snuck up and butted into the PS Store earlier this year. 

When I saw it was a sequel to supersonic acrobat - etc, I thought to myself that this game is probably gonna be a good laugh for a few minutes and maybe a couple of hours if you have some friends to play with, just like the first one was. 

Why I was so wrong

Rocket League is probably one of the best executed games I have played on the Playstaion 4, and that feels crazy for me to say. 

It looks beautiful, it plays perfectly and it has such a simple multiplayer and single player season mode which will eat up your evenings with ease. 

Number 1 - Bloodborne


Why I didn't think much of it

This is the one where I think I'll be executed.

I heavily disliked the Dark Souls games, however I always respected them as a game and could see why others liked them.
I always found the combat far too stiff, the inventory system unimaginative and boring, and I really just struggled to be interested in the bland environments and characters. The unique selling point of difficulty and that sense of achievement felt to me far too much of a gimmick, and it just didn't work on me. 

I assumed Bloodborne would be much of the same, it seemed bland and pretty identical in gameplay, so I left it there and didn't really read up about it again.


Why I was so wrong

I picked up Bloodborne a couple of weeks after its release, and slowly began to enjoy it. 

The combat was sleek and smooth flowing, the characters and lore was very interesting, the inventory system was easy to understand, and as was the upgrading system. 
For me Bloodborne is an absolute masterpiece, and there really is so much too it in terms of story, gameplay and customization, but you as a player must find it all yourself. 
And I think Dark Souls tried to do this, but instead made a clunky and unorganized game, that luckily created a cult following due to its difficulty and interesting art style. 

Hopefully Dark Souls 3 will learn from Bloodborne, because it truly is a special game.

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