Sunday, 22 February 2015

The Order 1886 - Review

The Order 1886



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

Cover artMy reviews are split into 4 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), SOUND (The sound, funnily enough) and then given a final score out of 10.0 .

Concept/Story
The Order 1886 is set in an alternative take on late 1800's London, and follows the story of the ancient order of Knights sworn to protect the world from Half Breeds, which are half man and half animal. The order was created by King Arthur and the Knights of the Round Table, and centuries later, it is still running thanks to a mystical elixir known as Blackwater. 

The player takes control of Grayson, also known by Galahad, as he and his fellow knights must discover the truth behind a sudden uprising of rebels and a massive increase in half breed attacks.
It is a story of betrayal and honour, and is excellently told due to its wonderfully developed characters and near flawless script.

Playing through the story you will be heavily involved with historical figures, such as Jack the Ripper and Nikola Tesla. Tesla acts as a friend to the order, supplying them with advanced weaponry and gadgets, and actually serving an important part to the story later on in the game. Jack the Ripper also gets much more focus towards the end of the game, and adds an interesting twist to the plot.

Although the wonderfully atmospheric setting, believable characters and a carefully crafted script allow the story to shine, it is let down due to some serious pacing issues and an extremely abrupt end.
The game took me around 9 hours to finish and that is it, there is no other game modes to play, and no real reason to re play the single player again. 

In terms of its plot and setting, The Order is brilliantly told with some genuinely interesting characters and dialogue, alongside a compelling and satisfying take on English historical fiction.
Although the story is engaging and well written, it is let down by some fairly sluggish pacing, an ending that comes far too quickly and a lack of content.

CONCEPT/STORY - 7





Visuals
The Order 1886 is undoubtedly, the best looking and most well polished game I have ever had the pleasure to look at. 
Animations always look realistic and responsive, lighting is perfect and adds real atmosphere to the environments and the steampunk London setting looks almost real.
The emotion in the characters that these visuals make possible, add that extra level of plausibility to each and every scene.

I simply cannot fault the visuals in any way, every single thing that is done in this game, be it a cutscene or gameplay looks real and helps the player really believe in the character's emotions, like it was a film or a tv series. You really cannot put into words how flawlessly polished the world of this game is, you can only see for yourself when playing the game. 

VISUALS - 10







Gameplay 
Unfortunately for me, this is where The Order really falls short. 

In the 9 hours I played I was either walking around a (beautifully polished) are not really being allowed to do anything, engaging in generic cover shooting sequences with 3 enemy types, watching cutscenes or taking part in mostly pointless QTE's that often interrupt the scarce gameplay moments. 
This may sound harsh, so allow me to expand on what I just said.

Firstly the gameplay is also affected by the sluggish pacing of the story, in the first 2/3 of the game, gameplay is simply scarce. It is not often you get to control the player for more that 3 - 4 minutes without being interrupted by either a pointless 30 second cutscene or a normal story related cutscene.
In the last stretch of the game, you get to take part in some pretty fun gameplay sections and set pieces, but it is simply too late and not long enough. 

There are only two types of gameplay in this game, one being walking around searching for something, and shooting generic enemies until it is safe to progress. 

The search sequences have you walking, very slowly around claustrophobic feeling environments trying to find something. The reason the environments feel claustrophobic is simply because there is almost no interaction that the player has with it, it looks great, but you just cannot do anything with it.

The shooting sequences are generic cover based moments, again the game just doesn't offer anything different in this respect.
You simply sit comfortably behind cover, pop up to shoot enemies, and then rinse and repeat. There is just no changes to the already formulaic gameplay. 
However that being said, the guns are awesome, and feel great to use. Also along with the visuals, kills are very satisfying. 

One gameplay element to the game that is actually really good are the fights with the Lycans (Werewolves). These parts are very fast paced, and actually frustratingly difficult at times.
The only problem with this, is there are simply not enough of these moments in the game, which is a shame because this actually added something different and fun to the gameplay. 

The constant interruption of gameplay coming from cutscenes and QTE's really disrupt the immersion that the player has in the game. The gameplay also offers the player absolutely no freedom, with no exploration and no sense of progress as most progression is portrayed in cutscenes or boring quick time events. 
There are some fun moments in some of the shootouts,  and also some brilliant boss QTE's, however it is mostly generic action set pieces which is not bad, but not anything special either.

GAMEPLAY - 5.5







Audio
Similarly to the visual feats, the audio adds to the technical achievements that this game has achieved.
Voice acting is phenomenal, and along with the excellently written script it just adds that extra something to the game and its story. 
Gun sounds are great, and the music is epic and fits in perfectly with the given moments.

The incredible voice acting performances and fitting music, just shows how technically perfect this game is.

AUDIO - 10

The Order 1886 truly is a magnificent technical achievement with totally unmatched visuals and truly epic scripting which I actually thoroughly enjoyed playing, unfortunately it is let down by a far too much reliance on cutscenes and unimaginative gameplay.

Well, I probably wouldn't be 2 feet tall, fuzzy, and running in a sewer without any pants... God, I miss pants. - Daxter Jak II

Saturday, 14 February 2015

Dying Light - Review


Dying Light





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

My reviews are split into 4 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), SOUND (The sound, funnily enough) and then given a final score out of 10.0 .

(Played on Playstation 4)

After a slightly shaky release, Dying Light is finally here (digitally not physically), and it is the new open world, zombie apocalypse RPG, developed by Techland. 
After getting my hands on it a few days ago, I am here with my thoughts on the game.
Enjoy. 

Concept/Story

Dying Light puts you in the role of Kyle Crane, an operative for the GRE (Global Relief Effort), tasked to retrieve a stolen file, stolen by a man named Kadir Sulemain. When you get dropped in to the zombie infested city of Harran, things instantly go tits up, as you are ambushed by a group of thugs, then bitten by a zombie, and then saved by a woman part of a free running group called Jade. 
You as Crane, play the part of an undercover errand boy, gaining the trust of dangerous gangs, providing for your new free running friends and also keeping in touch with the GRE as you try to locate this file.

"Christ on a Crutch"
Unfortunately the main story feels average from start to finish, barely any surprises along the way and although there are some likeable characters to meet and to grow fond of, the dialogue in the game is at times laughable, and most serious conversations are often transformed into cringey and confusing experiences. 

It felt to me like it was a very careful plot, which is fine and certainly playable, however it would have been nice to really have something to remember about it.



Where Dying Light's story shines is actually with the side quests. Now I had initially thought that the side quests would be repeats of one another, with little to no satisfaction, feeling more like a grind. However the side quests to Dying Light add a really refreshing depth to the world, mixing tongue in cheek humorous themes with obviously some serious ones, without the game feeling unbalanced and confused. 
Most side quests turn into branching out, multi adventure quests, which is very rare in RPG's nowadays.
For example, a lot of side quests go from being a simple "Fetch-Grab" mission to then intensify into something much deeper and tougher, however all in the same story of the quest. 
This is an amazing thing about this game because, it gives you so many little stories that are not actually under developed and instead take up a big chunk of your game.

A very important concept that Dying Light has, and has been marketed probably the most heavily is the day/night cycle. Now obviously this is mostly a gameplay thing, however the concept of faster, scarier and all together stronger zombies is an excellent idea, similar to that of I am Legend.
It makes the game so much more tense, and gives a nice feel to the overall story as it is often a big part of it, and actually makes you as the player plan out your quests. 

Story wise, Dying Light is passable. There is nothing wrong with the plot (aside from the dialogue), but there really isn't anything great about it. Where the story really shines is in the side quests, which are refreshingly detailed and balanced, alongside the brilliant concept of the day/night cycle.

CONCEPT/STORY - 7.5



Visuals

Dying Light looks great. The world is absolutely massive, and the scope of Harran is really captured by the brillaint visual effects. 

Internal environments like houses, stores, or other quest related areas you visit, do a good job of creating a tense atmosphere and giving off the effect of a zombie apocalypse.
For example in one quest, you have to go to a school, and it is fenced off with biohazard walls, and other small additions like quarantine tents or the graffiti really capture the tone nicely, from taking an innocent setting and adding just a subtle reminder that all of these kids that used to go to school here are probably dead. Subtle, but powerful.

Characters look good, facial animations are pretty spot on, however they aren't anything special. Also zombies mostly have the same heads and faces, which can sometimes take away that scary realistic look, when there is a large horde of them. Not a huge problem, but a problem for me nonetheless. 

Overall the visuals to Dying Light are very good, especially on the vast environments and the use of lighting at Night-time is great. However there is lack in zombie and enemy appearances which for me is quite a large thing, as it can sometimes take away the immersion and make it visually repetitive.

VISUALS - 9


Gameplay


 Now this is where Dying Light really shines. There are so many things to talk about gameplay wise about this game, that I will have to select a few things to talk about.

Combat - At first, combat feels slow, sluggish and extremely difficult. Zombies take ages to die, weapons break constantly and your stamina allows you to throw a handful of swings, before having to step back and rest for a few seconds. This would be fine, however the sheer amount of zombies in this game, even from the start is huge. You really don't have time to pick away at zombies one by one, because you WILL get swarmed, and you will most likely die or take a substantial amount of damage. 
This makes levelling up, learning new abilities and getting to know the mentality of your enemies 10 times more satisfying than in most other RPG's. 
Melee combat always feels awkward, but you get to learn how to hit the zombies, how to preserve your stamina, how to deal with certain enemies, when to risk shooting a gun and most importantly when to run, and the best thing about all of this is you learn it all through your own experience. 

Killing zombies is satisfying, and so it bloody should be. 



Enemies - The enemies you come up against in Dying Light are consistently challenging from start to finish without actually changing their attributes, the further you get.

Normal zombies are slow, but deadly in numbers and can often take a good beating before giving up.

The running zombies, mostly only come either at night or when there is a loud noise. These are strong, fast and an absolute pain in the arse to hit.

The thugs are actual people who for some reason have a problem with you, they will come at you with melee weapons or sometimes guns, and take joy in dodging or blocking your attacks, then to club you round the head with a pipe. The human enemies, really distinguish the intelligence levels between zombies and humans.

Now these are only a minority of the enemy types in the game, and they really mix things up gameplay wise.



Free Running - The free running in this game is a very strange idea on paper, one that really pays off in Dying Light. Once you get over the fact that R1 is jump, you can fly around the city (on your feet) with ease, whether you're evading zombies, getting to a safehouse before dark or being chased by volatiles (night time scary zombies), the world really is your oyster, you can do pretty much anything with the parkour skills you are equipped with. 
Keeps the game fun, and fast paced, whilst adding something that is new and refreshing. 

Night/Day Cycle - This is one of the most important things in the game. When the sun sets, and the night approaches the zombies become faster and stronger, and also a special type of zombies comes out called volatiles. They can basically do anything you can do, but ten times better.. and scarier. 
With the introduction of the volatiles, it introduces a perfect balance of some stealth elements, and manic, screaming running on your part. On the map you can see their field of view, and if you are spotted then you better hope, that there is a safe house nearby. 

The way to fight these things is basically, to not. However if you have too, you are equipped with items that the volatiles do not like. One of them being UV light, which comes in the form of flares, a UV flashlight and light traps that you can set up in the day time to be used at night. 
If you have accidentally stayed out past your bedtime, and the sun has set and the volatiles wake up, the aim is to basically get to a safehouse. 
Safehouses, are safe areas that you can secure at any time, and once they are secured you can use them whenever you want to sleep, or simply escape from enemies. 

One of my favourite things about night time, is that if you have a quest that you must complete at night, during the day you can literally plan how you are going to do it, by crafting yourself plenty of flares, and setting up a nice route full of light traps that will hopefully get you safely to your destination. This adds a wonderfully welcome tactical side to the game.  

The Night in this game is so scary and tense that you really do try and stay away from it, like you would if it was real. Which is always amazing to see a game capture the effect of affecting a player as if i was actually happening. 

The gameplay in this game is just pure class. Everything works amazingly, and there is so much different styles of play to the game. 
This game is simply put, fun. It is just a blast to play all down to its brillaintly designed gameplay. 

GAMEPLAY - 10





Audio

As I said earlier, the dialogue in this game is really not good. However in terms of audio, this is really overshadowed, by everything else.

Firstly the music in the game is very good. It ranges from different styles, but it always seems to fit into what I'm doing at the time.

Also the noises from the zombies all depend on the type of zombie it is, and these noises can make you pause the game, press quit and then not come back too it for a long time.
They are very scary. Especially the noise of the volatiles at night. Not nice. 

Simply put, the audio is good. The music is cool, and the zombie noises are enough to make a grown man shit his pants. Unfortunately let down by the dialogue though. 

AUDIO - 7

Overall Dying Light really surprised me. 
It really is a massive game with outstanding gameplay elements and great deal of things to do. 
It will give you the best fun you have had with a video game for a long time, I can do nothing but heavily recommend this game to anybody, if you are sitting on the fence about it like i was, please give it a go.

Andrew Ryan: We all make choices, but in the end our choices make us. - Bioshock

Sunday, 16 February 2014

The Last of Us: Left Behind - Review

Left Behind


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

My reviews are split into 4 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), SOUND (The sound, funnily enough) and then given a final score out of 10.0 .

Hey guys, as I am sure you are all aware, the first and last piece of single player DLC is out for the multi award winning The Last of Us.. Left Behind.
You can buy Left Behind off of the store for about £12 from the 14th of feb. 
Without further ado, here's what i thought..

Concept/Story

So Left Behind puts the player in control of Ellie, Joel's companion from the Main game. 
The story switches in and out from before Joel and Ellie met up, about when Ellie is reunited with her friend Riley and back into the main game in the part where Joel is badly injured halfway through the main story, and you as Ellie need to find him medical supplies.

Straight off the bat I was really happy they had chosen to intertwine the two sections of Ellie's life not only because it wraps up why these particular events are connected, but because it gives the gameplay a nice contrast of pace and action, however as you know, I wont talk too much about the gameplay until later.

The game is set in a shopping mall, where Ellie and Riley explore the large building, messing around and having fun.
It is an extremely powerful setting to use, because playing as a young girl with her friend in a shopping mall is something that is true to life, and it does create an emotional comparison to see just how the world has been so badly destroyed and that this is all Ellie and Riley know. 
Simple mini games such as watergun fights, and taking photos in a photo booth really capture the fact that this is the only life Ellie and Riley know, yet at every opportunity they can get they will try and recreate what they have only heard and dreamt about of the previous world.

Ellie and Riley have an incredibly close relationship, something that is crafted so perfectly with dialogue triggering moments and touching cutscenes, that you forget you are even playing a post apocalyptic game at all. Something that makes the relationship seem so real and relatable is the tension they have, which is due to the fact that Riley had up and left Ellie a month or so back. 
This obviously leads to some very interesting scenes and another type of tension that is built up and released perfectly, which I have never seen so expertly executed since the finale of Gone Home.

The other section of the story is when you play as Ellie trying to find medical supplies for Joel.
This part of the game is very similar to the main story, because instead of exploring and taking part in fun minigames, you are sneaking around abandoned stores looking for gear and finding the hidden letters and notes left behind from other survivors. 
You also have the brilliant combat and horrible ambience, you get from the main story, however again I dont want to go too much into gameplay just yet.
Story wise this section is not very story heavy, as this section is to please the more action and survival orientated fans of the game, which is great that Naughty Dog have included something in for everyone. 

To summarise as a whole, the story in Left Behind is dark in places, notably at the end, but surprisingly light hearted and beautiful in other ways, which creates a perfect blend of storytelling, only achievable by the geniuses over at Naughty Dog. 
The only downside is the DLC is short for £12, only took me about 2 hours to finish. However the story is still wonderfully delivered that it is very quickly overshadowed.
Story/Concept - 9.5/10


Visuals

All those who are hating the fact that they need to unplug there nice shiny PS4s and dig out the dust covered, steam powered artifact that is the PS3, there is no need to worry because Left Behind looks amazing.
Everything from the lighting to the scarily realistic animations of infected, make the game a joy to look at. It instantly makes you forget that your not playing on a PS4, and delivers a fantastic visual masterpiece derived solely from the original game.
Visuals - 10/10



Gameplay

As you can expect, the gameplay in Left Behind is very similar to that of the main game. Same shooting mechanics, same cover system, same controls, however with some noticeable differences in terms of character strength and ability, which I will touch on later.

The gameplay is different in the two parts of the story. In the section with Riley it is mostly exploring and interactions, without any real danger. There are also some brilliant mini games, which I will not give away, but I asure you that they are awesomely designed, and add a few new things to the Last of Us we know. There is a variety of simple things from throwing objects in a contest with Riley, to mashing button sequences in a dedicated time, all are different and all are excellent.

In the section where you are looking for medical supplies for Joel, this is where the gameplay is similar to that of the main game, I suppose the reason being because it is actually set during the main story, whereas the other is set before Ellie is Joel's super badass sidekick.
As you can expect there are lots of sneaking, problem solving and looting to be done in this part, and it is fine, due to the fact its nothing different to the award winning formula of The Last of Us.
There are some slight changes to the gameplay though, as controlling Ellie, can be very different to controlling Joel, and here is how.
Firstly Joel probably has about 150 pounds on Ellie and is about twice as strong. This means when encountering enemies, Ellie can not so easily hand out beatings to whoever she pleases. No being in control of Ellie requires a much more careful approach.
Do you want to melee an enemy, but stealth isn't your strong point? This wasn't a massive problem in the main game, because Joel could just run over and smash their head into a million pieces with a 4x4 plank of wood, but for Ellie its probably best to throw a brick at them to stun them and then follow up with a swift stab, because although Ellie can handle herself very well, she isn't too great in hand to hand combat. 

Also because Ellie does need to approach dangerous situations with more care, there is a brand new opportunity in the latter combat areas which is probably my favourite thing about the DLC.
Due to the part of the story, there are a lot of bad guys tailing you and Joel, so they are scouting the mall looking for you both, but you can actually lure (with bricks of course) any nearby infected to your human enemies to watch them in turn battle it out in a sort of WWE Royal Rumble match, where you are left to pick off any remaining opponents. 
This is an unbelievably effective combat mechanic, which works so flawlessly and creates such a realistic vibe of survival from a smaller girl's point of view that it is just perfect.

With both story's having the best of both worlds, one with a nicely designed combat heavy level layout, and the other with an emotional, but innocently fun interactive level layout, the contrast of the gameplay blends beautifully with eachother.
This together with the already first class gameplay structure of The Last of Us, creates something rather breathtaking.
Gameplay 10/10







Audio
Left Behind has so many types of masterful audio that I will take it one at a time. 

Firstly with voice acting. 
Ashley Johnson (Ellie) is outstanding in Left Behind, in every single way she was in the main game. She delivers each line with such intense and correct emotion, that it all just feels so genuine. 
Along with the huge amount of random conversation points that can be triggered throughout the level, and the monologue she has with herself when searching for supplies, the voice acting on Ellie's side is superb.
Yaani King who voices Riley, also delivers a killer performance which just again makes the bond between the two characters as real and as touching as possible.

The atmosphere in The Last of Us is always something and even though it isnt as heavy in Left Behind, the grueling and disturbing screeches that Stalkers and Clickers make, just cause chills down your spine.
One of the first times you meet infected in this DLC, the game doesn't prompt you, you just hear this awful scream and then that is how you know your gonna need to hide and hold R2 for dear life.

The music again is perfectly timed and paced. 
Basically everything is bloody perfect okay? 
Audio 10/10

As you would expect, Left Behind is a delightful example of emotional storytelling blended with fantastic Gameplay. 
The two stories you play through this short DLC, are very different, but piece together nicely at the end, answering many questions about Ellie, and delivering the best dialogue I have seen since Gone Home. 
Even if it is overpriced and too short, there is everything you need in this DLC, and what better way to revisit one of the best games of the decade.

                 An eight? Those guardian things were an eight. - Nathan Drake (Uncharted 2)



Sunday, 9 February 2014

Wolf Among Us Episode 2: Smoke and Mirrors - Review

                        The Big Bad Wolf is back.. Finally

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

My reviews are split into 4 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), SOUND (The sound, funnily enough) and then given a final score out of 10.0 .

(Played on PC)

Hey guys, after what feels like forever, the second episode of Telltale Games The Wolf Among Us has been released, and I have played it and I'm gonna let you know what I think.

Concept/Story

The second episode starts pretty much right from the end of the first episode, if you can remember that far back. Now the reason I start this review with a sarcy negative point like that is because not only did we have to wait an extortionately long time for the second episode, but the Previously On.. section, doesn't really show you much, or anything that happened in the previous episode that is of any importance at all. Or its not that, but the way it is structured is confusing, and to be honest i had to briefly look up a few playthroughs of the first episode, to get my bearings. 

Moan over.. 
It opens with a gorgeously artistic and dramatic camera shot, placing you straight back into Digby's character. 
Because of the dramatic event that concluded the first episode, there are some very explosive dialogue choices around the intro of the episode, which are very interesting to see unfold. 
Straight after this you are put into a great interrogation scene, which is fueled with genuine emotion and a kickass return from Dave Fennoy. 
As you can probably tell, the game starts off very well. However it isnt until then that - without spoiling too much - the dramatic conclusion to the first episode that had thus far given this episode a great start, is rendered completely irrelevant. Now the way it unfolds is fairly interesting, but too be honest when this happens, all characters (particularly Crane) resume previous emotional states, far too quickly. 
This made me pretty much forget the dramatic intro to the episode unfortunately, however it wasn't the worst plot twist I have seen, it just could have been better IMO.

From then on, things get pretty methodical. Move on to suspect, interrogate suspect. Examine things, find out things, move on to the next bloody thing. As you can see its mantle begins to be shaped around a simple run of the mill detective adventure, similar to Discworld.
In fact it is very very similar to discworld now I think about it.

Now it may sound like I am being very negative about the game, but I am really not, because although the general structure to the story is repetitive, you meet some excellently crafted characters, which are a joy to interact with, and of course Digby has to be one of the most likeable protagonists in any recent game.

The ending is good, if somewhat predictable. It sets up nicely for Episode 3, which is due out in 2017, but unfortunately the bit in between the intro and the end scene just doesnt seem to get anywhere fast, and is only held up by brilliant characters and a fantastic intro.
Concept/Story - 8/10


Visuals

Let me quickly point out that I played this on PC, running at 1080P on a brand new OLED screen, and let me tell you, the colours look outstanding. Never have i seen a game have such vibrant and perfect colours it really is just beautiful to look at, especially the intro credit scene.

The only downfall to the visuals I have, is that the facial expressions seem to be very odd at times, but sometimes they are fine. I believe it is down to there being so many different facial animations for all the different dialogue choices, but it can take the sting out of some crucial dialogue.
Visuals - 9/10



-













Gameplay

The gameplay throughout is slightly disappointing in this episode. I found that in episode 1, there was a great mixture of gameplay and cinematics, with some fun fight sequences and good dialogue options.

This episode has much better dialogue choices than the first episode however the gameplay is overshadowed by cinematic scenes in this one, and for what gameplay there is, it is wildly repetitive.
There is one fight scene at the end, and a few near identical interrogation scenes, which do actually work very well, but in the end get you the same result.

The gameplay overall is good, but nothing special. Fortunately there are some tense interrogation scenes which give the player a great sense of power and rebellion, and some fantastic dialogue as always; but the repetitive structure and fairly short length make it fall short.
Gameplay - 7.5/10

Audio

Voice acting in this game is something special. Every character has a voice with great personality. 
For example you have Georgie Peorgie, a British tattooed hooligan running a strip club, and of course Toad with his cheeky cockney accent.
Also as you are probably aware, Dave Fennoy plays a small part in the first interrogation scene, and as you can imagine his performance is stellar.
Adam Harrington also delivers a knockout performance as Bigby, but unfortunately the Woodsman doesnt make an appearance this episode.

The Music is great, it is subtle and mysterious, keeping the tone of the game perfectly level.

Nothing to complain about the audio. Great voice acting and perfect music.
Audio - 10/10



Smoke and Mirrors is a good entry into the promising Wolf Among Us series, but you cannot help but feel it is a bit of a stepping stone plot wise to get some substance into the story and characters.
Audio and graphics are superb, and it is a blast to play, just don't expect a consistent thrill ride.

No matter what happens, even if you become the world's enemy, I'll be your knight. - Squall Leonhart

Tuesday, 28 January 2014

Bioshock Infinite: Burial at Sea Episode 2 Trailer

Bioshock Infinite: Burial at Sea Episode 2 First Look

After a rather disappointing first episode to this Bioshock Infinite single player DLC, one can only wonder and hope that Mr Ken Levine has something special in store for us with the second episode. And now there is an trailer peeking at what lies in store.

The trailer opens with Elizabeth waking up from the events that concluded episode 1. 
As we had been told before, you do control Elizabeth in this episode, and not Booker. Although from the trailer it looks like we can still hear Troy Baker's lovely voice every now and then.
So.. SPOILERS ---
Booker definitely is dead. Or well the Booker from Burial at Sea, and in an interesting turn of events, Atlas (The Irish baddie from Bioshock 1) has got Elizabeth captured and is about to kill her with his splicer mates.

Elizabeth doesn't really know what to say, so luckily there is another version of Booker sat on a chair with a guitar telling Elizabeth what to say to bargain with Atlas.
Now I wont go into the conversation, because I will just post the trailer on this article, but what i will say is so far it looks good.
Hopefully the reintroduction of Atlas will give the second episode a nice sense of atmosphere and survival that the first game had, and I am pretty excited to play as Elizabeth.
Also maybe this means that you will be alone as Elizabeth without an AI partner that Elizabeth is to Booker, this could again bring back the sense of survival and difficulty that made Bioshock 1 so tense and terrifying.

So I do have my hopes up, however i did also for the first episode, so I am excited, but also nervous! So far there are alot of unexplained things so in that respect I am excited.

Release date is still Coming Soon, however I predict possibly an early March release.

Here is the debut trailer, shared from Machinma's Youtube channel:

Watch this space for the review of this (whenever it is released), and also coming up soon will be a review of FF13 Lightning Returns, and The Wolf Among Us, Episode 2.

Thanks for reading