Thursday, 4 August 2011

Gaming Reviews

Fallout: New Vegas - Old World Blues
Obsidian
Available now on Xbox Live and PC (Coming soon to PSN)
Review by Rob Wade

In Old World Blues, your character is mysteriously whisked away to a mysterious research facility, the location of which is…a mystery. I’m a writer… Anyway, your spine, brain and heart are removed and replaced with synthetic equivalents (something I’d be grateful for after my gym session this week), and you are charged with restoring order to the facility, rewarded with the above cybernetic implants as well as a minigun which shoots magnum bullets (awwwwww yeaaaaaaa) and a 5-level bump to the level cap, which is accessible at all times. Even players, therefore, who don’t want to play the DLC can pay 800 MS points for a 5 level-cap bump. However, you shouldn’t do that. You should buy *and* play this DLC, because it’s awesome.

The thing I’ve always liked about New Vegas over its predecessor is that the atmosphere is actually done better to the point where I’m beginning to prefer the semi-sequel purely based on its atmosphere and the western theme. I was therefore sceptical to be whisked to a remote science facility, thinking that it would detract completely from the Western-themed ambiance that I was enjoying. However, this game is done well enough that it doesn’t actually matter where you are.

In terms of gameplay, here is a warning. This DLC is absolutely nails. I’ve never died so much in a session of Fallout: New Vegas as I have when playing through this DLC. Familiar enemies include the Cazador (or “bastard fly” as I found myself yelling) and the Nightstalker (or “stupid fucking dog”). The latter caused me particular headaches when, after sneaking all the way to the end of my objective, I found myself attacked by *four* of the bastards, and died almost instantly. New enemies include the Robo-Scorpion (which pretty much functions like the previous ones, except it can shoot lasers from its stinger. Yep. Also of note are the legions of extra-tough robots in the game, of which there are many. Thankfully, new weapons include a couple of weapons specifically designed to do extra damage to robots, which helps immensely.

Ultimately, though the DLC does little to expand the game beyond the usual fare in terms of how the game is played, the formula is solid and works really well in this instance. Players will find themselves visiting a good number of the locations on the map anyway, but it’s spread out sufficiently well that you will find your curiosity piqued enough to visit them all, especially as you start seeing the experimentation being carried out at the facility.

Just a small gripe other than what I’ve already mentioned, and this goes to all developers: Just because Portal is an amazing series, doesn’t mean that every game should have test chambers. Or indeed a female computer voice.

The Emotionally Fourteen Games Rating
Graphics: Not changed from the original games, though the space theme is really well done.
Sound/Music: Some new music and sound effects, which fit right into the existing game.
Gameplay: Some of the genuinely hardest experiences I’ve ever had playing New Vegas, and some really fun gameplay.
Lasting Appeal: 35 new areas to explore, and a decent length of main quest with some decent side-quest length.
Summary: The strongest piece of DLC for this game yet. 8/10

Revenge of the Titans
Puppygames/Iceberg Interactive
Available now on PC
Review by Rob Wade

Never is there a more satisfying moment than when a reviewer picks up a game, takes a look at it and goes “Meh”, only to actually play it and find it to be utterly engaging. I’m pleased to say that Revenge of the Titans falls right into this category. Billed as a tower defence game with real-time strategy elements to give it that extra layer, Revenge of the Titans deals with an alien invasion. As commander of the Earth forces, it’s up to you to travel the galaxy repelling the Titan invasion, using strategic placement of units.

Tower defence games, it could be argued, have reached a plateau. The formula is established, it works and that’s really all there is to it. What’s nice is that Puppygames have tried to do something decent with it, incorporating a tech tree approach rather than the traditional mechanic of just thrusting new units and improvements on you at pre-determined points. It’s a nice idea, and it works really well. Users can find themselves improving one gun, or researching new lines of defence. As a change, it’s a welcome one, and it’s refreshing to know that the core gamer crowd isn’t in for as tough a time as it may have appeared when “Hidden object” adventure games caught on in their dozens.

Graphically, the game falls into the “simple” category. Colours are good, though, and the game looks crisp in motion. Granted, it’s not the most ambitious game graphically, but it’s done enough to separate itself from the traditional tower defence fare, and in the graphics department this is evident too. Sound and music are pretty straightforward too, with some retro-sounding music and some satisfying sound effects which do the job of making you aware that the enemies are dead without making their screams chilling enough to haunt you in your dreams.

Should you buy this, then? The answer is an emphatic “yes” in this case. The game is really enjoyable, and is of the ilk which is challenging enough to make you say “just one more go” if you fail the level. Failing that, if you clear the game without breaking a sweat, there’s the ability to go back and beat your previous scores for the perfectionists who think they could’ve done it a little differently. All in all, a really refreshing game, and one that will give hope to the cynics.

The Emotionally Fourteen Games Rating
Graphics: Simple but stylish.
Sound/Music: Some enjoyable retro-style music and sound effects, all of which sound pleasant enough to the ear.
Gameplay: Tower defence at its core, but the strategy element adds an extra layer of depth.
Lasting Appeal: Plenty of levels, plus the option to score attack makes this a particularly good game for lifespan.
Summary: A genuinely entertaining game, and one you should definitely pick up if you enjoy the tower defence games. 8/10






Top army engineer Tyler Locke is given a mysterious ancient manuscript. Written in Greek, it initially seems indecipherable. But with the help of classics scholar Stacy Benedict, Locke comes to understand that this manuscript could provide the clues to the greatest riches known to mankind - the legendary treasure of King Midas. However, there are others who are also hot on the trail, and it rapidly becomes a race against time to crack a code that is both fiendishly difficult and potentially deadly...

A sweeping, gripping read, The Midas Code blends fascinating incidents from myth and legend with a modern plot that will have you guessing to the very last page.

Thanks to our friends at Sphere, we've got five copies of The Midas Code to give away! For your chance of winning, send your name and full postal address to emotionally14@hotmail.co.uk before midday on Thursday 11th August, making sure to put "The Midas Code" as the subject. The first five entries out of the electronic hat after the competition closes will receive a free copy!

Don't forget to put "The Midas Code" in the subject line. Incorrectly labelled or blank entries will be discarded.

The Midas Code is out now, courtesy of Sphere.

Entries limited to one per household. Offer open only to postal addresses in the UK and Ireland.

Tuesday, 2 August 2011

Book Reviews

Invisible Fiends: Doc Mortis
Barry Hutchison
Harper Collins
Available from 04/08/2011 (Paperback)
Review by Rob Wade

Kyle wakes up in hospital...in the Darkest Corners. In this hospital, the surfaces aren't clean, and the instruments are not used for healing. But it's about to get much, much worse. The doctor is ready to see him now...

One of the things I've liked about this series since I started at The Crowmaster is that it teases a cataclysmic finale continually throughout, and it's a really effective way to tease the final novel in the series.

While this novel (POTENTIAL SPOILER [Highlight to Read] which explains how Doc Mortis is responsible for the Invisible Fiends END SPOILER) could have easily suffered from a high level of pacing issues, it's pleasing that these are kept to a minimum. Don't get me wrong; the pacing isn't completely perfect, and at times the pacing suffers from moving incredibly quickly, but for the most part Hutchison nails it.

What's done exceptionally well, however, is the tension that builds. There are many, many set pieces that deal with tension well, and every time you find yourself dreading the big reveal. In fact, Doc Mortis himself doesn't appear particularly often in the story, but a lot of his mystique is caused by what you see him having done to various bodies around the hospital. It's got elements of Silent Hill, which is probably why I like it in all honesty, but the tension is absolutely spot-on.

Fans of the series will love it, and if you're not already a fan, you should definitely consider taking the leap.


The Emotionally Fourteen Rating
Violence: Lots of scuffles, but it's teenage fiction.
Sex/Nudity: None.
Swearing: None.
Summary: A really effective and creepy novel, building up nicely to what promises to be a massive finish. 9/10




Taro was just a fisherman's son...but then his father was murdered and he was forced to become a Blood Ninja, fated to live by night, doomed to live on the blood of others. But he has had his revenge. He has killed Lord Oda, the warlord who had his father assassinated. But Lord Oda is not quiet in his grave.

He has found a way to reach beyond death and Taro and his friends soon find themselves facing samurai armies, a deadly enemy from the past and strange ghostly creatures who suck life from the living. Dangerously weakened, Taro, must recover the one object that Lord Oda was desperate to find before he died: the Buddha Ball, the source of limitless power. But if Taro is to complete his perilous quest - to save himself, his friends, his mother, and the girl he loves - he must go to hell and back and face his arch enemy once again. For Lord Oda has returned - as a Blood Ninja.

Thanks to our friends at Corvus, we've got five copies of Blood Ninja II: Lord Oda's Revenge t-shirts to give away! For your chance of winning, send your name and full postal address to emotionally14@hotmail.co.uk before midday on Tuesday 9th August, making sure to put "Lord Oda" as the subject. The first five entries out of the electronic hat after the competition closes will receive a free copy!

Don't forget to put "Lord Oda" in the subject line. Incorrectly labelled or blank entries will be discarded.

Blood Ninja II: Lord Oda's Revenge is out now, courtesy of Corvus.

Entries limited to one per household. Offer open only to postal addresses in the UK and Ireland.

Monday, 1 August 2011

E14 Ideas

Here at E14, you'll have noticed that we regularly engage our critical faculties in order to best recommend purchases in all manner of media things to you, the fine E14ies. However, this week, I thought I'd weigh in with some of the things that I think could not only work well, but also be really, really bollocking awesome.

I haven’t done one of these in a while, but I got inspired when playing Forza Motorsport 3 the other day, and it got me to thinking that there were gameplay elements of this game, as well as others, which would make for an incredibly engaging experience if applied to another particularly popular racing game. I speak, loyal E14ies, of Mario Kart.

2. My idea for Mario Kart

Recently, the criticism of Nintendo (which is not without merit to a certain degree, though I think the critics go too far at times), is that Nintendo has lost sight of its core fans and have engaged purely with the casual fan when it comes to their core franchises, serving up franchise updates in lieu of new IP. Like I say, it’s not without merit (as the big game to get excited about on Wii currently is The Legend of Zelda: Skyward Sword), but it seems like Nintendo get a bad rap for it, where on Playstation 3, Sony announces a reboot of Twisted Metal and everyone loses their shit. Just saying.

Anyway, the criticism of Mario Kart is that it’s the same-old formula every time. With the exception of Mario Kart: Double Dash, which allowed you the equivalent of a sidecar-rider who could then distribute power-ups and so on, the game has stayed pretty similar in terms of formula. Before anyone says it by the way, I’m well aware that the Wii version of the game added bikes. However, they didn’t really control differently in any significant way, and didn’t really vary up the formula in any significant way where the general gameplay was concerned.

What, then, is the solution? Well, the Wii U promises a significant power upgrade, but Nintendo’s graphics have always been more of a cartoony, colourful décor, rather than going for the hyper-realistic fare sported by the other two consoles. For my money, the hyper-realistic stuff actually ends up looking more artificial, but that’s just me, and I can certainly appreciate the Nintendo style just as well as the other game console styles. In fact, I can regularly be seen playing a so-called “kiddie” game with cartoony graphics, just as often as I can be found slaughtering the Locust Horde on Gears of War.

The solution, therefore, is simple: Use the additional processing power to make the game more robust. I’ve been saying since Resident Evil 4 that graphics could stay where they were, and I’d be really happy to have seen game worlds fleshed out, enemies increased in scale, that sort of thing. It has to be said, too, that a lot of entitled Internet fanboys would have less to complain about if their £40 spend on a new game went a little bit further. Of course, they’d still complain, but you’ll never get rid of that unless you make every game free and everyone just made money from wishes. Even then they’d probably dislike the rate of money they got from each wish.

Anyway, this is my suggestion for the Mario Kart franchise. In line with my assertion that the future of gaming should be lengthier, more in-depth experiences, developers could send Mario Kart in precisely that direction. Of course, it goes without saying that the traditional mechanics associated with the game could still remain, as Blur proved that there’s a market for games which employ power-ups alongside more in-depth racing mechanics, and ended up being critically popular if not commercially successful.

So in order to make it more in-depth, this is what I propose. Firstly, keep the existing mechanics available and in-place, but maybe call it the “Casual” or “Arcade” mode. This could go for all the different modes, including the existing Mario Grand Prix mode. As it currently stands, the player goes through 4 races accumulating points to win the various cups, and there are initially four different track combinations available. Grand Prix races come in three different speed variants: 50cc, 100cc and 150cc, with additional reverse tracks once you’ve completed all three speeds. So that’s 16 tracks, 3 speeds, 3 laps each, with options for a 4th course once you’ve done all the speed variants. If that doesn’t seem like enough, you might enjoy my new concept for the series.


By adding in a “Grand Prix” mode proper, instead of what would find its way into the “Arcade” mode, users would be able to get a more in-depth experience. Even something as simple as increasing the number of laps per race from 3 to 10-15 would be a step in the right direction. Being as the wave of the future is going towards competitive multiplayer, particularly in the online space, this’d make for some much more immersive (and of course longer) multiplayer sessions. Having competed in a number of long races on various racing games, I can say that if anything you get even more immersed. Rainbow Road, in particular, would be epic.

Better yet, add some more depth to it by increasing the number of cars on the tracks (you might have to make the courses a touch wider to accommodate, but it’s totally doable). Now, it’s true enough that Formula 1 races are traditionally run with 22 cars, but even I think that would be a bit of a stretch, unless you started to throw in characters from other franchises. Hey, it happened in Super Smash Bros: Melee, where they threw in Sonic as well as Solid Snake, so it’s conceivable that Sonic could make his way into Mario Kart, particularly as his own racing series hasn’t caught on.

Also of note in terms of things to be included could be the qualifying. It’d be somewhat necessary, if for no other reason than to improve track position on a now crowded racetrack. It’d only need to be one lap, as there’d be no real sense in making it any longer. After all, you don’t want it lasting more than an hour realistically, as it’s still going to be arcade racing at the core. Or is it?

So let’s go to the racing element. The success of Forza Motorsport and games like Gran Turismo shows that there is absolutely plenty of scope for games with a heavy amount of customisation when it comes to tuning up cars. Now, that would then lend itself to different cars, different tuning set-ups and so on, but I’m not saying that the game needs to go into such depth as to have fuel refills or tyre changes and so on. The model in Forza Motorsport 3, where cars drive through the pit lane at a limited speed, then come out with a perfectly repaired car having lost about 5-10 seconds, is absolutely fine, and would work well in this instance.

Agree? Disagree? Thought of more ideas I didn’t cover? The “Comments” section below is the place for you! Let’s just agree on this much: there are worse applications of the franchise than the one I just pitched. Case in point: