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The Geek Pride Comic Blog – 17/05/2014

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Hi, comic-book lovers and welcome to the first in what will hopefully be an ongoing weekly blog covering recent news, releases and general stuff about your favourite four-colour medium. This week we discuss some new and recent releases, the fate of Nightwing, and why DC can suck it.

The following contains spoilers, swears, and a marked tendency to go off-topic…

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Ben Fee: All New X-Men #27 – Sincerely one of the best runs since Morrison. I’m absolutely loving the original X-Men team from the past, in the present, fighting the future thing.

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Callum Tyndall: I got The Amazing Spider-Man #1 through on Saturday. Pretty nice to have Peter Parker back after the weirdness of Superior and it’s got the humour of seeing him coping with his new found life.

BF: I’ve been Peter-Parkered out for a while now. Caught the first few with Doc Ock in the tights but far far preferred the Superior Foes title. Is it worth having a look at Amazing?

CT: I dunno. I mean, if you’re Parkered out it may not be for you but it’s pretty fun. Haven’t read Spider-Man for ages so I just thought it was a good point to come back in. Personally I think it’s pretty good, interesting to watch him adjust to the life Ock left behind. There’s a lot of good comedy in it that’s nice to pick up after a lot of dark shit going on in the last few months of Justice League and the whole Forever Evil saga.

BF: Ugh, I know, DC need to cheer the fuck up…

CT: The whole Nightwing thing has pissed me off so much. But I also picked up Flash Volume 1 lately which is pretty good. Never been a huge fan of the hero so I’ve not really invested before but enjoyed the first volume.

BF: I got the first few for most of the new 52 – wasn’t really feeling it for any of them except Batwoman (obvs). What’s the deal with Nightwing?

CT :Well SPOILER ALERT but they killed him. The Crime Syndicate hooked him up to this bomb that was linked to his heart beat. So Luthor killed him, seemingly just so DC could cancel his solo run, presumably ‘cos it wasn’t selling enough?

BF: Lame-o. It would have been more interesting if he just left the superhero business to open a sandwich shop or something. A circus-themed sandwich shop.

CT: Yeah, I mean he’s really the only one of the Bat-family who could really replace Bruce so I’m hoping he’s coming back somehow. There’s enough ways in the DCU for him to be revived.

Brittany S Thornton: Wait… they killed Nightwing!?

CT: Yeah…. But I think they’re bringing him back because they’re changing his title to Grayson where he’s like giving up being Nightwing to go undercover as part of Spyral or some shit…

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Laura Maier Swainston: Loving Captain Marvel #3 and the quest to reclaim her spaceship, her escaped cargo/prisoner/person she’s trying to help, and her cat. She’s just the most awesome superhero ever. Well, I mean, she’s no Spider-Woman, but she’ll do…

BF: Captain Marvel is ace at the moment! I tried to get into her from the Marvel Now reboot but it was just too All-The-Things-I-Hate-About-Green-Lantern-y with her air force stories and then the time travel adventure with WW2’s sassiest company. This new stuff with her in space, though? Booming. Love the fact her spaceship is named after Harrison Ford. Even love the GotG guys showing up like they have in every other book…

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LMS: Secret Avengers #3 was good… I’m finding this run on SA a bit jarring, since the first two volumes were pretty dark and serious covert ops books, but I’m liking the style and tone of this book, what with the characters accidentally bumping into the fourth wall all the time.

BF: I am trying so hard to love this but the covers are awful and it seems entirely orientated towards the new movie and TV fans. Not that that’s necessarily a bad thing.

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LMS: X-Force #5 wrapped up some Things We Didn’t Really Care About, but wrapped them up so well that I feel compelled to go back through the first four issues, and I love it when that happens.

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LMS: Oh, and in Auteur #3 (3 being the magic number for me this week it seems) three guys dispose of a body whilst off their tits on multiple drugs. I don’t there’s a single comic that couldn’t be improved by a scene like this. Seriously.

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Andy Haigh: The latest All-Star Western is top stuff, like usual. One of the best things DC is putting out and it avoids all the event bollocks. Jimmy Palmiotti and Justin Gray have been writing Jonah Hex for about a decade I think, so it’s also avoided DC’s talent for cancelling anything that’s good or anything that doesn’t feature Batman and friends. Staz Johnson’s art is quality too.

LMS: I continue to be Very Much Not A Fan of everything DC does, but this week’s Batgirl had Ragdoll from the Secret Six in it, and it was all very wacky in the darkest possible way. But don’t worry, it had a happy ending *evil smile*. I’ve basically stopped reading everything DC-related since the New 52. I gave it a chance, I really didn’t like it, and now I’ve converted to Marvel and the smaller companies (Image, Dark Horse and BOOM! especially) although I’m buying up all the TPBs from pre-reboot. I’m still reading Batgirl, obviously (though I don’t accept it as canon and probably won’t buy the trades), Worlds’ Finest (ditto) Wonder Woman, Batwoman and Harley Quinn (all three of which- especially Batwoman- work with the old continuity) and I look in on Catwoman from time to time to see if she’s gotten any better. SPOILER: She hasn’t.

BF: To be fair on Catwoman though, where could she go after the peak that was boning Batman on a roof in issue 1?

Cristina Bogdan: Heh, Laura, I actually started liking DC with the new 52 thing  Never did like them before, but I’m easily pleased.

BF: I think it depends how invested you were in the old continuity. If you didn’t care about the old stuff, I reckon the reboot would have been amazing. For me it was a confusing mess of what was new and what was still true.

LMS: Yeah, like, I totally get WHY they did it, but most of the new stuff has left me cold. As for Catwoman boning Batman, I’m not even exaggerating when I say I felt a bit betrayed by that- pre-52 they had a complex relationship where, even if they weren’t together, they trusted each other and each knew the other’s secret identity. New 52, they have no clue who the other is, have no investment in each other’s personalities, but hey, let’s fuck on a rooftop, why not?

CB: Batman and Catwoman fucked on a rooftop? How modern of them! Was Superman ogling them from space?

CT: Nah, Superman was busy getting with Wonder Woman while flying. The DC men are classy guys. The whole Catwoman/Batman thing I’ve basically just ignored because it’s never gonna get better than it was in Hush but the Superman/Wonder Woman combo just seems a bit cheap with it essentially just being Superman: “I’m lonely and awesome” Wonder Woman: “I don’t want Steve Trevor but you’re on my level so let’s do this”

CB: Clearly, so classy…

 

More fun and games next week, but in the meantime check out more from today’s contributors here:

Ben Fee; Callum Tyndall, Cristina Bogdan; Laura Maier Swainston; Andy Haigh; Brittany S Thornton

Retractable Wolverine Claws Are Now A Thing

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Colin Furze is your new leader.

If he has a cult, you’re going to join it.

 

Who’s Colin Furze? He’s the happiest man on the internet AND one of the greatest inventors in geekdom. His Youtube channel is incredible; full of explosions, shouting and his latest invention, Wolverine’s Claws.

Check him out in all his glory here:

Halo 5: Guardians Coming Autumn 2015

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The next instalment of Microsoft’s blockbuster Halo franchise is officially titled Halo 5: Guardians and, according to an Xbox Wire blog post by Bonnie Ross, General Manager of 343 Industries, the Xbox One exclusive will be hitting shelves in ‘fall of 2015’.

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Bonnie Ross had the following to say about Master Chief’s next adventure:

Any time you transition to a new platform, there is the opportunity to look at things with a new perspective. For us at 343 Industries, the launch of the Xbox One was an opportunity to think about what stories we wanted to tell, how to tell them, and how best to push the “Halo” franchise to showcase the platform. And, most importantly, combining our passion for “Halo” with the vocal and informative input from our fans.

“Halo” isn’t simply a perennial game franchise, it’s a part of the Xbox platform itself. In terms of innovation and ideation, it’s sometimes important to people who might not even play “Halo.” And of course it’s a passion and an essential experience for two generations of gamers.  So we asked ourselves, how do we begin and where do we go with “Halo” on Xbox One?

In the past, “Halo” games have pushed the Xbox forward, showcasing the console and its ecosystem in entertaining and innovative ways. Making a “Halo” game that runs at 60 frames per second, on dedicated servers, with the scope, features and scale we’ve been dreaming of for more than a decade, is non-trivial.  It’s a task that we, at 343 Industries, are taking very seriously to ensure we deliver the “Halo” game that fans deserve, and a game that is built from the ground up for Xbox One.

I’m happy to reveal that “Halo 5: Guardians,” the next instalment in the legendary saga of the Master Chief, will launch on Xbox One in fall of 2015.  In the tradition of every “Halo” game since its debut in 2001, it is a massive and exciting project.

“Halo 5: Guardians” is a bigger effort than “Halo 4.”  That applies to the content and scope of the game, as well as the technology in what’s now a brand new and more powerful engine.  Certainly there are some core elements carried over from prior games, but we’ve invested a huge effort in retooling our tech to take full advantage of the Xbox One’s hardware and ecosystem to create worlds and experiences worthy of next-gen.

It’s a game that will hopefully demonstrate the talent, learnings and abilities of the 343 Industries team. A game that will incorporate the things we learned from “Halo 4” about technology, aesthetics, performance and scale – and perhaps more importantly, understanding and embracing a community of gamers who love what lies at the heart of this game, and the limitless potential of the “Halo” universe.

And 2015 won’t simply be the year of “Halo 5: Guardians,” it will also be a year that offers us a unique opportunity. The opportunity to invite old friends and new audiences into that universe through the “Halo” television series, launched as a unique collaboration with Steven Spielberg and some of the finest creative minds in the business. A series that will stand alone, as well as complement and enrich the game experience. We’ll have more to share on the “Halo” television series as we near its projected fall 2015 release.

Although there was little in the way of solid details about the upcoming game, Ross promised that fans would find out about the ‘special plans’ in-store at Microsoft’s E3 briefing on 9th June. Until then, enjoy the Halo 5 reveal trailer from last year’s E3:

 

Flashback: Portal 2 Review

Science. A subject that I found was boring and tedious in theory-based studies. It was, however ,  in practical orientated lessons I found a great sense of fullfillment. Fun-fuelled moments of adrenaline-pumping joy, followed by that brief moment where you stand and marvel at what you had just accomplished…only to want to do it again straight away. With each successful trial you complete, you find that the thirst for experiments you had at the beginning was not quenched, but instead more  (without sounding dramatic) unbearable – only further testing can possibly have an impact on the dilemma you now find yourself in. So, off you set, finding more challenges that await you, only to overcome that and, for that brief second, feel that warm fuzzy feeling of joy.knowing that something tougher is just around the corner. Ladies and Gentlemen, welcome to Portal 2.

If the original Portal was a simple experiment from Valve, not knowing the true extent of what would happen, if anything, then Portal 2 is the refined, more impressive, explosive result of years or research, hours of painstaking craftsmanship from the game developers, and a few lucky breaks (more on this later). With the original Portal it introduced the portal gun, a gun that shoots two different portals that your character, Chell, and many other objects, could pass through. It held your hand, refusing to let go of it for too long, making sure that you knew where to go, what had to be achieved, and how to achieve it. Only throughout the second half did it realise that this game, being (primarily) a puzzle game, should challenge you.

Oh hi there!

I say primarily, because this game comes under so many of those pre-defined genres; FPS, Puzzle, Adventure, Platformer. But, at the same time, it isn’t. The rules of these genres don’t seem to apply in this gorgeous world that Vavle have created. With the tag “first person shooter” attached to a game, people will always, without fail, think of Call of Duty, Battlefield, Halo, and all the other multi-player orientated games that are released annually. But in this “FPS” you don’t shoot bullets, you shoot science, always with the goal of getting you where you want to be. Likewise, in this “adventure” game the only adventure will be one of discovery, but not one found at the end of the game. Instead, it’s found in every single test chamber, the discovery being that moment you find out how to achieve your goal. To accompany you throughout these moments of discovery is the charmingly childish, idiotic Wheatley, voiced by Stephen Merchant. And, of course, everyone’s most loved cynical A.I robot, GLaDOS.

The “few lucky breaks” that I briefly mentioned earlier applies to the voice of Wheatley, Stephen Merchant. Underestimating the task, he believed this to be an “easy gig”.

He said: “When I started to mention to people who know about such things, ‘I’m doing this game,Portal 2,’ they got very excited, suddenly. More excited than anything I’ve ever done before, weirdly.”

“Gamers are incredibly enthusiastic about the stuff they love. Suddenly I realised, this is quite a big deal and what I thought was an easy gig, I suddenly felt this responsibility to try and do a good job.”

His role as Wheatley was, luckily for him, praised thoroughly. If it was anything below perfect, the Portal lovers would have raised their pitchforks and marched straight for his house.

“I have to say, I found the entire thing really exhausting,” he admitted. “More than anything I’ve ever done before, because I’m in this little recording booth, shouting down these imaginary corridors, imaginary gantries, pretending to fall off things and really trying to move around and live it as best I could. I know it sounds really pretentious, but really try to move around like this robot so my voice would feel like it was animated.”

“I guess because I wasn’t really in a set, I wasn’t in a costume, so I was using my imagination as best I could to try to imagine this would. And again, the guys at Valve were very good at painting a portrait of what the world would look like before it was designed.”

Despite the difficulty of the role, he said that the response from fans makes it all worthwhile.

“But now I’ve been very pleased by the response people have had to it. What I was really pleased by is how people seemed to respond to it in the way they do with a movie they’ve enjoyed, or a TV show they’ve enjoyed. They seemed to respond to it as entertainment,” he noted.

Wheatley’s character is designed to be instantly likeable, largely due to the childish nature in which he excitedly moves around, never has a clear sense of direction and, to be fair, is a bit of an idiot. Without giving too much away, the sudden change of character in the environment, and the dramatic role reversal of some of the main characters, truly shows that this is worthy of being a fully fledged title, rather than a small prototype, when compared to the first one.

Meet Atlas (left) and P-Body (right)

The second (and impressively last) lucky break that paid off for Portal 2 was the inclusion of multi-player. Many were worried that the humour that was present throughout the first title, and more so throughout the second, wouldn’t be present when playing with a friend. They never needed to worry. The laughs are still present, listening to GLaDOS try and break you and your team-mate apart and, although scripted, still had me trying to out-do my friends. With the promise of multi player DLC the impact of the short co-op campaign (I say short…it’s about the length of the first Portal) is lessened, and instead of leaving the usual lot to complain how it should have been included on the disk, you can already see them kissing Valve’s feet and drooling, waiting in anticipation.

Whilst many of my gripes with this game are incredibly minor, there is one that does stand out and may disappoint a few gamers. GLaDOS returns with her cynical attitude, but because you expect it of her, it doesn’t have the same impact that the first Portal manages to achieve.

I’m not the smartest test subject in the Aperture Labs, but this game never faulted you for taking your time. In a smart (maybe subconscious) move, GLaDOS, Wheatley and Cave Johnson all provide that comic relief that stops you from getting stressed, allowing you to think more rationally about the challenge before you and, eventually, complete it.

 

A disclaimer: The opinions shared in this article do not entirely echo the opinions of team GP. Some of us, for example, feel that the original Portal game was far superior, whereas other members refuse to listen to reason- Mike

Next-Gen Payoff: Have The Big Three Justified Your Purchase?

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20th February 2013. 21st May 2013. 7th June 2011. You know what these dates represent, right? What?!? You’re telling me you don’t? There were the dates that Sony, Microsoft and Nintendo first unveiled their ‘Next Generation’ consoles, and got the internet excited, confused, and disappointed. Rumours were put to rest, stock prices rose or lowered, and fan-boys roamed wild, proclaiming their favoured console was the second coming of Jesus Christ himself. Back in these good ole’ days, no-one was quite sure what these consoles could achieve or what they could deliver on, but many a promise was made. Developers stepped forward to champion a select console, announcing that it could compete with the highest of high-end gaming pc’s out there, and even possibly cook your breakfast for you if you asked nicely. Whilst I may have got carried away at the end there, the initial promises compared to the end-result reality isn’t too far away from the truth.

History Lesson

Certain consoles have had easy lives, such as the Playstation 4. Whether or not this was due to the colossal mishaps on Microsoft’s part is anyone guess, but the general consensus is that the thought process behind the initial Xbox One reveal was geared towards marketing Sony’s far more approachable machine. 180’s happened over the following months, with Microsoft nearby abandoning all their first pitches, such as the ‘connectivity required every 48 hours’ controversy (which was, predictably,not met with a lot of applause and some trepidation). Microsoft were going back on their image of what the Xbox One stood for and could achieve, and that worried a lot of consumers. Regardless, people wanted change, and they were given it. Both consoles released in November 2013 in the UK, immediately selling vast quantities along with both first and third party software.

Mario in HD was a sight to behold… for a while

The Wii U, on the other hand, has had an uphill struggle since it’s inception. Confusion has surrounded the console since it’s first reveal. The questions floating around forums everywhere were, for the most part, the same; Is this a new console, or an extra piece of hardware for the already existing Wii console? The naming was slightly odd too. The intention was to capitalise on the ‘Wii’ brand, but this in fact confused everyone just that bit more. The tablet controller, which had been in the rumour mill for quite some time, was the only thing shown in this video. “What about the console itself?” I hear you ask. A few off-focus shots here and there, but that was it. Nintendo soon apologised after E3, but for some the damage had already been done. Stock prices dropped around 10%, the lowest they had been for around 5 years.

Developers came rushing to Nintendo’s aid by singing praise, shouting glorious tales of the powerful beast that was coming but these all turned to be empty promises. The Wii U holds around the same power as the PS3 and 360 which were, at the time, outdated. New experiences were also promised by Nintendo due to the tablet controller, and this was only half delivered on. See, the initial batch of games made use of the gamepad in various ways, most notably Nintendo Land which was given away with the premium edition of the console. As time went on, both first party and third party titles alike stopped using the gamepad for the previously touted new experiences and instead resorted to mirroring the tv screen. Nintendo are still, as of this article being published, waiting for that single game that can revive the console, 3DS style.

Always look forward

Where does this leave us now? With the exception of Nintendo, next-gen machines are still fairly new to us and thus leaving us with a question: What can we look forward to in the future? Games naturally only get better throughout the consoles life span (in theory) and, as naturally curious creatures, we’re always wondering what’s round the next corner.

The ghost of Eurogamer past… Hey look, Playstation Move!

I was lucky enough to visit the brilliant Eurogamer Expo in 2013, a mere two months before the PS4 and the Xbone were released to the general public, and I couldn’t have gone at a more exciting time. I was going to see all the new experiences that the big three were promising in the middle of this console generation swap. Out with the old, in with the shinier, prettier new. They were out in full force, having roped off sections for their own dens to ensnare willing participants, captivate them with the allure of a new kind of experience, and then free them, forcing them to salivate over the consoles in security boxes littered around the halls of Earls Court.

With this having been my first expo ever attended, I set the bar pretty high. Assassins Creed: Black Flag, Sonic: Lost World, Titanfall and Pokemon X/Y were among the games that were available to the public to play, if you could brave the mile long queue of course. The games weren’t just there to flex their developers muscles though. The games themselves stood for everything that Sony, Microsoft and Nintendo had been telling us over the past few generations, and it all seemed to be coming into fruition.

But we’ve had these games now. They’ve been and gone. What we’re left with is an insatiable appetite for more. For better. 2013 was the year of that change in generation, the promise of something better. 2014, and the coming years, have to be when that promise is delivered on, and then some. For some, titles such as Killzone: Shadowfall, Titanfall and the upcoming Mario Kart 8 has already delivered when they believed the consoles set out to do, but not everyone can have their thirst quenched so easily. Titles such as Final Fantasy XIV, Batman: Arkham Knight and Halo 5: Guardians are on the horizon, and we want every piece of information on them as soon as possible, fed to us in a straw while we continue catching up on all the other excellent games out there. Eurogamer Expo 2013 seemed to set the bar extremely high when I first walked through those hallowed doors, but the promise of something better will mean 2014 is be a force to be reckoned with. A year where the best games are out on show, where games are put to the test. It’s when we’ll find out if Bungie’s ‘Destiny’ is worth the reported $500million budget. It’s when we can experience Super Smash Bros Wii U/3DS in all it’s multiplayer glory. It’s when we can sit in our millions and watch E3, fizzy beverage in one hand and a slice of cold pizza in the other. It’s when we unite as gamers, and look towards the future.

Every generation has it’s defining games and, for the most part, they’ll be similar to everyone else’s. GTAV, for example, was a shining example of an enjoyable, narrative game that never stopped being fun in any aspect. For certain individuals, there will always be that niche game that they couldn’t put down, that first drew them to the platform. In regards to the PS3, mine was Naruto: Ultimate Ninja Storm. The beautiful, highly stylised manga animation convinced me to purchase one as soon as possible, and that franchise is still one of my most played games. As a feature, over the next few months I’ll be posting numerous reviews of old titles that really defined the last generation of console gaming for me, and I hope you look forward to reading these and sharing with us what your titles were.

What do you think of the games available now? Still looking for that killer system seller, or are you happy with your purchase thus far? Let us know in the comments below!

X-Box 360 Review: 2014 FIFA World Cup Brazil

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With arguably the greatest sporting event in the world just weeks away, Betfair have kindly sent Geek-Pride a copy of Electronic Art’s new FIFA videogame to review.

2014 FIFA World Cup Brazil is the competitions official game, published by EA Sports for the Playstation 3 and Xbox 360. This isn’t a new thing that EA Sports does, in fact nearly every two years we are graced with two FIFA games instead of just one, due to a major tournament. But how does this World Cup version of FIFA stack up when compared to it’s nearest predecessor, FIFA 14, and is it worth the outlay of money?

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Well the answer quite simply is yes and no, this is a game for FIFA fanatics, it’s not one for your occasional FIFA player. EA have introduced some nice new game modes, such as ‘Captain your Country’, where you create your own footballer and work your way through the B-Team until, obviously, you captain your country and hopefully lift the World Cup. It also has ‘2014 FIFA World Cup’ where you can compete online or locally through the World Cup Finals, ‘Story of Qualifying’ which allows you to compete in scenarios such as trying to replicate Colombia’s three goal comeback against Chile; rescuing a point for England against Poland using Frank Lampard.

As seen in the above video, there are two other modes to this game; the first is ‘Road to Rio de Janeiro’ which is this games version of ‘Online Seasons’, taking your country of choice you play against other players through the 12 Brazilian World Cup venues as you try to make your way to the Estadio do Maracana in Rio. Just like in FIFA 14 you either win matches and go to a new city instead of division, or lose and be relegated to a different city (division). The final game mode is ‘Story of Finals’ which is another online mode and unavailable until the tournament itself starts. It boasts that one hour after the latest World Cup game has been played, Story of Finals will challenge the player to a host of different scenarios where you play for bonus XP to buy more things in the EA Catalogue store.

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All of this sounds interesting and some of it is done quite well, the Captain your Country for instance through EA’s new use of Sports Radio which has over 50hrs of radio podcast commentary, that changes depending on your performances and adds a new layer of realism. Unfortunately a lot of this we, as gamers, have already seen before. Story of Finals can be seen in FIFA 14 as Game of the Week, Road to Rio de Janeiro is Online Seasons, there isn’t a lot which can be described as new material that warrants spending £40 on a new FIFA game. Especially if you bought FIFA 14 with FIFA 15 surely waiting in the wings to come out in a couple of months time.

That being said this it is fun, FIFA is arguably the best football game on the market and if your looking for realism, good graphics and are desperate to play FIFA 14.5 then this is for you. There are a couple of new skill games involved here and the football podcasts that have made there way into it are really good. Hopefully they will consider keeping them for FIFA 15 and it’s new career mode and the cut-away graphics to the realistic managers, players and fans watching around the world on big screens; giving this game a sense of grandeur otherwise lacking in it’s predecessor.

All being said,  In a few months, when the new FIFA has come out or once the World Cup is over,  FIFA World Cup Brazil will no doubt stay on your shelf but at least it has been a nice filler between versions.

The Flash – Full Length Trailer

This week marked the season finale for ‘Arrow’, as Season 2 came to a halt. For those who are fans of the masked Bowman, who seems to only get better with age, don’t fret: a third season will be made soon.

What interested quite a lot of fans though was the teaser attached to the finale, marking the first trailer for fans of the Scarlet Speedster. Blink, and you’ll miss it.

https://www.youtube.com/watch?v=rnXsnR-2AvU

Wait, first – as in implying there happens to be more than one? Oh that can’t be ri-

…wow.

This is one heck of a trailer for the CW to pull out, and my god…Reverse Flash teaser? Weather Wizard (…wait, I thought Clyde was the brother of Mark Mardon, the Weather Wizard from the Rogues)? Oliver Queen cameo? And did I see the words ‘Ferris Air’?

This. Looks. Fantastic.

Okay, I had my doubts. But what started off as just a spin-off of Arrow seems to have most certainly found it’s feet and hit the ground at lightspeed.

It looks like the Rogues will actually be individuals instead of a team at first…which will be pretty interesting, because I like to see the villains develop alongside the heroes in a series.

 

Alien Invasions and Dinobot-Riding Action in the latest Transformers: Age of Extinction trailer!

The second trailer for Michael Bay’s upcoming Transformers: Age of Extinction is out now! Featuring menacing government agencies, Earth-invasions and, most importantly, Optimus Prime riding a Dinobot, Extinction is certainly looking set to be another fun, mindless, CGI-fest, full of robot-on-robot action (no, not that kind.).

Check it out below:

 

Transformers: Age of Extinction hits UK cinemas on 10th July.

Night Night Animal Crossing: Nintendo pull the plug on the Wi-Fi Connection Service

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It’s the end of an era for millions of small towns – however will Tom Nook continue his exploitative slave trade? Nintendo have announced that they will be ceasing online services for Animal Crossing: Wild World on DS and Animal Crossing: Lets Go To The City on the Wii. There are now only 8 days left to enjoy Animal Crossing online as the service will stop on the 20th of May 2014. Animal Crossing: New Leaf on the 3DS will not be affected.

There’s still plenty of fun to be had out of both games in offline mode, just no more sharing with friends, which was a pretty brilliant part of the game.

Most of the super fans will probably have New Leaf anyway, so will be no big loss for them, and casual fans like me have likely already left behind a desolate wasteland of dead flowers and lonely neighbours. I occasionally visit, but to be honest it’s a little creepy there now.

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These aren’t the only games affected, Nintendo are pulling the Nintendo Wi-Fi Connection service. For a full list of affected games check here.

Speaking to Eurogamer a Nintendo spokesperson said “As of May 20, 2014, certain online functionality, including online play, matchmaking and leaderboards for many Wii, Nintendo DS and Nintendo DSi games, will no longer be accessible. Users can still play these games in offline mode which continues to offer a rich game-play experience. Other online functionality on Wii and Nintendo DS, such as access to the Wii Shop Channel, the Nintendo DSi Shop and video-on-demand services, are also not affected at this time.”

This news follows last week’s reports that EA will also be shutting down online services for approximately 50 games in June 2014, including Bulletstorm, Crysis 2 and several titles in the Battlefield franchise. In a market with paid network passes and where online components are becoming increasingly important, should publishers be allowed to remove these services within only a few years after a game’s release?

Quarriors

With the release of Marvel Dice Masters in the UK (you lucky devils in the USA have all the fun!), I thought that for this review I’d take a look at the original title that gave us the Dice -Building game upon which MDM was based – the strangely named Quarriors.

Quarriors is a game based on the what-if principle, where some clever designer took the concept of the deck building game (such as Dominion) and thought “What if, instead of buying cards for a deck, people bought dice for a dice pool?!” And lo, a new concept was born!

First impressions: Quarriors comes in a solid cubic metal tin made to look like one of the dice in the game. This is then wrapped by a cardboard sleeve that gives the details of the game and show cases some rather zany looking artwork based on the monsters featured in the game. It’s a clever touch, and the artwork does a great job of pulling you in with it’s bold colours and high quality. Plus the tin feels very robust; straight away you get the feeling this is a game to carry around and slap down on the table top without worrying about the corners getting frayed. Just don’t roll it like a die; it doesn’t appreciate it, and your table won’t either.

Whole load of dice in this game!

But enough with the pretties, what about gameplay? In Quarriors, players take the part of a summoner looking to reach victory by earning victory points. Each is given a set of custom six sided dice to start the game, split into Basic Quiddity and ‘Apprentice’ Creature dice (more on these later). These are all put in a bag and given a shake to randomise them. At the beginning of a player’s turn, they remove 6 dice from the bag and roll them. Whatever lands face up on the dice is what the player gets to use this turn. If a player cannot pull enough dice from their bag, they put their discard pile back in, shake and take enough to make up the rest they needed. In this way, players will get a chance to play with the dice they purchase during the course of the game.

However, it’d be pretty dull if all you got were the basics. This is where the rest of the dice some in. During setup, players select 7 random Creature cards and 3 random Spell cards from a deck. Each card features the special abilities of that Creature/Spell, the cost to purchase the die in Quiddity, the amount of Victory points it gives when it scores (see below) plus which dice are used to represent it in game; these dice are then placed on top of the relevant card and are there for players to purchase during the course of the game.

A selection of the creatures and spells summonable during gameplay

All the dice in this game are customised. Each die represents either Quiddity, Spells or Creatures. Quiddity is the unit of ‘power’ or ‘currency’ in the game, and is used to purchase better Creatures and Spells from the aforementioned cards on the table. Purchased dice go into that player’s discard pile.

The Creature dice feature both Quiddity and of course a monster that can be summoned. If a Creature is rolled, the player has the option to spend their Quiddity this turn (assuming they rolled enough!) on ‘summoning’ the Creature. When the creature(s) come onto play, they attack all the other players, killing their Creatures if their Attack stats are higher than the defender’s Defence stats. The cost of summoning, plus the Attack and Defence are all stamped onto the dice. This looks incredibly cool and helps prevent endless referencing back to the card the die came from. On the flip side, the small size of the dice means the numbers are teeny; this has led to some of the numbers not being coloured properly during production, making them illegible. This is worrying from a Quality Control point of view, since no-one likes to get misprints in their game.

Creatures are also the main way of scoring Victory points. If a Creature die survives until the beginning of your next turn, it scores you a number of victory points listed on the card it was purchased from. On the downside, scoring means the Creature is sent to your discard pile.

Last but not least are the Spells. These work a little like Creatures in that you only get to ‘cast’ them if you roll the appropriate face on the die. However, each Spell is free to cast and will have an ability that triggers during certain events, such as when your Creatures are killed by an opponent, or when drawing new dice. It’s up to the owner when the Spell is cast, adding a tactical element to such dice.

A cleverly designed box (assuming you don’t get the tin!) even has space for any expansions you buy

Players win by scoring enough Victory points. The target to reach depends on the number of players, with fewer points being required if you have 4 players as opposed to 2. This is masterful way of preventing a game going on for too long, as higher numbers means longer time between getting your next turn and more risk of losing all your Creatures to attacks from the other players. It’s a clear case of thorough play testing to find the sweet spot between play time and getting a fair shot.

Finally, the artwork and components. The visuals are excellent, with a cartoony/realistic mash-up showing the game’s light-hearted theme without taking itself too seriously. The card stock is decent, and apart from the few ‘misprints’ the dice look crisp and well-tooled. Also, the rulebook is well designed, giving play examples where appropriate and a relatively simple layout to follow. The metal tin gives that extra finish to a well-constructed game of high quality.

However, being a dice game, players are subject to the vagaries of Lady Luck. If you’re just plain unfortunate, you’ll spend turn after turn being inundated with Quiddity, most of which goes to waste (you’re only able to purchase one die per turn CHECK RULEBOOK FOR THIS). This is only a minor gripe, since any dice game has the potential for this; players need to accept this from the outset to prevent any rage later!

Also, I definitely felt the actual range of choice was in effect limited by how much Quiddity you rolled. This may seem obvious, but let me explain; if you rolled 8 Quiddity on a given turn, your best play was generally the most expensive die on the table. If you couldn’t afford it, you go to the next most expensive and so on. It was rare that I felt I should go with a cheaper purchase if a more expensive one was open to me. This is especially true of the Quake Dragon card, which included a special ability that essentially made it invincible to any Creature of level 2 or less (level is based on how much the Creature costs to summon, with higher levels meaning better stats and abilities). This vague ‘illusion of choice’ gives the slightly unsettling feeling of the game playing me instead of the other way around.

But despite these flaws, I can’t help but like Quarriors. It’s got enough variety along with the added element of randomness to prevent the game getting stale after only a few play throughs. Its simple ruleset and tactile element of rolling dice make it accessible to newbies and experienced players alike, again with the randomness element to help level the playing field. It’s a cheerful game, light and fun with a gentle spritz of tactics.