If you’ve ever played a Forza Horizon game, the core of Forza Horizon 4 is pleasantly familiar. Its most important aspects — its cars and locations — are as impressive as you would expect. FH4 refines the classic Horizon open-world gameplay and extends it across even more environments, taking you from muddy cross-country treks to snowy hills and frozen lakes.
Showcase races, which place you against showstopper competitors like planes and hovercraft, also return. Although these are fun displays featuring ingenious opponents, the showcases occupy an awkward middle ground between a setpiece spectacle and a race. Showcase races are focused on putting you and your opponent in the right positions for dramatic jump scenes and conflict points, which detracts from their stated role as a race. I have a game clip of myself trailing a Showcase opponent yet suddenly being switched to first place as a race ended. It’s a minor gripe, but that kind of switching makes Showcases feel somewhat dishonest — I believe the Showcases would have been better if they were purely a spectacle, rather than being a mixture of race and setpiece.
Last week, I finally played Spec Ops: The Line (only 6 years late!). I’d heard about its ambitious, ethically challenging story, but I’d tried to avoid spoilers. Going into the game, I knew one thing; I would have to make choices that I wouldn’t want to make.
I was expecting tough choices from The Line. However, I wasn’t expecting false choices. The Line contains a mid-game scene where protagonist Walker (and by extension, the player) is treated as if they can choose between two actions, even though the game mechanics allow only one. In the next dilemma, the game lets you continue assuming that only one choice is possible; this time, you could have done something else.
The ingredients of Onrush are simple. Start with the frenzied speed and crashes of Burnout: Revenge, and mix in the co-operative objectives of Overwatch. Add cartoonish, Fortnite-styled character models and emotes, then finish with cosmetic loot boxes.
Onrush is a co-operative racing combat game, where players succeed by carrying out team-based objectives. It promises relentless speed and chaotic battles. It vows to keep you in the action at all times. So, how does Onrush achieve the goal of continual speed? And what does it feel like to play?
Three Fourths Home is about that conversation you always wish you’d started, and that regret you might not be able to repair. More literally, it’s about talking, driving, and closure.
TFH is a piece of interactive fiction with a simple premise: protagonist Kelly is on her way home from visiting her grandparents’ now-empty house when a storm approaches. Kelly’s mum calls to locate her, and their struggle to communicate forces their complicated family dynamics to unravel there and then. The entire game is held within this one conversation; as Kelly, all you can do is keep driving and keep talking.
Just like the rest of the internet, I’m going to talk about No Man’s Sky...
More specifically, about the 1.1 update announced today.
1.1, known as the Foundation update, will add two new modes (Creative and Survival) to the main game, and will begin the Base Building feature, while adding features to existing mechanics like farming. Foundation also promises to improve multiple parts of the resource management side of the game, by making resources easier to store, automate and use. The patch list is one of the longest I’ve ever seen.
You have full energy!…
While boxed game releases used to mean one large payment for one large game, that idea isn’t a certainty any more. Episodic games often occupy the midpoint of the price-content spectrum, while some AAA games aim for everywhere on the spectrum at once; a full game for a full price, a season pass on top, then microtransactions on top of that.
For AAA games, microtransactions rely on keeping the momentum of playtime going- for longer, either by unlocking new items early, or by increasing rewards. However, major freemium games instead aim for “micro-gaming”- limiting people to short, regular chunks of gameplay. Transactions can act as micro-monetisation -exchanging a little bit of money for a little bit of time saved.