If you’ve ever played a previous Forza Horizon game, the core of FH4 is pleasantly familiar. Its most important aspects, 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, where you challenge unusual opponents, also return. Although these are fun displays featuring ingenious opponents, the showcases occupy an awkward middle ground between a setpiece specatcle 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. Its a minor gripe, but that kind of switching makes Showcases feel somewhat dishonest – I believe the Showcases should have been better as pure spectacle, rather than as 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?
This weekend I had the brand new experience of going to the Insomnia Gaming Festival. Having never been to any gaming events or tournaments, I wasn’t sure what to expect. I had a full weekend ticket, so I was there from Friday morning until Sunday afternoon.
As families often attend over just Saturday and Sunday, Friday was a fairly quiet introduction to the festival environment. We were able to get our bearings and explore the arena, and we could try all but the largest activities without queuing.
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 difficulty in communicating 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.
Although I’m both a science nerd and a video game fan, those interests don’t intersect often. Scientist characters in video games are often feared (or laughed at) from a distance, rather than being understandable or sympathetic. Worse, they are usually locked into two narrow roles:
The “Mad scientist” – a friendly yet distant and absent-minded tinkerer, whose inventions take on a life of their own or wind up as destructive rather than helpful.
The “Bad scientist”- a character who focuses entirely on their intellect and considers themselves superior to non-scientists. They can be obsessed with finishing their research or completing their next latest invention, regardless of its use or consequences. Many take utiliarianism to an extreme, seeing no problem with immoral or hurtful acts if they might achieve a greater good.