Friday, 10 October 2014

FIFA 15: PS4 Review

FIFA 15: PS4 Review


Platform: PS4
Released by EA Games

Football, the beautiful game.

It may have possessed nations recently with the World Cup, and thanks to the annual update of this franchise, the game continues to exert its grip on the console generation too.

But it's the next generation of the console which is benefiting from this latest FIFA which takes the playability of the game to the next level. It's largely cosmetic touches that EA's brought to this latest iteration of the game, with facial expressions and emotions being the main raison d'etre this time around.

It's the playability that matters with the FIFA games and to be honest, that's all most people will actually notice when they load up this good-looking footy simulator. And yep, the basics are still the same, but still are eminently worth diving into for a few hours here and there. There have been some slight adjustments to how you shoot, but once you're used to the level of gameplay and co-ordination which is required for you to take a shot at it all, then the fluid play convinces you that anything is possible.

Replays have an added level of authenticity as well, meaning the game feels like it's playing out before your eyes for a second time, rather than simply going through the motions. Player models are more striking as well, with the next gen of consoles giving the people who've made the beautiful game what it is appear equally as beautiful.

As for the gameplay itself, a match doesn't feel as choppy as previous versions have, with the fluidity and speed of the game helping to create a sense of urgency to every single match.

All in all, while FIFA 15 hasn't made massive improvements on what's gone before, it does still show that for football simulations, this latest is more than head and shoulders above its nearest rivals, rather than scoring an own goal.

Rating:




Thursday, 9 October 2014

We Are The Best: Movie Review

We Are The Best: Movie Review


Cast: Mira Barkhammer, Mira Groslin, Liv Lemoyne
Director: Lukas Moodysson

Coming of age mixes with punk rock in this 1980s set drama about 3 girls discovering themselves and their voices.

Based on a graphic novel, the film centres on the friendship between two tomboyish girls Bobo and Klara (Barkhammar and Groslin respectively) who find their mutual dislike of their surroundings, gym times and life in general a boon to their budding relationship.

One day, on the spur of the moment, the duo decide to spark up a band, with no real talent or inclination to practise. However, when the pair spot fellow outcast but diametrically / ethically opposed to them Hedvig (Lemoyne), a Christian classical guitar player, they see an opportunity to get the band the lead it needs.

And from then on, the girls are simply after some form of recognition and musical domination.

We Are The Best is an infectiously fun story, executed with flawless child logic and heart by the script writers and Moodysson. It helps that they have an eminently watchable trio of young leads, who perfectly embody the youngsters' joie de vivre in manner that's potently watchable throughout.

There are some tender moments too, as well as moments of humour and child-like defiance - as well as a well-worn romantic subplot. From life, love and punk music, We Are The Best builds to a climactic gig, that may surprise those expecting a predictably routine end to this story.

But We Are The Best is not about the final moments; it's a journey of discovery, of common bonds for young outsiders and common grounds for potential clashes, but a film that relies on a lightness, a sense of humour, charm and a dollop of heart to get it through.

Rating:


The Evil Within is coming

The Evil Within is coming


Enemies and trap-laden environments are a constant threat to your survival in The Evil Within. Check out new gameplay footage of the demented, vicious and deadly foes that lie in wait – and see how you can use observation and quick reflexes to avoid death in the latest trailer, Fight for Life.

Developed by Shinji Mikami and the talented team at Tango Gameworks, The Evil Within embodies the meaning of pure survival horror. Highly-crafted environments, horrifying anxiety, and an intricate story are combined to create an immersive world that will bring you to the height of tension. With limited resources at your disposal, you’ll fight for survival and experience profound fear in this perfect blend of horror and action.

While investigating the scene of a gruesome mass murder, Detective Sebastian Castellanos and his partners encounter a mysterious and powerful force. After seeing the slaughter of fellow officers, Sebastian is ambushed and knocked unconscious. When he awakens, he finds himself in a deranged world where hideous creatures wander among the dead. Facing unimaginable terror, and fighting for survival, Sebastian embarks on a frightening journey to unravel what’s behind this evil force.

The Evil Within releases on Xbox One, Xbox 360, PlayStation 4, PlayStation 3, and PC on the 14th October in North America and Europe, 16th October in Australia and New Zealand, and 23rd October in Japan.


Wednesday, 8 October 2014

Simon Barlow, Driveclub Design director talks

Simon Barlow, Driveclub Design director talks


On the eve of the launch of Driveclub, I caught up with the design director Simon Barlow to discuss the game, its delay, its new weather system and its community-led focus.

You've been quiet for a little bit after the game's launch was put back, but now you're out there, talking about the game - what's the reaction been like?
Really, really positive. It was ultimately our decision to delay the game; we were in a position last year, where the game was good, we could have released it and it would have sold okay, would have reviewed okay, but it wasn't quite what we wanted for Driveclub. We had a much more ambitious plan than that for it - and so nearing launch, we were thinking we'd like some more time to refine it and really deliver on that vision, so we went back to Sony and asked for extra time and Shuhei Yoshida, the president said OK, take as long as you need to get it right. To have that support was incredible, as we were really nervous about that meeting.

There's more of a focus these days on getting the games right, do you think?
Yeah, definitely. And I think that was why they were supportive of that decision. Similarly with The Order as well, Watch_Dogs, there are other companies waking up to this attitude that it's not going to harm us; because in terms of sales, it's actually going to be more harmful if we release it unfinished. So from our point of view, the reaction has been very positive. I'm on community forums, so I try to get a sense of what the community is saying. There seems to be this sense that this really was the best thing for the title - and people are saying I'm glad you delayed it because this looks awesome now and this is the game we wanted to play.

How far do you go with community feedback? Does there come a point when you say enough is enough and don't dwell too far on what's being discussed? Or do you dive into the feedback/ comments?
It's going to be a mixture of both I think. We have talked a little bit about our plans post launch. We have 12 months worth of content, both free and paid DLC. Most big features are going to be free - so things like a new location for free, photo mode for free, the weather update... In fact, weather and photo mode were requested by the community when we first re-announced Driveclub at the start of the year, one of the things was what would people like to see in this extra time. One of the most requested things was weather, so we started looking at it and I guess we have our own visions for where we want the game to go, but we've deliberately not tied up all developer resources into that, just so that we're in a position to look at what the community's response is to this product. And to make sure we can allocate the resource to that. Ultimately though, it's going to be our decision though, because we have a vision for the title. But we are launching this as a service, not just a standalone product so we have to be able to respond to and engage with the community.

Is it bizarre to you that as a developer of a game about driving that weather's become such a big thing to you?
Yeah, I suppose so. It depends on your definition of weather. Even in our WRC games, we had rain and snow even but pretty much every other video game, when weather's added, it just tends to be an effect. Maybe there's some kind of dynamic particle systems or stuff like that, it just doesn't really tend to alter the atmospheric conditions. We built this engine from the ground up, it's a physically based rendering, it has a full material based system, so rather than just applying textures to things, we know the properties, the density, how porous the material is, how light reflects off it. So that when we looked at adding weather to the game, specifically precipitation, you're adding it to an already existing atmospheric simulation so what that means is it integrates directly into that environment and has an effect on everything that's going on. The weather is so integrated into the simulation that it's all encompassing; if you were to put the rain on full, the river levels around the game would rise over time, because everything is simulated. It was key for us to do that because if it doesn't affect the gameplay, or hit how the gameplayer is playing, then there's no point doing it - it has to be tightly integrated into the game experience. It was absolutely essential for us to visit the places we wanted to create. If we're going to do a full material definition database, you need to sample those materials exactly, you cannot in any way approximate them. Whereas in the past traditional reference trips and most games were still built, you'd go and get light refence; that was enough for the last generation of consoles but for this generation you really want to push things. As a developer, we are moving closer to virtual simulation and approximating reality as best you can, so you have to go the extra step. We have a bespoke process for doing all capture. People have commented how natural the game looks, how the cars are seated in the world, how the light bounces off things. None of that would be possible if the base reference wasn't as accurate as it was. Even with these cars, some of them we put like 16 microphones on them and in crazy places on the cars; we'd  crawl inside the carbon fibre body and pin them to the inside; we'd listen to it, and wherever we thought we were getting some interesting noise, we'd put a mike in there. We got to the point where what we were doing was producing such an accurate representation of the world, even the likes of BMW and Mercedes Benz wanted our sound libraries.

So is Driveclub an arcade game or a simulation?
It's a real blend of the two. And it was a real tough job to get that right, because invariably, if you aim for two targets, you end up missing both of them. So, what we did was - we have a fairly unique approach to development; we are a tech company first and foremost, known for delivering really cutting edge technology and because of that we have a really detailed physics simulation model. So regardless of what the expectation is, whether it's WRC or Motorstorm, both of those series were built on real world physics and Driveclub is no different. You start with the simulation and trying to recreate the mechanics of how these cars work; how the tire model is so critical, so you have to get that right; once you've done that, then you can start playing around with how the car feels. I've been doing this for like 15 years now, personally I've learnt a lot. I'm not saying we know everything at Evolution Studios, but we have a lot of experience making these types of games. What we've found is if you try to simply just recreate the mechanics of a vehicle, something doesn't feel right. Even if it gives you the feeling of a car, that's not enough from the game, because you don't have the same senses as you would in a real car, no peripheral vision, no bounces through the seat. You can't simulate that; you have to approximate it, you have to alter the way the cars behave, to try and recreate driving that car. We're trying to capture not just the mechanics of the vehicle, but the emotion, that intangible feeling of racing these high performance cars.

Tell me more about the dynamic of the club element...
It has to be inclusive, because we're a socially connected racing club. It's a game that's supposed to be shared and experienced with other people. That being said, you have to have as broad a community as you can, because we live or die on this community. So if the game is impenetrable and if you're a member of a club and you're not the best driver out of your mates, we don't want to be in a position where they're going to kick you because you're bringing the club down because that wouldn't suit the game experience. What we've done is make it that there are multiple different reward streams for whatever your skill set is; there's ways for you to both enjoy the game but also contribute to your club, so you can be the elite racer or you can be the drifter, hooning round corners, maybe you like Mercedes or Ferraris, you may just be a car lover not the best racer, but we reward you for a loyalty towards a brand or manufacturer. The way the challenge system works, we've built little mechanics in there that encourage you to share things with other people, so that if you're in a club challenge, it's advantageous for you to invite other people and your club-mates to take part in that challenge, even if they're not going to be winning, the more people that take part the greater the rewards for your club.

Have you seen anything on your travels that you'd like to incorporate into the game?
I've been so busy with press that I've not yet had chance, but you're always looking. Even things like flying over into New Zealand and looking at the landscape and just being absolutely blown away by the look of the land, it's such a beautiful place and I've probably explored around a 100th of it. I wanted to come here - I was due to come here a couple of years ago and the trip got cancelled, but I was desperately trying to get back. Your eyes are always open - but it's difficult when you've got so little time to pick any specifics out. Even when I'm driving my own commute to work every day, there's probably still things I notice - even the way the lights catch the trees or subtle things like that, you think it's a nice effect and I'd like to try and recreate it. You never stop trying to take it all in.



What's the one moment of the game that you're proudest of?
The one thing that still blows me away is the day to night transitions. It's hard to articulate without seeing it or experiencing it, but this is an atmospheric simulation; even the star maps are accurate; somewhere in the game you can go to where an atmosphere is so thin and quality of light is so different from the rest of the game. You can just park your car there, go into photo mode and wait for the day to night transition, and see the stars come out. That never ceases to amaze me and I've been playing the close-to-complete build for about 12 months now. I'm always amazed by things I see - it's an incredible thing to try and recreate that.

Tell us a secret from the game
(Laughing) We've been so open, that we've not hidden anything. There's no Easter Eggs in the game; it is what it is. We've been really open and I think that was really important for us as we want to have a good relationship with our community. Every time we've released footage, it's been live game-play footage, not rendered, we've not done any treatment on it; we don't do any pre-rendering, everything is in game. So we've got nothing to hide!

What are your plans for DLC post launch?
We're going to release 3 cars every month along with paid for car packs that are optional; there's going to be new tracks delivered, they're going to be free as we don't want to segregate the community, so even the new locations are going to be free. The weather update and photo mode are going to be there too. We're looking at a replay system as well, it's coming, we're working on it. We've been upfront about what we're going to do for the next 12 months, and honestly, I don't know what this game is going to look like in 12 months. We've got an idea of where we want to take it, but I don't know what it'll look like in 12 months' time, that's kind of exciting!

Driveclub is out now on PS4.

Fry and Laurie are reunited on the screen

Fry and Laurie are reunited on the screen


Good news for fans of Stephen Fry and Hugh Laurie - the duo are reuniting on the small screen. 
Well, in a virtual way...

Critically acclaimed actor Hugh Laurie announced as the voice of the villain in  LittleBigPlanet™3

Role reunites Laurie with life-long comedy partner Stephen Fry in upcoming PlayStation® adventure

Sony Computer Entertainment Europe (SCEE) today revealed that critically acclaimed English actor, comedian, director, singer and author Hugh Laurie (House M.D.) will be the voice of LittleBigPlanet™3’s villain, Newton, when it is released on PlayStation®4 (PS4) and PlayStation®3 (PS3) this November.

This voice role marks Laurie’s introduction to PlayStation’s most imaginative franchise, LittleBigPlanet™, and will also see him reunited with long-time collaborator and fellow star of iconic shows including A Little Bit of Fry & Laurie and Blackadder… Stephen Fry (QI, Sherlock Holmes: A Game of Shadows). Fry once again reprises his role as the much-loved narrator as LittleBigPlanet™3, the biggest handcrafted adventure in the series yet, arrives on PS4 and PS3.

On lending his voice to a videogame for the first time, Hugh Laurie said: “It’s not nearly as different as I might have thought 10 years ago; storytelling is storytelling, whatever form it takes and I’m attracted to anything I can do for the first time. This seemed to me to be so completely charming, witty and lovingly done that I was very taken with it.”

Sean Millard, Creative Director at Sumo Digital commented: “We were keen to attract the best possible voice talent we could for LittleBigPlanet 3 and who better could we ask for than Hugh Laurie? Hugh brings both the kind of humour and sense of darkness we were going for; we knew he’d be perfect as Newton, plus it pairs him up once again with Stephen Fry!”

In LittleBigPlanet™3 Sackboy is back and this time he’s brought along new friends. Players will be introduced to three all-new hand-stitched heroes in Oddsock, Swoop and Toggle – all of whom join Sackboy to explore a world filled with creativity and imagination to defeat the evil schemes of Hugh Laurie’s nefarious Newton.


Fans can hear more from the newly announced member of the LittleBigPlanet™ family in an exclusive video interview by visiting the PlayStation Blog at:http://blog.eu.playstation.com/

LittleBigPlanet™3 arrives on PlayStation®4 and PlayStation®3 this November and is available to pre-order now.
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Fading Gigolo: DVD Review

Fading Gigolo: DVD Review


Rating: M
Released by Universal Home Entertainment

Woody Allen stars in the most Woody Allen movie ever made that wasn't written and directed by Woody Allen.

Written and directed by John Turturro, this gently sexy Jewish comedy is the story of Turturro's Fioravante, a friend of Allen's Murray, who becomes embroiled as a gigolo after finding money hard to make. But, as ever in these situations, complications ensue.

Working well with the bond between Allen and Turturro, Fading Gigolo is a gentle piece that's as breezy as Allen is neurotic within. Turturro crafts together a film that looks and feels Jewish, but with jazzy interludes, sultry sirens (Modern Family's Sofia Vergara and Sharon Stone) and an entirely predictable arc with Avigail (Vanessa Paradis), a lonely woman who becomes part of the sham.

Pleasant to watch and as soothing as a good red wine, Fading Gigolo is a full bodied affair that feels like some of Allen's earlier work but ultimately rises due to Turturro's soft on screen touch and light touch behind the camera.

Extras: None

Rating:



Tuesday, 7 October 2014

Interview with Jason Sussman, from Destiny

Interview with Jason Sussman, from Destiny


I caught up with Jason Sussman, Senior Environment Artist on Destiny while he was here for Digital Nationz.An Army veteran from Dallas, Texas, Jason Sussman brings 14 years of gaming industry experience to his role as Senior Environment Artist on Destiny.  Of those 14 years, seven years have been spent at Bungie, designing mission, competitive multiplayer maps, and DLC environments for Halo 3Halo 3: ODST, and Halo: Reach.  Currently, Jason designs and creates destination environments for Destiny’s Mars location.

How was Digital Nationz?
It was great, the expo was really well done. The people I spoke with from staff to the people who showed up were really nice, really inviting. It's been a great trip. There's some really talented students at the Media Design school too (where Jason was guest speaking) I did a workshop for environment art and talked about the process of how we build our environments in Destiny - and then they started building an environment based on a layout  and the stuff they were able to turn around in the time they could was really, really exceptional.

Has talent improved since when you got started and has access to tools fired people's imagination?
Yeah, I think it has.  There's more tools at their disposal; there's a lot of references and resources out there for people to pull from particularly from where I got started in the gaming industry some 15 years ago. There was no school for me to go to; there was only a few places online to get information; and some of that was bad information, because you always want to learn from the right people. The best thing that I found was actually just getting your hands dirty and making a game was the best way to make it. The schools that they have nowadays, that's exactly what they do - they jump right in and start designing and making games; it's the most efficient way to learn. It's a great time to get into games and to learn all the necessary tools that it takes to build some of these titles. I started as a contractor from a small firm in Texas, the opportunity came to work at Bungie as a contract position and I jumped at the offer; after a year I got converted to full-time.

Congratulations on Destiny - what's most impressive about the game is its universal playability, was this always something you set out to do?
When we started making Destiny, we knew we wanted to do this boots on the ground first person shooter. That's always been the core of what we wanted to do, but we were challenging ourselves to expand the experience so that we could bring some elements of RPG, so that we could bring some elements of fantasy, we can make it more social, customisation for the character. That was the draw, the question of how we could open this up to a wider audience, and let them enjoy the experience, as well as expanding our artistic experience in a way that is not just science fiction, but is mythic as well.

Were you surprised by some of the feedback in the alpha? There were some fairly vitriolic comments about Peter Dinklage's performance as the Ghost?
(Laughing) Yeah, that was the point of the alpha - to get feedback. Unfortunately with the alpha, we had the vocals not completely tweaked. They do a take of multiple reads of the lines, so they were just implementing those at the time it went out. A lot of the stuff wasn't up to scratch at that point - it was the alpha, we were tweaking issues. Even now, we're consistently watching feedback on the game, what people like about it, don't like about it, things that don't resonate with them. We're constantly monitoring it to improve the experience.

Will it be quite time-consuming? Will there forever be this support or will there come a point when you feel like Destiny is done?
We have planned to support this game for quite a while; we have a team devoted to doing all the patches and everything like that. We have systems in place to ensure we can keep working ahead on the future expansions we've talked about, yet also having a group of people consistently dedicated to the title.

New Zealand was one of the first countries to get the game, what did you make of the reaction to Destiny overall?
It's really weird releasing a game, especially a game that we've worked on for so long. You're extremely stressed out on the day it releases, fretting whether people are going to buy it, if they will like this game. Even though we knew what we had was really good and we enjoyed making it, and playing it, you're still incredibly nervous to see what the reception will be from the public; there's a video of us at the studio watching the game getting launched and watching the numbers coming online; we're looking at Australia and New Zealand and seeing the numbers building - that was such a great feeling and super-gratifying.  Ever since the HALO days, the community always surprises us, these guys really get it. They're trying to find every point on the car to kick it, to make it work; from the moments they create to the videos they make, to the weapons and the loot, it's always been a surprise and it's been impressive to see it get worked to the nines!

How did you create the world of Mars? Most people when they do landscaping visit the locations, but clearly with this, that wasn't possible....
The first thing we did was that we wanted to ensure that we grounded it in reality. We started a base of what we knew about Mars already - this was before Curiosity launched. But we started with all the imagery that we could find right away, looked for locations on Mars so that we could set locations close to there. We then amplified that to fall in line with the mythic science fiction we were keen on and made the crazy dunescapes, and put a magnifying glass over everything. Then funnily enough, Curiosity did launch and one of the guys who was responsible on that team, Craig Hardgrove came to visit the studio. He's a geologist and the first thing he did was to start looking at all the rocks on Mars... and we made changes based on some of the stuff he'd talked about. It was a very interesting process mixing reality with the fantastic, and making it look hopeful at the same time as wondrous.

Any moments that stand out in the game for you?
Shipping it, getting out there! These are the largest environments that I've worked on and the most complex. Previous ones have been very cut and dry, but all of Destiny's are very multi-faceted. There can be plenty of AI in the area and they're being built for future use and things like that. I'm very proud we stepped up to the challenge.

What about DLC? Rumour has it, a new planet is on the way in the form of Mercury....?
We're always looking to keep people interested when it comes to the game so public events and the like will be a way that we go. There's a lot of new stuff coming, but I can't really talk about that right now unfortunately - I would love to!

What about our own NZ landscapes - could you use those in any future games do you think?
I've been immensely impressed with the trees and foliage here. I've seen a lot of large foliage, I'm from Texas so our biggest tree is like a bush! Out here, the trees are growing sideways and I was hanging with one of the WETA prop guys, talking about things. They were saying how impressive it is to replicate these things. I've always admired WETA; In the industry, I love Naughty Dog, I think The Last of Us is a work of art;I've bought it twice now and they deserve all my money. But it's an outstanding title and a narrative that just draws you in. Outside of the industry, WETA and prop-builders are just inspiring; I really love the idea of being able to build sets - prop makers always inspire me. After talking to David over at WETA, he makes models on the side just for himself. I do photography, but I think that would be fun. There's just something about having something tangible that you've made and that's definitely appealing to me. My wife may not be so happy about that idea though!

Where do you see Destiny going?
For me, coming from HALO, Destiny was always about expanding. The thing for me is challenging myself to go bigger and broader in many ways; seeing what people are really interested in and adapting to those things, I think that you should always just go bigger!

What about upcoming games - what are you psyched for?
Alien Isolation. As soon as I get home, I'm going to play that right away. I have to play some more Destiny too, cos I'm only at level 24 or something, and I've not done the Raid yet. But Alien Isolation is the one title I'm really keen to be checking out.

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