Many moons ago, back in 2011, I went on a journey to try and find a real rally game to dive into and spend some time with. Seven years ago, my quest to find a rally game that I could really enjoy ending up taking me back to 1996 and the classic, Network Q RAC Rally Championship, complete with the classic 36 miler, Pundershaw. We have come a long way since the dark days of 2011 where the only rally…
Something has worried me ever since the Nintendo Switch was announced. It is this. Nintendo will find it hard to convince me that paying £49 for a game on their system represents good value. “Oh!” You shriek, “Just because it is a console that can be played on the go doesn’t mean it is less valuable to the consumer or the industry. You’re prolly just a AAA snob.” Here’s an analogy… Let’s say that you work in the car industry….
The last time I wrote anything here on The Reticule, was nigh on three months ago when I delivered my Verdict on Rainbow Six: Siege. Even in the weeks before I wrote about Ubisoft’s hardcore shooter, my writing output had been limited. There’s no singular reason that I can put my finger on for why I haven’t written as much as I used it, but part of the reason is because I am a dinosaur. You read that right, I believe…
Things have come a long way since August when I last wrote about Destiny as I’ve reached Level 40 and completed the bulk of the main story missions across both year one expansions, and of course, The Taken King. You know what? Despite some ups and downs, overall, I’ve enjoyed it. A hell of a lot.
Destiny’ latest expansion, The Taken King lands in September along with updates for the core game. Is this Destiny 2.0? Will The Taken King be good? Chris muses on what is happening after the break.
Take a pinch of the multitudinous number of activities found in Burnout Paradise, a slice of story (a rarity for driving games) like Driver: San Francisco and a dollop of open-world antics from Fuel. Mix those elements all together and finish off with a topping of Test Drive Unlimited and classic Ubisoft open-world traits and you are left with The Crew.
In a normal week, I struggle these days to devote heaps of time to playing games. Between work, spending time with my girlfriend, socialising and watching some of the great TV that’s out there at the moment, there really isn’t enough time in the day. But these past three weeks have been even more challenging for finding gaming time.
When I reviewed Football Manager 2015 way back last November, I came away without being drawn in like usual. That was largely down to the poor match engine, but the tinkering around the edges hadn’t capture the imagination. But recently I’ve been delving back in…
I picked up Splatoon on launch weekend, and I’ve been coming back to it for a quick blast of inky action most days since then. It is a very well crafted game, not a surprise as it comes from the Nintendo EAD team that created the Wii’s major hit, Wii Sports, and one of the few Wii U titles to really make use of the GamePad, Nintendo Land.
It really is a wonderful slice of new IP from one of Nintendo’s best internal teams, but there are a few things I wouldn’t mind seeing from it. I don’t normally write lists like this, but here we go…
I haven’t played any games at all for just over a week now, you can blame the long hard slog of turning 27 for that. Visiting friends and catching up on a TV backlog has taken me away from my gaming time, but in the midst of the celebrations, I only received one game as a birthday present. And that isn’t a bad thing.
The ‘gaming community’ (if there even is one these days) has proven to contain dark groups of characters that like nothing better than to harass women and claim that there is a clique of games journalists trying to destroy their hobby by shining a light on issues…like the harassment of women. This doesn’t sit right with me, and I want to share my thoughts in this Editorial.
Competition; it’s hard-wired into many of us at a biological level. Everything we do has a competitive edge, whether it is immediately obvious or not. This has never been more true than in gaming, and more specifically, online gaming.
This is very much a moment for me to through some things floating around my head onto the site and to give a little bit of an insight into how I at least do interviews for The Reticule and why I do them like I do. This very much is a result of reading Alec Meer’s tremendous conversation with Ken Levine, the man behind BioShock: Infinite on Rock, Paper, Shotgun. Here is Part One and Part Two. Read them, then come back to this.
A large gun, and an area full of people in front of me. In any other genre, there may be some hope of conversation, perhaps a spot of exploring, even. But no, this is a first-person-shooter and all must die. Hesitate, and you either die, riddled with bullets and with a screen full of jam, or the game simply shouts at you and forces a restart regardless.
This isn’t a problem, financially, for many developers and publishers. This is the norm; this is what people expect from a modern FPS and if it wasn’t full-on, balls-to-the-wall bullet-action, fans would be disappointed. Provided it has a pedigree – Call of Duty, Halo, or any number of yearly spin-offs – it will make oodles of cash one way or another, so what’s the problem?
It’s all getting very boring indeed.
As we get ever closer to possible reveals of the next generation of consoles from Sony and Microsoft at E3 this Summer, musings about the future of the console market are bound to crop up here and there. The first sign of the changes to business of how we pay for consoles emerged yesterday with Microsoft launching a new bundle in the US where you get a 4GB 360 with Kinect for an initial fee of $99, with a two-year…