Gamecca Magazine January 2016

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ISSUE 79 / Vol.7 January 2016

www.gameccamag.com

Just Cause 3 Rainbow 6: Siege King’s Quest and more...

2 01 5 ’ s To p 1 0 Looking back at the greats...

Free Online Mag


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Gamecca Magazine is a monthly digital magazine that you can read online or download for free. You can also read Gamecca on our Facebook page...find it under the Issuu tab. All links in Gamecca Magazine can be clicked - even after you have downloaded it - as long as you are connected to the Internet. Gamecca Magazine has an associated website that offers access to all issues, easy competition entries, newsletter subscription, news and more. Gamecca Magazine uses the Issuu platform to publish. This means that Gamecca can easily be accessed on your smartphone or tablet, thanks to Issuu’s Android and iOS apps. Look for it in your app store. You can even find all of our back issues online, where they will be available forever.

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Bronze Award

Silver Award

Gold Award

Platinum Award

Ed’s Choice Award

Given to games & hardware that score 80-84

Given to games & hardware that score 85-89

Given to games & hardware that score 90-94

Given to games & hardware that score 95-100

Editor’s Choice Award for products that make an impression

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From the Editor

ExcitingTimes by Walt Pretorius

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he dust has settled and 2015 is now officially a thing of the past. Everyone is getting back to work or studies, possibly a little quietly as they nurse their holiday hangovers into submission. And so, it is a great time to say – in a loud whisper for those that are still feeling a little tender after the silly season excesses – happy new year. What exactly 2016 will bring remains to be seen. 2015 was an interesting year, overall, and the combination of various factors saw some changes to the gaming landscape here in South Africa. The biggest, of course, was the somewhat steady decline of the local currency, followed by a sharp drop at the end of the year – we’ll not go into the politics of it, but suffice to say that 2016 will see game prices increase, again, at least in the early parts of the year. It’s tough being a gamer when you need to tighten your financial belt overall. Let’s hope for the best, because there are some great games already on the way. On a brighter note, the year looks promising thus far, in terms of those great games… XCOM 2, Far Cry: Primal, The Division, Hitman and Uncharted 4 all already have more or less firm release dates (to mention just a few), and there are likely a large number of new announcements that will be

made shortly. Of course, the big game shows, like E3 and GamesCom will also see new games announced, and as the year winds towards its fourth quarter, we will once again see a lot of awesome stuff hitting the shelves. But 2016, with the names mentioned above, is already set to have a strong gaming start. And let’s not forget that this is also the year that virtual reality will make a big splash. Numerous systems will be available in the early part of this year, with solutions for PC and PS4 gamers on the way – Xbox One owners will, of course, get the augmented reality side of things, which is also pretty exciting. In short, 2016 is also going to be a year that can be described as interesting. There are likely to be some pretty huge developments, both locally and abroad, for video gamers, running the spectrum from positive to negative. Here’s hoping that the positive wins out. And, in closing, I have the pleasure of welcoming a new writer to the Gamecca Crew. Sibonisile Motha joins our ranks, and we’re looking forward to reading her fresh perspective on gaming and more in the coming months. Enough rambling from me. Let’s get on with the first issue of 2016, which includes our list of the top games from last year. Enjoy! g mgeect 2 c7a 7 9 ggl a ad

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THIS MONTH’S COVER

We count down our top 10 games of 2015...

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Regular: Did you know More industry factoid for you to know

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Feature: The Perfect Kill Agent 47 is heading this way

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Previews: Games 12 Games to look out for

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Feature: Top 10 Games of 2015 The games that did it for us in 2015

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Reviews: Games 7 Games delved into

Publisher / Editor: Walt Pretorius walt@1337-media.com

Publisher / Art Director Katia Taliadoros Katia@1337-media.com

Writers: Alex Scanlon Charlie Fripp Clive Burmeister Lein Baart Katia Taliadoros Nthato Morakabi Rob Edwards Sibonisile Motha Suvesh Arumugam Walt Pretorius Letters:

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Regular: Indie View Finding a Kiwi treasure-trove

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Regular: Legacy Planescape: Torment was an important title

letters@gameccamag.com

Competition Entries:

competitions@gameccamag.com

Newsletter Subscriptions:

www.gameccamag.com

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A new year...

Marketing Contact:

marketing@1337-media.com

Ed’s Note

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Technically Speaking

Can we have some co-operation? Copyright © Nova Mentis (Pty) Ltd 2009 - 2015

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Ramjet’s Rantality

The cult of me

Taking fun seriously! All rights reserved. No content may be reproduced, copied or transmitted without the express permission of the publishers. Opinions expressed are not necessarily those of the editors and publishers. All Trademarks and Registered Trademarks are the sole property of the respective owners.

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The Time Betwixt

Looking ahead 130

The Last Word

Things to come...

GAMECCA is published by Nova Mentis (Pty) Ltd

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Feature: The Year of VR A whole new world to explore...

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reviews: Hardware 4 Bits of tech to start theyear with

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Gamecca Vol. 7 Issue 79 January 2016

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Regular: Internet Making a hash of things

Feature: Gliding Along they may not hover, but these boards are cool COOL STUFF: Comics Some great reading material

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s e d’ c E oi h C

“... those who enjoy a great tactical approach will find that Rainbow Six: Siege has a lot to offer.”


Rainbow Six: Siege


FeatureS 10

The Year of VR

HARDWARE Reviews 16 18 20 22

Asus STRIX Raid DLX Sound Card Cooler Master CM Storm Sentinel III Gaming Mouse Asus B150 Pro Gaming / Aura Motherboard Plantronics Gamecom 388 Stereo Gaming Headset

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Internet

COLUMN 28

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Technically Speaking

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TECHNOLOGY

Introducing a whole new world to gamers and computer users the world over‌ 10

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The Year of VR

TheYear of VR gamecca79

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f there is anything that 2016 will potentially be known for in the computing world – and more specifically in the world of video gaming – it will be for the widespread advent of virtual reality. It is within this year that several major players will be bringing virtual reality headsets to market, and it will be the first time that a wide base of consumers will have access to the enthralling world of VR. Despite the fact that there have already been products brought to market, like Samsung’s Gear VR, which was released late in 2015, and the launch of OSVR (Open Source Virtual Reality) spurred by companies like Razer, it is 2016 that will see the big, highly anticipated names arrive on shelf. Those three big names are the Oculus Rift, which will focus on the PC platform, Sony’s PlayStation VR, which will be usable with the PlayStation 4, and Microsoft’s HoloLens, which is an augmented reality system that will function with the PC, Windows mobile devices and Xbox One (although there will be different versions required). And let’s not forget a fourth entrant into the market, in the form of the HTC and Valve partnership that has resulted in the HTC Vive, which will also make an appearance in 2016. And leaving OSVR out of the discussion would also be a bit of a crime. What is particularly striking is that, if you purely consider the five names mentioned above, is that several major players are now moving in this direction, and between the five, there are options for the top three gaming platforms on offer, with two different experiences available in the form of both augmented and virtual reality. Starting with the PC side of things, the well-known Oculus Rift will certainly make a splash, although it does come

with a fairly hefty hardware requirement (we’re talking GeForce 970 or Radeon R9 290, as well as a processor running at around 3.3GHz or more). It is designed to work with Windows on PC, and will have support for (and be sold with) the Xbox One wireless gamepad. In the near future, Oculus will augment the system with Oculus Touch, a pair of wireless handheld controllers that will be motion sensitive and will be tracked by the Oculus’ Constellation positional tracking system – thereby effectively making hand position part of the gaming experience. While the Oculus Rift is primarily touted as a gaming device, there will also be numerous other applications, ranging from entertainment to workplace, that are already in development for the device. There are even talks of a whole new movie medium, in the form of ‘virtual reality movies’ providing the viewer with a more immersive experience. With the backing of Valve and HTC, the HTC Vive should also be making something of a name for itself. With Valve’s involvement, the Vive will have a fairly heavy gaming focus, too, but the device is being presented as far more. One area that the official website has given quite a lot of attention is photogammerty – the process of recreating real world environments in virtual reality. Using high end 3D scanning, real environments can be flawlessly recreated – certainly great for gaming, but also valuable to a host of other commercial and industrial applications. Still, though, it does seem that the lion’s share of the Vive’s attention is heading towards gaming, with companies like Epic announcing support for the integrated Steam VR technology that it uses. Razer has also entered into the fray, partnered with Sensics. What sets their OSVR system apart from the competitors is that it is a fully open

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The Year of VR

“.... It is within this year that several major players will be bringing virtual reality headsets to market...�

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source system. And that includes the hardware. You can certainly go and buy an OSVR headset (for a few hundred dollars) or, if you are the industrious sort, you can download the schematics for free, ad build your own. OSVR ties in very much with the global trend towards empowering those with the desire and ability to create products, and it may well become a valuable VR shot in the arm for indie developers. The fourth PC candidate is something of a black sheep in this group. While the others all feature full, immersive virtual reality, Microsoft’s HoloLens will make use of augmented reality, bringing things into your world instead of transporting you to another. This is, in and of itself, no mean feat, and the HoloLens will bring a distinctly sci-fi feel to computing, whether for gaming, work or pretty much anything else. It will also feature things like speakers, rather than headphones, to further the idea of combining two worlds, with computer generated images displayed on a special glass section of the visor, which allows the rest of the ‘real’ world to also be viewed. While HoloLens will likely require different models to be used with different data sources, it is the only one of the five devices mentioned here that will span multiple platforms. These will be PC, mobile phones using Windows software and, of course, the Xbox One. Which serves to bring us to the console section… Sony have, like much of the rest of their efforts in this console generation, put a lot of thought into the PlayStation VR headset. This virtual reality headset will be supported by a conversion box that will turn visual signal from the PS4 console into that needed by

the headset. But it will also offer the ability to run multiple outputs. This opens up a wide range of possibilities, including multiplayer gaming in which one player uses the VR headset, while others use more conventional means in games that rely on asymmetrical dynamics. Sony also appear to be working on depth-based gesture recognition and similar concepts but, as is often a case with this powerhouse, they are playing most of their VR cards close to their chests. But with great hardware, a fantastic refresh rate and the ability to bring new ideas into gaming, it looks like they’re on the right track with the PlayStation VR. It’s the dawning of a brave new adventure in gaming and computing, but there are still many unanswered questions. How will consumers react? After all, if a device is not popular with consumers, it won’t get the needed support from developers. What will the price points be? It is rumoured that, for example, the PlayStation VR may cost as much as a new PS4 console, although there has been no official word yet. Will there be global availability? Will users in any country be able to get their hands on these devices, or will they be reserved for more lucrative markets? And, of course, a very important question that needs to still be addressed: what will the long term health effects of VR be? All of these answers will become apparent over time, but one thing is for sure… VR has long been something of a Holy Grail for gaming, and it isn’t long now until this once near-fantasy ideal becomes a reality for gamers the world over. 2016 certainly is off to an exciting start. g gamecca79


The Year of VR

“... It’s the dawning of a brave new adventure in gaming and computing, but there are still many unanswered questionS ...”

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Asus

H C EW E T VI E R

STRIX Raid DL

TECHNOLOGY

All the better to hear you with…

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SUMMARY

AWARDS

Excellent audio is the order of the day here, and the ability to fine tune it and amplify specific sounds really does make this system a gamechanger… Platinum Gold Silver Bronze Ed’s Choice

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by the included Sonic Studio control software, which allows fine tweaking and equalisation of audio levels for the best possible experience. Further interference is handled by an advanced grounding system that created an excellent “buffer” between the digital and analog hardware, cutting out even more potential for noise and unwanted sound. The sound card offers outputs to headphones (with a dedicated, high-grade headphone amplification chip) as well as 2.1 surround systems and digital systems like home theatre systems. It also offers a mic input and a connector for the second part of the STRIX Raid DLX – the control box. This control box features headphone and mic jacks, as well as a large control wheel. Using the built-in Raid mode, the user can adjust audio settings on the fly using the control box, which helps to tweak things when needed the most. And for just a little more advantage, the STRIX Raid DLX comes with Sonic Radar Pro (to help pinpoint enemies in-games based on audio) as well as tweaking that allows certain types of sound effects (like footsteps or gunshots) to be amplified specifically. The performance here is great, without a doubt, and the ability to fine tune audio to exactly what you need it to be makes the STRIX Raid DLX a great component for those that take sound as seriously as they should.g

SCORE

90

Ma nuf a c t ure r: D i s t ri but e r: Onl i ne :

A s us A s us w w w . a s us . c o m

TECH SPECS • • • • • • • • •

124dB SNR 7.1 surround support Control box High grade DAC On-the-fly control Sonic Radar Pro

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by Alex Scanlon

hese days, when folks spec a new PC, the sound card is often one of the very last considerations – if it is even considered at all. Advances in sound built directly onto the motherboard have resulted in some great audio options, after all. But if you’re someone that takes sound seriously, having a dedicated component to deliver audio makes a lot more sense – more processing power, less interference, and a focus that almost always results in a better grade of sound. That’s exactly what Asus’ STRIX Raid DLX delivers. By tasking a single component with delivering audio, the sound quality is much improved. It’s pretty logical in the end, but the proof is in the pudding for those who may feel that the extra expense of a dedicated sound card is unnecessary. Sure, if you’re willing to settle for sound that is good, rather than awesome, perhaps a sound card isn’t a necessity. But those that rely on sound the way they should would be thrilled by the STRIX Raid DLX’s performance. Those in the know will tell you that analog audio offers better performance than digital and, to this end, the card portion of the STRIX Raid DLX features a high grade Digital to Analog Converter (DAC) chip that delivers a fantastic 124dB signalto-noise ratio and jitter-free audio conversion. That means the audio quality is crystal clear when you use this system. This is supported

AT A GLANCE:

Sound Card

Asus STRIX Raid DLX Sound Card

LX


Cooler Master

H C EW E T VI E R

CM Storm A great alternative

TECHNOLOGY

M

aking the right choice for a gaming mouse can get tricky, because there are numerous variables to take into account. Is it a comfortable size, shape and weight? What is it finished in? Is it sensitive enough? Is it wired or wireless? Possibly most important, what’s the price range? There are a great many options out there, and sometimes it gets tough to make the right choice… particularly when there are a lot of big names out there to distract you from other potentially excellent (although maybe less known) products. Not, mind you, that Cooler Master is an unknown brand – they just may be a brand not immediately associated with a gaming mouse. But they should be. The new CM Storm Sentinel III is a mouse that definitely warrants attention. It

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delivers great performance and comfort with style, and at a better price than a number of the other products out there, who rely on reputation rather than performance. The Sentinel III is an eight button mouse (with one of those doubling as a scroll wheel) powered by an Avargo 3988 Sensor capable of resolutions of up to 6 400 dpi. Sure, there are more sensitive mouse devices out there, but 6 400 isn’t a bad number at all, and four dpi levels makes it easy to tweak the mouse to exactly how you want it to perform, and switch sensitivity on the fly. Knowing which sensitivity setting you’re on can sometimes be an issue, but the Sentinel III uses an OLED screen set to the back of the main controls to quickly inform the user about setting like dpi, and the user can set things like lift height and calibration without specialised software. Surrounding three sides of this screen is a customisable lighting system, allowing full

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Cooler Master CM Storm Sentinel III Gaming Mouse

III

Gaming Mouse

by Walt Pretorius

AT A GLANCE: SUMMARY

TECH SPECS

Cooler Master might not be best known for their peripherals, but the Sentinel III certainly shows that they know what they’re doing when it comes to mouse devices. Ma nuf a c t ure r D i s t ri but e r: Onl i ne :

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• • • • • • •

6400 dpi sensor Wired OLED display “Function” button Customisable lighting Weight adjustable

Co o l e r Ma s t e r Co o l e r Ma s t e r w w w . c o o l e rma s t e r. c o m

AWARDS

colour light settings to be made. Further customisation is made possible by removable weights, for a total weight variation of 22.5 grams – it doesn’t sound like a lot, but it does make quite a difference. Controls can also be trimmed up with a thumb accessible “function” key that allows each control to have an alternate function, accessible when it is depressed. The Sentinel III combines great design and comfort with some very good ideas and a decent level of sensitivity. It will serve most users perfectly well, even if it might be overlooked when placed on a shelf next to more prominent brands. But rest assured that this mouse is a solid performer, dependable, comfortable and reliable. Sadly it is not an ambidextrous mouse, but it still has enough great ideas and design elements to make it a very decent option for a control input peripheral. g

Platinum Gold Silver Bronze Ed’s Choice

SCORE

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Asus

H C EW E T VI E R

B150 Pro Gam A great alternative

N

TECHNOLOGY

ot everyone can afford a top of the line motherboard. It’s a fact of life. For those that need something reliable that doesn’t bear a massive price tag, there are more than a few options that eschew bells and whistles and deliver exactly wwhat is needed. Some of them even have a few added extras thrown in to spice things up, like Asus’ B150 Pro Gaming / Aura motherboard. It doesn’t make use of the high-end Z170 Intel chipset, but the B150 still falls into the 6th generation “Skylake” fold that Intel released in 2015. The B150 is a very capable chipset indeed, and offers a wide variety of improvements over the previous generation. And while the B150 Pro Gaming / Aura may not sport a Z170 chipset, it certainly does the job. Part of its very solid performance stems from the fact that it is compatible with DDR4 RAM. That’s also part of the problem with this particular generation – upgrading a motherboard now requires not only a new CPU, but new memory as well. It’s a worthwhile expense when you see the performance, and the B150 makes for a decent, moderate compromise on what could be a very expensive exercise. As far as special features go, the B150 Pro Gaming / Aura offers a customisable lighting effect that is both aesthetically pleasing and functional. It can be set to do cool things like pulse in time

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to music, sure, but the most useful application is a colour change system that indicated internal temperature. Heat conscious users could find this kind of utility extremely useful, if they build their PC into a windowed case. In keeping with its gaming focus, the B150 Pro Gaming / Aura offers a number of useful utilities. GameFirst technology allows customisable traffic prioritisation, while SupremeFX offers excellent audio quality. And then, of course, there’s the somewhat controversial Sonic Radar II overlay that allows the user to pinpoint enemies based on in-game sounds. And for those worried about longevity and safety, numerous protection systems have been built in, including ESD guards, overcurrent protection and high-durability components. When you get right down to it, the B150 Pro Gaming / Aura may not be a member of the popular, high-end Maximus line from Asus, but it certainly does hold its own against similarly classed products from competitors. It offers reliable performance and just enough on-board “bling” to be attractive, while not compromising important elements like speed and compatibility with the latest hardware. Those that want a reliable and effective motherboard to form a stable backbone for an almost completely new PC system would do well to look into the B150 Pro Gaming / Aura. g gamecca79


NAMEB150 Asus OF THE ProPRODUCT Gaming / Aura Motherboard

ming

Motherboard

SUMMARY This is a very decent and capable motherboard, not brimming with special features but still providing exactly what is needed. TECH SPECS • • • • • • •

B150 chipset DDR4 RAM compatible Sonic Radar II GameFirst technology 6 USB 3.0 ports M A NUFA CT UR E R Asu s

DISTRIB UTOR Asu s

AWARDS

w w w. a su s.c o m

Platinum Gold Silver Bronze Ed’s Choice

SCORE

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by Rob Edwards

AT A GLANCE:


Gamecom Excellence in all fields‌

TECHNOLOGY

Plantronics

H C EW E T VI E R

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Plantronics Gamecom 388 Stereo Gaming Headset

Stereo Gaming Headset

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by Walt Pretorius

AT A GLANCE: SUMMARY

TECH SPECS • • • • • • •

A versatile stereo headset, the Gamecom 388 is well built and delivers excellent audio quality.

Ma nuf a c t ure r D i s t ri but e r: Onl i ne :

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40mm drivers Stereo 3.5mm jacks On-ear controls 2m cable Noise cancelling mic

SCORE

P l a nt ro ni c s A pe x I nt e ra c t i v e w w w . a pe xi nt . c o . z a

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lantronics look set to make a pretty strong run at the South African market with their remarkable headsets. Last month we took a look at their RIG 500, a fully modular headset that allows the user to customise to their heart’s content. But if you’re in the market for something more conventional, they also have the Gamecom series of headsets. And those who want something versatile – read as “usable with virtually everything”) they have the Gamecom 388. Unlike the Gamecom 788, which we also looked at last month, the 388 is a stereo headset fitted with 3.5mm jacks for audio input and mic output. While the 788 may offer 7.1 surround sound, its USB plug means that it’s use with devices is limited to those that can handle a USB plug (PCs, basically) while the 388’s stereo can be enjoyed over a wide array of devices. Based on Plantronics’ many years of experience in fields like military and aviation audio, the Gamecom 388 presents an excellent package. The sturdy yet lightweight construction is designed for maximised comfort For example, the large, generously padded ear-cup are designed to redistribute weight evenly around the ear, leading to less pressure discomfort after long periods of use. Additionally, the fairly broad headband is also well padded, and the ear cups offer 90 degrees of rotation for the best possible fit. The construction, like the 788, is fairly Spartan, with supports bars made of a pair of metal bars, rather than full, solid looking arms. The left ear cup offers volume controls and a mic mute function built into the rear edge of the housing, as well as a swing-up, positionable mic boom. Aesthetically, quite frankly, the Gamecom 388 looks like less than what it really is. It lacks the orange trim of the 788, making it look like a fairly nondescript black and grey headset. But judging this particular book by its cover is a really bad idea, because the 388 delivers a really great level of stereo audio. This is thanks to precision engineering of the 388’s 40mm neodymium drivers, which produce rich audio across the entire sound spectrum. The noise cancelling microphone also delivers great chat audio, with crisp clarity being the order of the day. While the Gamecom 388 may not offer the 788’s 7.1 surround, or the RIG 500’s modularity, it delivers exactly what it should – great stereo audio. It can, thanks to the 3.5mm jacks, be used with anything from computers to game consoles and mobile devices, making it a high quality, sturdy option for those that want a single personal audio solution across a wide range of applications. The great sound and excellent comfort combine to make the Gamecom 388 a fantastic option for those wanting a new headset. g

Platinum Gold Silver Bronze Ed’s Choice

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Making a Hash of Things! TECHNOLOGY

Not every social media crusade is done right‌

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by Suvesh Arumugam

Pistorius and his imminent return to prison. Zuma drew the wrath of the public by his controversial removal of Finance Minister Nhanhla Nene, and replacing him at first with a little known back bencher, David van Rooyen (for 4 days at least), and finally with former Finance Minister Pravin Gordhan. Following a noticeable drop in the value of the national currency, this was the last straw in a long list of allegations of corruption

Making a Hash of Things!

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outh Africa has been trending steadily on the internet in the last few months. Not so long ago, a movement to block increases to student fees and generally improve the treatment of poor students at tertiary institutions and universities generated the #FeesMustFall campaign, which was, by all accounts, a social media (and revolutionary) success. Almost half a million tweets shared between just shy of 100,000 unique users in less than a month forced President Jacob Zuma to step in and freeze fee increases as policy and kick off a national debate on academic institutions in this country. In terms of the groundswell of support and rapid take-over of the conversation, many think that the movement was even more effective than the #BlackLivesMatter movement, which has also effected mass debate and movement for change in the United States. South Africa is now embroiled in a new hashtag frenzy, campaigning for the removal of the very same President. A community page with over 14,000 likes purports to have had over 18,000 confirmed people to be involved in mass action marches all over the country on 16 December, 2015. In terms of volume of conversation, one news article stated that #ZumaMustFall made up 72% of total social media conversation, with another 11% devoted to beleaguered athlete Oscar

of action and many others were first-hand accounts (from students) of the difficulties they face. This was a movement that brought new information to the surface and engaged the entire country in a national conversation on a topic that a week before would have had no relevance or bearing on Joe Public’s everyday life. Unlike service delivery protesters, the students captured the hearts and minds of the national by being articulate, respectful and going as far as to clean their protest spaces demonstrating both their humility and their singular focus on a single common cause; and rejecting political grandstanding that often colours debate. Once they had achieved their objective, the protests dissipated and life went back to normal. However they had made it abundantly clear to their opponents that they would go to any lengths to achieve their objective - spending many hours planning and executing their plans, rallying support and standing in the baking sun for hours to achieve their objectives. This was a true viral revolution, there was no official website, no official Twitter account, but the heroes of their struggle were clear in the likes of Nompendulo Mkhatshwa and Shaeera Kalla, who are probably assured of a career in politics now. The impact of the campaign remains and the conversation

“South Africa is now embroiled in a new hashtag frenzy...” and abuse of power plaguing the ANC leader. The real question is whether this mostly online movement can repeat the success of the student movement, in terms of translating into real action (and results). Here are some reasons why I think the movements are very different, and why we can’t predict the results of the one based on the other. Student movements have the benefit of rising organically from a highly motivated, homogeneous community rallying to a simple cause that speaks to a basic need. What struck me about the social media aspect of the movement was the lack of sarcasm and rhetoric. Many of the posts avoided words altogether and simply spread images of unity around the common cause. Others spoke of a clear and concise course

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continues around the issues the protests raised. The underlying issues of privilege, class and bias were raised and discussed, with many within the movement coming together to show true solidarity. A powerful tweet showed white students surrounding black students to prevent violence from police, an acknowledgement of many of the underpinning inequalities that gave rise to the protest. The #ZumaMustFall campaign is more nebulous. The authors of the campaign remain mostly anonymous and the leaders of the movement have not made themselves known to the public, although there is a clear call to action based on their campaigns, with several professionally designed websites and well manned social media profiles emerging. Whether or not these figureheads will make themselves public is hard to say, but it is fair to say that everyone involved, from the architects to the marchers have vastly different motives for their involvement and support. Section 27, a social justice NGO, are behind some of the event co-ordination for the marches on December 16, but there are undoubtedly several other forces at work from both the public and private sector. Secondly, no new information has surfaced to deepen the conversation, and the

movement’s detractors are quick to point out that this is simply a knee-jerk reaction to the latest scandal, which will eventually lose momentum. A third difference is that the objectives are unclear. While just expecting the President to resign seems easy enough, there are layers to the issue that are simply more complicated (and generally not explained to the public). Who will

commentator. If I have learned anything from the digital/ social era, it’s that it’s not budget or level of expertise that determines success. Even in business we’ve seen low budget ideas go viral simply because they have that something that captures the imagination and has people who are inventive (and agile enough) to organically fan a spark into a flame. Who would have thought that putting an iPhone in a blender would make people excited about blenders? Engineered campaigns that may draw a lot of short-term attention are forgotten within hours, and any social movement that does not leave a lasting mark on it’s audience is nothing more than a fad. What #FeesMustFall understood that #ZumaMustFall doesn’t is that the real victory is having the conversation. In one example general public simply cannot go back to how things were before that conversation, whereas in the other example the conversation remains largely unchanged. For the same reason that we’ll never trust Rachel Dolezal or mistake her for a black person again, any online movement for change needs to make sure that there is a lasting, meaningful conversation happening, not simply trying to use social as a means to an end. g

TECHNOLOGY

“...the real victory is having the conversation.”

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take his place? When will he resign? Should he actually resign or just stop pissing people off? There is very little reference to the underlying issues of poverty, race and class that this debate surely must touch on at some point. It’s also not clear that the supporters of the movement would be prepared to make sacrifices, spend their time organising, planning and participating in these Marches. Supporters in Cape Town came under fire when they suggested holding a picnic as a peaceful protest. “Do you really think a few hundred people armed with baguettes, cheese, and orange juice will make Jacob Zuma resign/will make people think? Come on people!” tweeted one angry

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Making a Hash of Things!

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multiplayer

BYcHARLIE Fripp

Co-op

too much to ask for? I

Technically Speaking

get the feeling that multiplayer has become somewhat of a dirty word in the gaming industry. It is a bit like becoming a vegan: you either go full out and tell everyone and their dog about it, or you just keep quiet and go about your business without much fanfare. There doesn’t seem to be any kind of middle ground, and I mean this in the nicest form possible. Actually, I’m not. I’m rather disgruntled by the fact that more games don’t include proper multiplayer in the game’s design. What I mean by multiplayer is not something like Battlefield, where a huge portion of the title is actually based around the hunting down of other players over a network or internet connection. What grinds my goat, and what I mean by multiplayer, is that some games would have benefitted hugely from having a co-op section baked into the game - but didn’t. Take Assassin’s Creed Syndicate, for example. The game features two characters, Jacob and Evie Frey, so it already has the assets in the code. Why can’t it feature co-op multiplayer if the assets are already there? It would seem like such an easy thing to do – just hand control of one character to a player.

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The world doesn’t need to be redesigned, the models don’t need to be changed and the game play will be identical. So what was stopping Ubisoft from making it co-op? Some of the previous Assassin’s Creed games had multiplayer, and while it wasn’t very good, it was there none the less. It would have been fantastic to travel around London with a friend, doing all the missions side-by-side. More recently, Just Cause 3 would have benefitted also from having a second player take control of Mario. Sure, he doesn’t have all the gadgets that Rico does, but that could be fixed rather easily. It could have been no different to when Dead Rising 2 included co-op into the game – in a completely different section. The granddaddy of co-op multiplayer is still a staple in today’s gaming society, so why can’t make games emulate what gear of War has done for the gaming industry as a whole. It was one of the first games that actually did multiplayer right, and it was hugely successful. In part, one game that does get it right (even though it has a number of flaws in different areas), is Destiny. Say what you want to about it, but it has squarely cornered the market

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when it comes to working with friend to achieve a common goal, or to just advance your character. It can be played by yourself or a friend, and it doesn’t force either option on you. I really do think it is a shame that more game don’t include the option to have co-op multiplayer. I have given two examples, but off the top of my head there are actually a ton of them that would have been so cool if I had a friend to share the action with. Can you imagine if you travelled across the mid-West wasteland on horseback with a friend taking out enemies in Red Dead Redemption? How great would it have been if you didn’t have to wander through the Commonwealth all by yourself in Fallout 4? Granted that wouldn’t make you the Lone Wanderer anymore, but I would much rather prefer to play with a real second person by my side that some canine companion. Call me sceptical or pessimistic, but it is something that really makes me angry when I hear a great new game is on the way, and I have no ability to share the experience with a friend. Far Cry 3 had the right idea, and while the execution wasn’t the greatest, it was a step in the right direction. That is what I want. g



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Features The Perfect Kill Top 10 Games of 2015

PReviews Uncharted 4: A Thief’s End XCOM 2 Dark Souls III Total War: Warhammer Quantum Break Naruto Shippuden: Ultimate Ninja STORM 4 Street Fighter V Dying Light: The Following Last Days of Old Earth The Witness The Park Bombshell

Reviews Just Cause 3 Rainbow Six: Siege Gauntlet: Slayer Edition Dragon Fin Soup The Incredible Adventures of Van Helsing Knight Squad King’s Quest: A Knight to Remember

RegularS Did you know Indie View Legacy

COLUMN Ramjet’s Rantality

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1…

that Hideo Kojima started his own studio? Hideo Kojima, the mastermind behind all of the Metal Gear Solid games, has decided to branch off and star his own video game studio. The creator was rather unceremoniously booted from working with long-time studio Konami last month, after “going on holiday”. The gaming veteran formed Kojima Productions and has already signed a contract with Sony to make PlayStation 4 console exclusive games for them. “I will be taking on a new challenge by establishing my own independent studio, and I am thrilled to be able to embark on this journey with PlayStation,” he said.

2…

that EA is getting into the e-sport business? There is no doubt that e-sports has really taken off in the last couple of years, with gaming prize pools often reaching into the millions of dollars. Everybody and their dogs seemingly want a piece of that pie now, and Electronic Arts can smell the baked goods. EA announced last month the formation of the Competitive Gaming Division (CGD), and will be headed by former chief operating officer Peter Moore. “Competition runs deep in the DNA of Electronic Arts, and our games are already at the centre of competitive gaming events at different levels today,” said EA chief executive officer Andrew Wilson.

3…

that sparrow racing is now a thing in Destiny? Since Destiny allowed us to run amok on its various planets, we have always wondered when Bungie would be bringing in podracing sparrow racing. The mechanics for the game allowed so beautifully for fiends to informally race each other on their way to objectives, so it was only a matter of time. Well, Bungie has officially confirmed that a new Sparrow Racing League will be created – which already started in December. New sparrows will be added in addition to the ones already in the game, and it will be rolled out with Destiny’s 2.1 update.

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DID YOU KNOW

E-sports, Sparrow Racing and microtransactions...

4…

that Batman is getting the Telltale Games treatment? While there have been some episodic games in the last, a couple of years ago it made a roaring comeback with the release of Telltale Games’ The Talking Dead, releasing five episodes over the course of a couple of months. Since then, a number of games have received the same treatment like Borderlands, Game of Thrones and Kings Quest. Well, it seems like the hugely-popular Batman will be going the same route. “This iteration of Batman will give fans a first-hand opportunity to dive deeper into the complex life and mind of Bruce Wayne, the duality of his own identity, and the struggle of responsibility in saving a city overcome with corruption and villainy,” explained CEO Kevin Bruner. There is no release date, only scheduled for 2016.

5…

that Call of Duty now has microtransactions? There seems to be a huge movement in gaming these days that are against microstransactions being inserted into titles, as many see them as ‘pay to win’. Well, Call of Duty is the newest game to have them included – in the form of Call of Duty Points. “We’re introducing Call of Duty Points—a new optional virtual currency for players on PS4, Xbox One, and PC. Starting [today], fans can purchase Call of Duty Points and use them to acquire Rare Supply Drops in Black Ops 3,” Activision said in a blog post. We are not sure if it is a good thing or if it will negatively affect the game’s reputation, but if you want to make use of it, go grab some.

6…

that you are out of luck for Fable Legends? The somewhat troubled Fable game franchise has gone through a number of setbacks over the last couple of years, with the last game not being received too well. Fable Legends, the next iteration due for release next year, could suffer the same fate, and to make matters worse, the beta has now been pushed back to sometime next year. Lionhead Studios originally planned for a 2015 release, but that didn’t pan out exactly, so it’s not looking too good for a game that was announced in 2013. g

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Hitman

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There are few things more satisfying to a fan of stealth games than a perfectly waited and executed kill. It’s a genre that demands patience, or rather nowadays politely asks you to consider it, heaping ample rewards on the player willing to spend his time engrossed in the minutiae of patrol routes and possible approaches.by: : Lein Baart gamecca79

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nearly all of the flaws of its predecessor, Hitman 2 was probably most acclaimed for the freedom that it afforded its players. Strung together by a plot that acted as an excuse for 47 to visit exotic locales, more often than not gamers began a level with a target to be executed and little information besides, and were forced to make things up as they went along. While it was always possible to run through a level guns blazing, Hitman 2 actively encouraged players to explore and find the stealthiest approach, offering a myriad of options that would allow 47 to finish the level with the only dead body being that of the objective. Equipped with a range of tools such as poison syringes, a fibre wire garrotte and 47’s characteristic silenced silverballers, the game allowed a remarkable level of creativity in the execution of 47’s black craft, though for those obsessed with achieving the Silent Assassin rank for a mission, trial and error was the order of the day. Hitman: Contracts, the third game in the franchise, did not do much to tamper with the formula, acting more as an extension to the previous game than a true sequel in its own right. While there was nothing inherently wrong with it, being

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pretty much a clone of Hitman 2, the lack of innovation saw a more tepid reception, which was not helped by the fact that roughly half of the game was a repeat of the first title in the series. Hitman: Blood Money, released in 2006, was the game that for many still remains the pinnacle of the franchise. Though the game introduced a few new features, such as the ability to dispose of bodies (both unconscious and dead) in containers and a notoriety system that rewarded stealth to a far greater degree than before, the base gameplay remained relatively unchanged, and Blood Money was still a title that rewarded patience and perseverance. What made the game stand out though was the amount of effort that went into its level design, expanding upon the strengths first laid down in Hitman 2. Every mission featured one or more methods to make a target’s execution appear as an accident, and a perfect run could see players leave a level without ever having fired a shot. This dedication to player freedom is what was prominently absent from the series long awaited sequel, Hitman: Absolution. While overall the game was far more polished than before, Absolution played more as a

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t’s a style of gaming that’s become somewhat scarce of late, though that doesn’t mean it’s been forgotten, and in March players can once again look forward to stepping into the immaculately pressed suit and polished shoes of the world’s most accomplished assassin, Agent 47, in Hitman. It’s taken the series some time to present 47 in this light though, as when Hitman: Codename 47 was first released in 2000 it was very much a diamond in the rough. Showcasing the story of 47’s origin as a part of a series of cloning experiments designed to produce the perfect assassin, in retrospect Codename 47 was the template upon which the franchise’s greatness was built, though it would take years for its potential to be fully realised. While the game introduced staples such as hiding bodies and donning disguises, a combination of poor controls, awkward scripting and a rather linear approach to the levels made it an enjoyable if oft frustrating title. It was IO Interactive’s second attempt, Hitman 2: Silent Assassin, which proved just how much promise the series had. Improving upon


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generic shooter with stealthing elements than a game in the same vein as Blood Money. Hampered by small levels and a throwaway plot that refused to sit quietly in the corner, too often the game forwent the treasure hunts for macabre execution methods that hallmarked its predecessors in favour of straight stealthem-up, and while there were certainly memorable moments, many felt that it lacked the spirit of the series. It’s a spirit that IO Interactive appear to be striving to recapture with Hitman, the latest addition to the franchise that will see a release in March next year. Implementing a back-to-Blood Money approach, it certainly seems that the developers have listened to fan feedback, and many of the features that were noticeably absent in Absolution will be making a return. Set after the events of the previous game, the sequel will focus far less on the plot than the actual missions themselves. Long-time fans can look forward to levels that will be six to seven times larger than those offered in Absolution, and IO Interactive are claiming that the emphasis will be on recreating the

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freedom of past titles, with a vast amount of executions per level, and the return of mechanics such as the blueprint map along with a vastly scaled-down version of the Instinct vision. Contracts Mode will also see a return, and at launch will have 800 possible targets spread over three sandbox locations. Finally the checkpoint system, the bane of many a player of Absolution, has also been scrapped, and the game will allow an unlimited amount of saves at lower difficulties. Hitman will not be devoid of its own innovations however. The game will be capable of rendering up to three hundred NPC’s at a given location, each with their own dedicated A.I. routine that will behave dynamically according to the player’s actions, and certain NPC’s will have the ability to instantly see through 47’s disguises. But what will make truly Hitman stand out will be its distribution method. The initial launch in March will only be available digitally, and will contain six campaign missions as well as the aforementioned Contracts Mode for $35. Those willing to pay the full $60 however will have access to free content updates, which will

include additional missions, sandbox areas and Contracts Mode targets, plus live weekly events. The game will contain no paid-for DLC, and will eventually see a full retail release with all the content included. While this does seems suspiciously similar to the early-access model that’s become so prevalent on Steam, if the initial release offers enough content upfront Hitman could become a major success, and at the very least may see some publishers rethink DLC distribution. Recapturing past success with a franchise is always a tricky prospect, and for any developer the line between staying true to fans’ expectations versus pushing the series forward must be razor thin. Absolution was for many a failed experiment in a more linear style of gameplay, though to their credit IO Interactive appear to have listened to feedback, and many will be hoping that Hitman will be a return to past form. Its release model may be risky, but hopefully Hitman will once again allow players to immerse themselves in exquisitely designed and executed environments, filled to the brim with all manner of death. g

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Uncharted 4: A Thief’s End GAMING

One last adventure

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Uncharted 4: A Thief’s End

by Charlie Fripp

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of PS Vita games thrown in for good measure. Bringing the entire Uncharted train to a halt, A Thief’s End will launch in March – the fourth and final instalment in a series of games that have sold more than 21 million copies. For one last romp through Adventure Town, main character Nathan Drake is surprised by his believedt-be-dead brother Sam, seeking his help. Being retired as a fortune hunter for three years and having settled into a normal life with his wife Elena Fisher, he has to hit the adventure trail one last time. Taking on a bit of a pirate theme, Drake and his brother go in search of the truth (and a bit of conspiracy) behind Libertatia, a long lost pirate

GAMING

he Uncharted franchise, when it debuted in 2007 with Uncharted: Drake’s Fortune, lived up to be a cross between a modern Indiana Jones and a male Tomb Raider. We can actually totally see Nathan Drake and Lara Croft swapping stories at a bar. Needless to say, since then the franchise has hugely gained in popularity even though it was (and still is) a PlayStation exclusive. To a degree, Uncharted has been responsible for a large chunk of PlayStation console sales, as it can be seen as a tent pole for the gaming machine. Nine years later, and the franchise is still going just as strong as it did before, with even a number

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colony, and its fabled pooled pirate treasure. Who doesn’t like a pirate adventure? In terms of Sam, we don’t know too much about him – only that he is five years older than Drake and apparently more reckless. Is that even possible? There has also been a rumour that Sam is what originally caused Drake to pursue a life of treasure hunting. So in essence, a whole bunch of plot holes will be filled with new information, and if Naughty Dogs play their cards right, could bring a nice close to the entire franchise. But naturally, this isn’t going to be an easy task for Drake, as what fun would a gentle last adventure be? Developer Naughty Dog has even said that

A Thief’s End will be “his greatest adventure yet and will test his physical limits, his resolve, and ultimately, what he’s willing to sacrifice to save the ones he loves.” If you have been a Nathan Drake and an Uncharted fan, there is absolutely no reason why you shouldn’t pick this up when it release in March. The graphics (from what we have seen) looks good, the action is plentiful and the plot will be on par with the other three games – if not better. Oh, and those with acute hearing should keep an ear out for the South African mercenaries. Also, Laura Bailey, who voices the new character and villain Nadine Ross, is of South African descent. g

AT A GLANCE Action adventure

For one last adventure, Nate must help his brother with a pirate problem. Developer: Publisher: Distributer:

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Naughty Dog Sony Computer Entertainment Ster Kinekor

Mar 2016

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XCOM 2 GAMING

The Rebellion Begins

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XCOM 2

by Nthato Morakabi

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an effort to take back Earth from alien rule. Players will take command as the Commander, looking to re-establish XCOM in its mobile base, the Avenger. Once again Central Officer Bradforn will be at the forefront of the intervention as head, while players will be tasked with giving commands to various parties within the Avenger. The Engineering and Research department will offer players the ability to improve on weapons and armour, build various gadgets and improve on technologies, while learning more about the aliens and finding ways to defeat them. Players will also have command of recruiting new soldiers, equipping them as well as giving direction on the field of battle in various missions across Earth. A grand improvement looks to guide the way forward in

GAMING

t has been 20 years since the events of XCOM: Enemy Unknown and the aliens have won. The earth is not as it once was. Humans live under the fear and oppression of the alien forces, while others work among them in an effort to circumvent subjugation. XCOM as it once was is no-more, a futile force disbanded in the wake of the alien invasion and its forces assimilated into the alien forces, killed or hiding. In light of these events, as Earth is controlled by the Advent administration, a regime led by the alien forces, only a few rise up in rebellion against the administration. Central Officer Bradford, rogue ADVENT scientist Dr. Richard Tygan and Chief Engineer An-YiShen work with the Commander, in an effort to bring back XCOM with the commandeered alien ship, the Avenger, in

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this upcoming sequel to the 2012 XCOM reboot XCOM: Enemy Unknown. This PC exclusive title will feature faster combat that its predecessor, an introduction of side-missions new to the series, as well as new mission structures to offer varied gameplay through each mission. The maps will be procedurally generated to create variety within levels and each map will be affected by the state of the world. One of the main features of XCOM is the ability to customize the soldiers, and XCOM 2 brings greater depth to the customization. It will offer options to customize each soldier’s name, gender, nationality, personality, uniforms, and costumes with bonus customizations for anyone preordering the game in the downloadable “Resistance Warrior” pack.

With the Research and Engineering, players will also be able to customize weapons and armour while guiding their soldiers with the various classes each one will take on. Each soldier recruited will fit into a specific class and each class will have a skill tree. This will allow players the option of having multiple soliders who may have the same class but different skillsets, necessary for the variant missions, alien enemies and mission objectives that XCOM 2 is sure to have. The development team will be releasing an Unreal Development Kit for players upon release of XCOM, stating that they look to significantly expand the game’s modding aspect, allowing players to create campaigns, classes and enemy types, shareable through the Steam Workshop. g

AT A GLANCE Turn-based Strategy

Return to the battlefield in the alien infested Earth where the XCOM unit has become nothing more than a rebel base... and humanity’s only hope. Developer: Publisher: Distributer:

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Firaxis Games 2K Games Megarom

Feb 2016

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Dark Souls III GAMING

Let the ashes fall‌

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Dark Souls III

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Whatever the reason may be, it is sure to be a step up considering that this is a next gen game and there has to be some sort of showing off. (GamesCom awarded Dark Souls III with the Best Role-Playing Game earlier this year.) When it comes to the game difficulty, the good news is that it is Dark Souls III, the bad news is that it is still a Dark Souls game. So getting your ass kicked by every boss you encounter is almost a guarantee. But then, what would Dark Souls be without that element of making you feel invincible once you have conquered the game itself? What can we look forward to regarding the storyline? Players will just have to wait and see,

GAMING

t is no hidden fact that Hidetaka Miyazaki is to the Dark Souls series what Hideo Kojima is to Metal Gear Solid. Known for revealing only what he sees as necessary, with Dark Souls III, it seems that once again he gives little away and leaves the task of discovery to be made by the player themselves. What we can tell you is that it is looking to be great. With a fallen kingdom before you, Dark Souls III is a world where life and death collide with a beauty displayed in ember and ash. As compared to its grimmer predecessor, Dark Souls III has some actual sunlight (maybe so you can see more clearly the monsters that will make your life a living hell).

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Dark Souls III

well, that’s basically what we’re getting from From Software. The good news, however, is that a few plots will finally reach their conclusion in Dark Souls III… this according to the developer. The beauty that lies in no clear-cut storyline in the Dark Souls series is that it encourages players to truly immerse themselves in a vast, mysterious, storytelling open world. Most games with straight-forward plots can often cause the player to miss out on the treasures of the game as a whole, especially with open-world games. From Software ensures that this is not the case for their games because if the player wants to understand the story which inevitably affect the decisions they will make, they will need to uncover it by exploring the

world around them and gathering up little nuggets of the still-as-yet-unsure-of-and-probably-only-Miyazakiknows greater puzzle. Dark Souls III in terms of gameplay is most likely going to be as fast as Bloodborne (which, for those not aware, was a Miyazaki project as well), and the boss fights are going to be more challenging as the developers decided to give the monsters intelligence to enable them to change their tactics and abilities during a fight (yes rage-quitters, they can literally learn new ways to kill you whilst they kill you…). While April seems a long wait before we can experience the work done by Bandai Namco, we actually have no choice. g

AT A GLANCE Action, Role-Playing, Fantasy

This looks to be a beautiful game that definitely seeks to challenge and reignite the flame for lovers of the series. Developer: Publisher: Distributer:

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From Software Namco Bandai Megarom

Apr 2016

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Total War: Warha GAMING

Epic Total War goodness in High Fan

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Total War: Warhammer

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Moorcock who had an influence on the fantasy genre in ‘60s and ‘70s. In short, the Warhammer series is an amalgamation of the greatest fantasy writers, brought to life through numerous mediums such as table-top gaming, pen-and-paper role playing and, naturally, onto PC. Total War: Warhammer is the 10th title in the Total War Series, starting in the year 2000 with Shogun: Total War and moving through the historical ages including the Medieval Age, Rome, Napoleon and Attila. This is first Total War title to move beyond historical settings towards a high fantasy setting; this will be first instalment in the Total War: Warhammer trilogy. This RPG title will feature turn-based sandbox campaigns, spread across a massive map that spans from

GAMING

ar rises on the lips of every warrior on the battlefield, the constant clamour of battle, the smell of blood in the air and the thunderous earth-quaking march of bloodthirsty armies. Four factions rise in the tide of battle, four races caught in the upheaval; valiant men of the Empire, vengeful Dwarfs, murderous Vampire Counts and brutal Orcs and Goblins of the Greenskin tribes. Who will rise victorious? The Warhammer series needs no real introduction. A fantasy role playing and table-top wargaming world forged back in the ‘80s, inspired by fantasy icons such as Tolkien and his Middle Earth, Robert E Howard of Conan the Barbarian and English writer Michael

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the Chaos wastes in the north to the Greenskin infested badlands in the south right to the Great Ocean in the west and across to the Dwarven realms in the World’s Edge mountains in the east. As with previous Warhammer titles, city building, diplomacy and unit building will be part of the gameplay. The turn-based gameplay will be combined with the intense high-action real-time battles against an array of deadly creatures across the different tribes, all set to have a wide variety of animations and fantastically captured in the vivid aesthetic world of Warhammer. Eight Legendary Lords from the Warhammer Fantasy Battles World stand at the ready for battle and players will have the opportunity to lead one of the four tribes in the front lines. Each deadly quest that players hope to

overcome, reveals fabled weapons, legendary armour and treacherous battle magic to arm their legendary heroes. Each of the four tribes have unique characters, battlefield units and strategic play style. This will be combined with the ability to take to the skies on the backs of ferocious dragons, wyverns or griffons as well as harnessing and array of magical powers. Total War: Warhammer is looking like a truly in-depth strategy title, built by a strong franchise that has been working on RPGs for ages and based on a high fantasy title that has the greats behind it. The game promises hours of gameplay, unique campaigns for the various factions, intense battles and tactical gameplay sure to whet Warhammer fans for a long while. g

AT A GLANCE RPG Adventure

Total War works on its first high fantasy title with its Warhammer series; the first of the trilogy. Developer: Publisher: Distributer:

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The Creative Assembly Sega Ster-Kinekor

Apr 2016

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Quantum Break GAMING

Freeze!

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Quantum Break

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of time itself - is only possible by mastering your new time powers,” Microsoft explains. It is a rather exciting premise, and has the potential to be a really great game, but the issues with development might ultimately be the title’s downfall. Never the less, the thirdperson action-adventure game is sure to turn some heads when it eventually gets released. In terms of plot, it is set at and around Riverport University, a fictional university set in the North-eastern United States, where a time travel experiment has gone wrong. The catastrophic event has caused time itself to start breaking down, which in turn is granting the two main characters - Joyce and Paul Serene - different time-based

GAMING

uantum Break generated a fairly large amount of buzz when it was announced in 2013, but the hype slowly died down once the news arrived that the release of the game has been delayed twice – originally scheduled for a 2014, moved to 2015 and now resting in 2016. The reason for the hype and huge expectation is the fact that the game is trying to do things a bit differently, by giving players the ability of time manipulation, making everything freeze around protagonist Jack Joyce. “When time breaks, catastrophe becomes your playground. As hero Jack Joyce, you’ll fight your way through epic disasters that stutter back and forth in time. But surviving this unstable world - and halting the end

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abilities. Serene, as an example, can can see into the future to decide which choices to make in the present. Joyce, as the other main character, can stop time completely. But as with any good action-adventure there needs to be an enemy, and in this case Joyce and Serene will be going head-to-head against each other. Joyce is being hunted down by Monarch Solutions, a corporation founded by Serene. “A failed time machine experiment has fractured time itself, leaving Jack Joyce to pick up the pieces. As he fights to save time he must also fight Monarch Solutions, a ruthless corporation led by his old friend-turned-enemy Paul Serene. Jack struggles to save time as Paul seeks to stop him at any cost,” Microsoft explained.

In terms of combat, it will make use of the usual shooting mechanics that have been employed by so many other titles, but hopefully the time-freezing aspect will give it a pretty decent twist. A Quantum Break live-action series is also in the works, that will be produced by Lifeboat Productions and Microsoft. According to sources, the pitch for the live-action is that “the game is about the heroes and the show is about the villains”. Meaning that the two different platforms will focus on the two different elements of the game from two different angles. Quantum Break by all rights should make for a very interesting game, but we are just hoping that the studio can get everything in order before the game launches. g

AT A GLANCE In a world where time is being frozen, it is also running out... Quantum Break looks like it has some big new ideas to bring to the table. Developer: Publisher: Distributer:

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The Final Ultimate Ninja Storm

PC X0 PS4 Wii U X360 PS3 PSV 3DS

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AT A GLANCE Fighting

The final Naruto arc closes with this sixth and final instalment of the Ultimate Ninja Storm series.

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by Nthato Morakabi

Naruto Shippuden: Ultimate Ninja STORM 4

ho would have thought, that the famous Shonen Jump manga by Masashi Kishimoto, would become an international hit, expanding from an anime to a video-game franchise and thereby making it the third best-selling manga series in history, with over 220 million copies sold worldwide. An astonishing achievement which has come to an end as the final arc of the Naruto series closes. Naruto Shippuden Ultimate Ninja Storm 4 is the sixth and final instalment of the Ninja Storm series, covering the final arc of Naruto Shippuden. This follows a long and drawn out battle with the revived Madara Uchiha, the return of Sasuke Uchiha and the continued resilience of Naruto Uzumaki and friends. A battle of epic proportions with the strongest ninja in all of the Hidden Villages. Much like its predecessor, Ultimate Ninja Storm will see players battle out in a 3D environment with a massive roster of characters including fighters from the entire Naruto universe, as well as characters from The Last: Naruto the Movie and Boruto: Naruto the Movie. The title will also feature a major change in game mechanics such as the ability to “wall run�, swapping characters in mid battle to unleash massive combos as well as a return of character Awakenings and Ultimate Jutsus. The new awakenings mechanic will let you call your teammates in for help, and use linked awakenings. Elemental attacks have also been included, such as fire that is able to burn clothing and can be dispelled with a water attack or running around. The series will feature a number of DLCs including costumes from previous games, playable characters, combination secret techniques and more. g

Naruto Shippuden: Ultimate Ninja STORM 4

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Street Fighter V

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Street Fighter V You know what to do…

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Capcom Capcom Ster Kinekor

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Feb 2016

Only our patience will reveal what exactly this will mean to players. New characters have been added to the already pretty cool roster of fighters. We have Necalli, a strong competitor with the ability to somehow transform his appearance, Laura - a beautiful Brazilian Jiujitsu master, Rashid- a wind power wielder, and finally we have F.A.N.Ga cocky kimono-wearing bad-guy with poison. Although we will be eager to try the new characters, let us not forget to be grateful that we still have the likes of Ryu and Ken gracing our screens.

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Powered by Unreal Engine 4 and distributed by Sony (much to the dismay of fans with an Xbox One), Capcom seems to be very excited about their upcoming release which they trust will, in their words according to the Street Fighter website, “…deliver endless fighting fun that both beginners and veterans can enjoy.” All we really need in a good SF game is fighting that is fun. Period. As long as there are no crazy bugs to ruin that for players, I think we’ll be good to go once this baby launches. g

AT A GLANCE Fighting

Capcom has put in the work to get our attention and promises to deliver on fun and an overall improved fighting game.

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by Sibonisile Motha

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treet Fighter. At times just mentioning those words is enough explanation, but this isn’t just Street Fighter, I mean, this is next gen, right? Well, it is still the classic over-animation which we all love and find a sense of quirky comfort in its familiarity. So what makes this one so different? Before one can begin to answer that question, one might ask, “Does it even matter?” To be honest, I don’t think so. Capcom have, however, mentioned that their approach to their story mode is to be nothing like any of their other previous titles.


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Dying Light: The Following GAMING

Cars! Explosions! A new cult!

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Dying Light: The Following

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AT A GLANCE Survival Horror

Drivable cars and a larger area – what is there not to love? Developer: Publisher: Distributer:

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Techland Warner Bros Ster Kinekor

ETA

Feb 2016

Platforms

GENRE

by Charlie Fripp

ying Light was one of the break-out titles of last year, just a pity that was released so early in the year that it didn’t really come into any contention for Game of the Year for many publications. Nevertheless, the free-roaming zombie shooter employed a whole bunch of fresh mechanics to deliver a really good game – so it is only natural that it will get an expansion. Dying Light: The Following tells the untold chapter of Kyle Crane’s story, which includes new game mechanics, environments and challenges. For the first time in the game’s ability, you will be able to venture outside of the quarantine zone, but that comes with its own problems. Making the trek, you’ll find yourself in a hazardous outback overrun by the infected and populated by pockets of survivors – the size of all original Dying Light maps combined. In terms of plot, it once again goes all pear-shaped. “Players will again take the role of Kyle Crane, and will be thrown into Harran’s outback region, rife with the infected, where they’ll encounter a mysterious, and seemingly all-powerful cult, capable of changing the face of Dying Light’s world,” developer Techland explained. Another first for the game will be the inclusion of drivable vehicles, which will make it feel more in the realm of Dead Rising. All-terrain dirt buggies are going to be your key tool to survival and getting around this hazardous countryside. Level up your new Driver Rank skill tree and upgrade your ride to create your most deadly and effective weapon yet.” If you loved Dying Light, there is no reason why you shouldn’t get this expansion pack. g

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Last Days of Old Earth

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hose familiar with strategy-based games will know that there is a great sense of the time taken in being aware of the task at hand and figuring out the best possible outcome. Auroch Digital aims to bring the challenge of strategy games with a less intimidating approach with Last Days of Old Earth. A dying sun on an Earth that survives on its existence, this is the setting for a world that is as hostile as it is cold. Resources are few and options aren’t many and only the strong and smart can survive. There are two factions: the Skywatchers (humans) and the Automata (robots). Whom you choose to fight with is up to you. Each faction has unique play styles particular to them, advantages you may have that your opponent may not and vice-versa. This game is designed with the thrills of thinking smart and fast to fight for a turn that may swing odds in your favour as you journey on to survive on the little bit of habitable planet left to live on. Build your army and equip your teams with skills and abilities, gain vantage points and conquer your way. Auroch has taken their inspiration from the hugely successful Armageddon Empires and made something that they hope will appeal to beginners and turn-based veterans alike. There is always risk in taking from a game that already has a cult-following in that some may already be expecting it to fail or not even come close to the legend they know and love. I feel that with Last Days of Old Earth, have an open mind and I think we may all be pleasantly surprised with the outcome. g

GAMING

Feb 2016 Developer: Publisher: Distributer:

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by Sibonisile Motha

A cold world indeed‌

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AT A GLANCE Turn-based Strategy

Inspired and made with heart and passion, this game is one that many will come to enjoy and love. And who knows? It may just become a legend in its own right.

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GAMING

Jan 2016 Developer: Publisher: Distributer:

Thekla Inc. Thekla Inc. Online

PLATFORMS

The Maze-Puzzler

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AT A GLANCE Puzzle/Open World

Explore the island and solve a series of maze-like puzzles in an open world puzzle adventure.

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by Nthato Morakabi

The Witness

nspired by the 1993 Cyan Inc’s largest project, Myst, comes this open world puzzle adventure game, The Witness. Developed by prolific Indie video game developer Jonathan Blow who created the 2008 platform title Braid which eventually became the highest critically acclaimed rated title on Xbox Live. The Witness gives players the opportunity to explore the large scale island populated by both natural and manmade structures divided into ten sections leading up to the goal up on a mountain. Exploration will be key, as the puzzles scattered around the island will be open to be solved immediately or left for later, solvable when a solution has become evident. The main theme of The Witness will be the puzzle aspect of it, with the game set to have over 650 puzzles to solve in its final form. Jonathan Blow has stated that the puzzles will be more than just puzzles, but lines of communication that will eventually say amazing things. How this will pan out can only be figured out once players get to delve into the complexities of this open world title. The puzzles themselves will vary in appearance and form, examples given are a tree that has branches mimicking a path, symbols that appear as decorative elements on the floor or walls of buildings. Each puzzle will be based on a tracing mechanic, mazes that will be more than just finding the right path but rather to find the right path of multiple paths that complete the puzzle correctly. The Witness has been in development since a prototype inception back in 2008 and as evolved in art form, gameplay and design to become an amazing puzzle adventure. g

The Witness

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The Park

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The Park

Things go bump in the night

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Funcom TBC TBC

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Q1 2016

fun parks. In terms of plot, it surrounds the story of Lorraine, who is a single mother, on a mission to find her missing son Callum. That wouldn’t be so creepy if it wasn’t for the fact that poor old Callum ran into the amusement park just as it was closing for the day. Naturally, things are totally different at night than what it is during the day, and when the sun sets is when things start to take a turn for the sinister. Expect a lot of jump scares and creepy noises, as Lorraine can

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occasionally hear her son calling out and walking around, but she can’t seem to locate him. The eerie sounds and the dark surroundings aren’t helping things along either, as she picks up a lot of fliers in the park that hints towards a darker side of the park. If you really like psychological horror games with sinister twists and plots points, The Park might be right up your alley. It was already released for PC in October, but is due to make its debut on consoles later this year.g

AT A GLANCE Horror

Creepy sounds and an abandoned theme park. What could go wrong?

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by Charlie Fripp

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musements parks should technically be the most fun children (and some adults) can have, but what happens if everything just turns out to be super creepy and desolate? If clowns weren’t creepy enough, The Park will send shivers down anybody’s spine, no matter how old you are. The Park is a first-person psychological horror developed by Funcom, and we can also guarantee that it will change your view on how you see carnivals and


Bombshell

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eet Shelly “Bombshell” Harrison… and her awesome bionic AI arm called Amiga. Together they travel between planets kicking ass, having fun…oh yeah, and saving the world if that matters to you. Our protagonist is a bomb disposal specialist who ran into an unfortunate event which saw her lose her human arm (which in comparing to Amiga was kind of a blessing, sorry to say). There is a great alien threat of apocalyptic proportions out there and Bombshell has been tasked with the rescue mission to save the president (another great female lead character with “confidential” weapons at her disposal) and the galaxies she comes across. It is also the second chance at getting back into the battlefield once more, only now she can deal more damage than before, and with great style too. Her prosthetic arm being AI not only solves puzzles and becomes weapons when needed, but also can function independently by detaching from Bombshell. She is on a quest and with great power comes great responsibility, or even greater out-of-this-world foes in this instance. 3D Realms and Interceptor Entertainment have given us some sneak peeks into the game play, which is a blend of it being a shooter, action and a bit of RPG. Its creators are confident that the risk of making a cross-genre game will pay off as an experience that will “Blow you away.” So far we have information on 2 of the 4 planets that the player will traverse upon: Earth and Kyrron (a not-so-friendly planet with a mysterious creature known as “The Abomination of Lord Rhek’en”… sounds delightful). Visually looks to be a nice looking game with loads of potential and out to impress. g

GAMING

Jan 2016 Developer: Publisher: Distributer:

Interceptor 3D Realms Online

PLATFORMS

by Sibonisile Motha

She’s a bad mama jama…

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AT A GLANCE Action RPG

What do you get when you mix a super-cool badass protagonist with an AI bionic arm, an alien apocalypse threat, and an inter-galactic rescue? BOMBSHELL.

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TOP 10

GAMES OF 2015

2015 saw a number of long-awaited titles hitting the shelves, and some of them were truly exceptional. And so, for the second year running, we’re bringing you a breakdown of our ten favourite games from last year. And so, GAMING

without any further fanfare, let’s take a look at Gamecca’s Top Ten Games of 2015... 68

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TOP 10 GAMES of 2015

#10

Halo 5: Guardians Halo has been around for ages, and has a massive fan base. While the single player game in this outing may not have got the shot in the arm it needed, few can argue that this new edition of Halo managed to elevate the multiplayer experience to a whole new level. While the plot may have been a little weak, the non-stop action and the addictive nature of the multiplayer game is something that still draws fans in, even after all of these years. Fans and newcomers alike have a lot to enjoy here‌ and it looks like the Halo drive is not showing any signs of letting up.

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Call of Duty: Black Ops 3

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The latest Call of Duty game got a really big boost with the implementation of some excellent new ideas for the multiplayer aspect of it. The franchise may have been getting a little old, but a few tweaks and rethinks in the multiplayer game - which sadly didn’t feature prominently in the single player campaign – have really given players new ways to approach Call of Duty. The addition of customisable single player characters and co-op missions also brought some freshness to this long running franchise, and the overall effect is a game that is exciting, eenticing and crammed with action.

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TOP 10 GAMES of 2015

#8

Bloodborne This new IP from the makers of Dark Souls delivered all the goods in a big way. With the same brutal difficulty and obfuscated plot lines that fans of Dark Souls have come to know (and possible love), Bloodborne presented players with a massive, strange new world to explore. But that wasn’t all. A refined combat system and the introduction of several new ideas helped Bloodborne not only stand apart from Dark Souls, but also in the crowd. This punishingly difficult, haunting beautiful game is extremely rewarding, almost purely because it is so difficult to conquer.

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#7

Batman: Arkham Knight

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While the early PC release of Batman: Arkham Knight was nothing short of an absolute mess, the game shone on console right from the start. This latest instalment of the Arkham series presented players with the most accessible, biggest and arguably most enjoyable Batman experience to date. The addition of the Batmobile to Batman’s ever-growing arsenal, as well as the vast amount of freedom that the game allows – and not to mention the simple yet effective combat system – made Arkham Knight an addictive and thoroughly enjoyable (if somewhat gloomy) adventure game.

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TOP 10 GAMES of 2015

#6

Assassin’s Creed: Syndicate While 2014’s Assassin’s Creed: Unity left many with a sour taste in their mouths, Ubisoft manage to more than make up for it with the release of Assassin’s Creed: Syndicate. Set in Victorian England, Syndicate sees the player alternate between siblings Jacob and Evie Frye as they take on the Templars of London. Combining tried and tested Assassin’s Creed concepts with new ideas, Syndicate brings a fresh approach to the table, and introduces new equipment and vehicle play, while at the same time returning to a more freeform game dynamic. Multiplayer would have been nice, but its absence is not a game breaker.

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#5

Dying Light

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Dying Light saw Dead Island developer Techland try a whole batch of new ideas in their next first-person zombie brawler. Most notable were the parkourbased traversal system and the day-night cycle. The player can effortlessly move across the wide expanse of this challenging game without ever setting foot on the ground, which adds the excitement of movement to the action packed title. And when the sun goes down, the player knows that foes are going to be even tougher than before, adding a tension to the title as they race the setting sun to safety. This early 2015 release certainly is a quality game, warts and all.

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TOP 10 GAMES of 2015

#4

Metal Gear Solid V: The Phantom Pain Even if you’re not a fan of the Metal Gear Solid games of the past, The Phantom Pain brings a whole new, fresh idea to the franchise. That idea comes in the form of freedom – while previous Metal Gear Solid games could be restrictive and dictatorial (as fun as they may have been) The Phantom Pain opens up a large world for the player and lets them get on with things. There is also a very welcome management element to the game. And fans needn’t worry… the silly names are still going strong. With renewed freedom and a move away from an insistence on stealth, players can truly make this Metal Gear Solid instalment their own.

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Rise of the Tomb Raider

GAMING

While some critics felt that there wasn’t enough variation between Tomb Raider and Rise of the Tomb Raider, that is a very surface view. Without compromising the core ideas and mechanics that made the reboot such a great title, Rise of the Tomb Raider adds a number of new ideas – including more tombs and a number of new traversal methods – that make Rise a pleasure to play. Lara Croft’s development into the Tomb Raider is beautifully handled in this title, as she takes to the dangerous and icy wastes of Siberia to try and fulfil her late father’s dream in a game that is tense, exciting and engaging.

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TOP 10 GAMES of 2015

#2

Fallout 4 Fallout 4 presented a very strong contender for the best game of 2015, and for many reasons. First and foremost is the standout fact that the player has more freedom in this game than we generally see. Fallout 4 presents the player with a broad concept and a massive world, and them lets them get on with whatever it is they want to do within the paradigm of the game. Although Fallout 4 has many bugs and quirks, the truth is that this vast, sprawling title has been one of the most impactful releases in many years, and people are likely to be travelling its postapocalyptic wastes for ages to come.

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The Witcher 3: The Wild Hunt

GAMING

While there were some very strong contenders for Gamecca Best Game of 2015, The Witcher 3 is almost a no-brainer. It’s vast world, solidly woven narrative and engaging cast of characters make it a truly epic fantasy adventure. Geralt’s last outing is certainly his most exciting, and The Witcher 3 is crammed with interesting activities, challenging quests, amusing characters and tons of wonder. This is an exceptionally crafted world, with every care taken to immerse the player totally into the experience that this game offers. The Witcher 3 shows exceptional care and passion from the developers, and is a must-play game.

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E M W A IE G EV R

Just Cause 3 GAMING

Blowing stuff all to hell‌

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Just Cause 3

by Walt Pretorius

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Sure, a game should come out without the need for patches. At least, that’s what we like to think. But realistically, that ideal has long since disappeared into the history books. It’s all about getting games out fast, and sorting out what’s wrong with them on the fly. And while the initial patches for Just Cause 3 sorted out a few f the issues, there are still a couple of things that need to be addressed. One thing that cannot be addressed is the developer’s thinking and approach in making this game which is, at times, a touch odd. This oddness doesn’t arise from bugs and the like; rather, it is a result of an approach that is a little left-of-field, and it brings things into play that, initially at least, feel somewhat uncomfortable. Like, for example, the fact that precision aiming is an unlockable mod, rather than a given. Or the fact that Rico, the

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ne of the best things about writing reviews for a monthly magazine, rather than a website, is that you don’t have to compete with all the other websites who have to get their review out first. It’s a great idea to get reviews out fast, sure, but sometimes you need to take your time. A game like Fallout 4, for example, cannot be reviewed quickly. And a game like Just Cause 3 needs time for problems to be ironed out. Had I been writing for a website, I would have been banging on about bugs and overly-long load times that come up far too often. But having had the luxury of seeing Just Cause 3 patched has changed my view of the game somewhat. Unless websites go and revise their reviews, the information they give may – after the patching – be a little misleading.

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game’s protagonist, neither sprints nor crouches. Or the fact that fast-travelling costs resources, rather than being a free, time saving activity like in other games. But most of these things actually fit into the developers’ thinking quite reasonably. To see why, you have to look at what Just Cause 3 is first, as well as what it is not. Just Cause 3 sees the player take on the role of Rico Rodriguez as he once again attempts to topple a dictator by destabilising the country. This is done, of course, through attacking military installations and government assets, as well as causing immense amounts of chaos. What it is not is a realistic game – Just Cause 3 flirted with realism once, but wasn’t into the idea of a committed relationship. So the player takes to the massive playable area, which is unlocked from the word go, and literally blows the world

all too hell. To this end, Just Cause 3 has a rather impressive (if slightly overstated) physics and destruction model. Almost everything can be destroyed, and massive explosions will send bits and pieces flying all over the place. Getting a whole butt-load of chaos going can be an impressive sight, but performance issues do raise their ugly heads when everything is on fire. The patches have helped, though, and things are a lot smoother now than when Just Cause 3 first arrived. Part of the physics engine are the numerous ways in which Rico can traverse the game setting. While the game offers planes, cars, boats, helicopters, motorbikes and pretty much any other vehicle you can think of, Rico has three methods of travel (well, four if you count his legs) that are pretty much always available. They are

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together. Why blow up a statue with a rocket launcher when you can tether a chopper to it and then reel the two into each other? And that’s what it’s all about – crazy, over-the-top antics that are often implausible and sometimes even laughable. And that craziness is what has made the entire Just Cause franchise so fun to begin with. With tons of weapons, vehicles and activities on offer, it’s a roller-coaster ride of entertainment… if that rollercoaster has a rocket strapped to it, and is on fire. The player, however, will need to be pretty forgiving here. Even though the patches have sorted out some of the more annoying things that plagued Just Cause 3 on launch (including the ridiculously long load times the game had) there are still a few quirks and kinks that may not sit well with many players. If you can look past

GAMING

his parachute, which allows for lazy, floaty type stuff, his wingsuit (less floaty, more face-plant) and his extremely handy grappling line. These three things allow the player to really have fun with exploring the landscape (although the wingsuit does take some getting used to and only really gets to be great when you have unlocked a few mods for it) and are likely the reason that fast travel isn’t free. Avalanche Studios would far rather have you come up with inventive and often exciting ways of getting around, rather than teleporting to where you want to be at will. The grappling line is the reason why Rico doesn’t sprint. It allows for fast zipping around the map at short distances, and adds to the chaotic feel and crazy nature that this game thrives on. It can also be used to tether items together, which can now also be reeled

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them, though, Just Cause 3 can be immense amounts of mindless fun. Until it isn’t. The biggest problem here is that, although the game offers a wide variety of activities, the activities themselves aren’t all that varied. Protracted gaming sessions will start to feel old before long, even as far as the (almost unimportant) story missions go. Playing Just Cause 3 in shorter bursts is a better idea, as it will allow the player to enjoy what is on offer, without the repetition becoming too obvious. In the end, Just Cause 3 will be what you make of it. If you’re willing to suspend a whole lot of disbelief, it becomes a zany, crazy, explosion-ridden experience that is light hearted and highly amusing, But you need to get into its peculiar way of thinking first, and this may lead to initial frustration that may turn you away. Install the

patches and persevere, though, and you will likely be rewarded with a game that, while possessed of a few problems, can be great fun. Just Cause 3 won’t win any major awards, and it may well go down as the weakest of the franchise thus far… but the fun provided by it’s larger-than-life, testosterone driven characters and completely devil-may-care attitude is undeniable, even while you’re shaking your fist at the screen in frustration. Subsequent patches may well sort the issues out, if the patches already released at the time of writing are anything to go by. Hopefully when they do fix what is broken with this game, it won’t be too late; Just Cause 3 is a wonderfully irreverent game that doesn’t try to be “important” or “deep”. It’s all about blowing stuff up and causing chaos, and can be great fun because of it. g

AT A GLANCE Action

REVIEWED ON

It’s got a few problems, but if you can look past them, Just Cause 3 can be an utterly hilarious thrill-ride.

Developer: Publisher: Distributer:

Avalanche Studios Square Enix Megarom

PARENTAL ADVISORY

18+ gamecca79

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

PS4 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

77 87


E M W A IE G EV R

Rainbow Six: Sie GAMING

Breaking barriers‌

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Rainbow Six: Siege

by Walt Pretorius

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deep tactics. That’s where Ubisoft’s long awaited (long overdue, even) next instalment in the Rainbow Six franchise steps up to the plate. Rainbow Six: Siege allows players to take advantage of the fact that they are part of a team, and use that to full advantage. In fact, the game demands it; a five-man squad who doesn’t work together is little more than cannon-fodder for the teams that do, and the single death mechanic (no, you don’t respawn when you die) drives that idea home with absolute clarity. All those folks who crow about realism in first-person shooters need to turn their attention here – this game requires excellent team-work and a solid tactical approach, and when you die, you die. That’s pretty real. Every game of Rainbow Six: Siege (after the initial training levels) provides players with a 5-v-5 experience that puts one team in the role of defenders, and the other in the role

GAMING

ompetitive first-person shooter gaming is one of the most popular time killers around. People flock to Call of Duty and Battlefield servers, intent on making their mark as warriors in these virtual spaces. But while they’re great fun, the real truth is that these games have become similar enough to blur into one big idea; they’re less about tactics and more about fast reactions. Sure, a good set of tactics and a solid knowledge of the map certainly helps but, ultimately, they’re all about how fast you can pull the trigger. And while these “twitch-andshoot” mechanics serve the games (and gamers) really well, there are those out there who yearn for something that I less about the solo operative (who gets to feel like a hero even if he is part of a team, because having team mates only means that half the people on the map aren’t shooting at him) and more about solid team-work and

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of attackers. While there are multiple game modes, there are certain current that run through the whole experience. For example, the defenders, generally a bunch of bad guys who are trying to steal something, kidnap someone or otherwise further their nefarious ends, get a limited time at the beginning of each round to fortify their positions. These fortifications include barricading doors and laying barbed wire traps, all intended to hamper the advance of the attackers. When the game starts, all hell generally breaks loose, because some of the limitations placed on players in other FPS games simply aren’t here. The biggest of those is the way that the players interact with the ten maps that are included with the initial release of the game. There is very little in these environments that cannot be destroyed. Want to breach a room through the wall rather than the door?

Sure, why not? Go right ahead. This opens up the game dynamic in ways that are really rather exciting, because players need to not only be able to strategize according to the map that they’re playing on, but also need to think on the fly and execute contingency plans (and yes, formulate them) to deal with a higher number of variables than most other competitive FPS games offer. And that makes Rainbow Six: Siege extremely exciting to play – even if there are only a few maps, the destructibility of them and the numerous approaches that the game allows keeps them fresh. That, of course, combined with the fact that they are very well put together environments, with tons of chances and opportunities for tactical exploitation. To make this even more exciting, Rainbow Six: Siege offers 20 operators – combat specialists who approach situations slightly differently, and who bring varied

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the surface, the three modes are extremely similar and, if you’re going in with guns blazing, each game mode can realistically be completed by laying waste to the opposing team. But, as with any game heavily reliant on tactics, the modes all have nuances that can greatly affect the game dynamic, Using explosives around a hostage, for example, is a pretty bad idea, while they’re a great idea in modes that don’t take collateral damage into account. Each of the modes takes a different approach, and those that like digging into the strategy that Rainbow Six: Siege has on offer with delight in the many (even if they may be slight) variations that the ten maps, three modes and 20 operatives offer. And then there is the idea of the realism injected into the game. Precision is key here, as is the friendly fire consideration (it’s OK to frag a buddy who will respawn

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skills and abilities to the table. Some are better with explosives, while others offer more instant breaching opportunities, medical abilities and more. The usefulness of the individual operatives depends on the play style of the gamer choosing between them, but there really is something that most everyone will be able to relate to and make effective use of. Unlocking all 20 operatives may take a little time in the game, and some may perceive this as a bit of a grind, but those who have played the previous Rainbow Six games, and those who enjoying the tactical variation and depth that the game offers, may well enjoy a slightly slower pace in unlocks – imply because they are given the opportunity to fully explore what they do have, rather than rushing on to the next available option. The same can be said for the game’s three modes. On

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later, but accidentally killing a team mate who won’t come back from the dead in the round has a serious impact). While other shooters may claim all kinds of realism, they do feel a little more like a bunch of guys running around on a paintball field when compared to Rainbow Six: Siege. It is a grittier, more serious FPS than the yearly iterations we are used to, and because of this is requires a different approach. And that’s why it will appeal to some, and not to others. Those that want to see a great team victory acquired through tactical approaches and solid team-work will likely get a big kick out of Rainbow Six: Siege. Those that are hunting a high kill-death ratio, not so much. Sadly, Rainbow Six: Siege needs to be compared to franchises like Call of Duty and Battlefield, because that’s what’s out there – but this game is not much like those shooters

at all. It is a different beast, and requires a different approach. Anyone approaching it in the hopes of another CoD clone will be sorely disappointed, because it is more patient, more pedantic and arguably more finessed than your average competitive FPS title. Rainbow Six: Siege is a great game, but it’s not perfect. The graphics feel a little dated, and one could argue that there could have been more content available here (which will undoubtedly become available through DLC later). But my personal gripe is that it largely ignores the potential that a single-player campaign could have offered. Sure, the game is about team work, but even the most multiplayer focussed FPS games out there still offer a little something for the solo-gamer. That said, those who enjoy a great tactical approach will find that Rainbow Six: Siege has a lot to offer. g

AT A GLANCE Tactical FPS

REVIEWED ON

Those that enjoy a deep tactical experience will likely take well to Rainbow Six: Siege’s realism and nuanced game dynamic. Killdeath ratio freaks, not so much... Developer: Publisher: Distributer:

Ubisoft Ubisoft Megarom

PARENTAL ADVISORY

18+ gamecca79

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

XO PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

80 93


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Gauntlet: Slayer E GAMING

Elf is about to die… again…

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Gauntlet: Slayer Edition

By Rob Edwards

AT A GLANCE GENRE

Adventure

REVIEWED ON

If you’re after mindless co-op fun, look no further. But there is very little depth here, and next to no reason to keep coming back.

Developer: Publisher: Distributer:

Arrowhead Warner Bros Online

PARENTAL ADVISORY

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Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

PS4 PLATFORMS

Edition

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his rerelease of last year’s Gauntlet does quite a bit to improve upon the problems that plagued the initial game. Combat has been streamlined, and new game modes do a lot to improve what was essentially an incredibly repetitive game. For those that don’t know, Gauntlet allows up to four players to enter a dungeon as four intrepid adventurers seeking, as all adventurers do, gold and glory. It throws wave upon wave of monsters at the players as they move through the dungeon (an exercise that will take roughly five hours). During their travels, they can also buy new weapons and outfits. These were awesome ideas in the arcade game that Gauntlet pays homage to, but these days they really aren’t all that special. What makes the game fun is the four player, same screen co-op (which can also be played online, but the nature of this game works better when everyone is in the same room). Of the two new modes, Endless mode stands out the most, with its never ending waves of bad guys providing a decent challenge, and some much needed longevity. Also, the daily Coliseum challenge adds a little spice. Despite the improvements, though, Gauntlet: Slayer Edition remains a game that is more of an afterthought than a motivation. It will be the kind of game you get to when you have nothing else to play, or when four friends want to kill some time on the couch. It doesn’t feature many new ideas and, although entertaining, it doesn’t really become something that you may become obsessed with… and that’s a pity, because a little more variation and a slightly longer play time may well have resulted in a great title. g

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NAME OF Dragon Fin THE Soup PRODUCT

E M W A IE G EV R

Dragon Fin Soup

The school yard bully of rogue-likes…

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There is almost nothing that makes Dragon Fin Soup stand out – or even be a game that can be

REVIEWED ON

ps4

recommended. PLATFORMS

Developer: Publisher: Distributer:

Grimm Bros Grimm Bros Online

PARENTAL ADVISORY

16+ gamecca79

Violence Language Sex Drug Use Prejudice

AWARDS Platinum Gold Silver Bronze Ed’s Choice

Score

Rogue-like

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE

GAMING Bound of flame

by Alex Scanlon

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he idea of rogue-like games is all good and well but, without a massive shot in the arm, the genre is getting more and more tired with each new release. And the fact that they’re so popular means that the genre becomes a target for everyone who wants to put a game together. And some of those games should not happen. Dragon Fin Soup is one of them. While the game has some great ideas behind it, the whole affair was poorly thought out – meaning that the implementation of some of those ideas does more harm than good. One good idea was to have a character with a bit more personality than your average vanilla rogue-like hero. It’s entertaining to have a character that has, well, character. But then an idea like the “meant to be funny” property damage fines for smashing crates and barrels comes into play. The player is fined for breaking stuff, but breaking stuff is also a source of income. The mechanic almost totally negates the game’s economy, and is just plain bad. Also bad are the controls, because they simply don’t feel responsive enough for a title that does, to a degree, require a bit of precision. At least as far as facing the right direction goes, which Dragon Fin Soup seems totally opposed to. Invisible monsters are also all good and well, but when there is no clue to their presence and they kill you with pretty much one hit, the game goes from beyond being brutally difficult and into the realms of being a schoolyard bully. Throw all of this together with muddy, indistinct graphics, and Dragon Fin Soup becomes unpleasant no matter which platform you attempt it on. g

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The Incredible Adventures of Van Helsing

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The Incredible Adventures of Van Helsing Crawling, crawling, crawling…

problems, the Incredible Adventures of Van Helsing is a pretty fun time-killer.

XO

PLATFORMS

Developer: Publisher: Distributer:

(even if the voice acting leaves a lot to be desired). It’s derivative, sure, but those that enjoy dungeon crawlers with a fair amount of character depth will likely get a bit of a kick out of it. The combat depth… not so much. Still, when you get used to the controls and figure out how to deal with monsters that suddenly seem a lot tougher than they should be, The Incredible Adventures of Van Helsing is a fairly decent time-killer. It would have been nice, though, if NeoCore had given us more, instead of trying to ride the DLC bandwagon... g

NeoCore Games NeoCore games Online

PARENTAL ADVISORY

16+ gamecca79

Violence Language Sex Drug Use Prejudice

AWARDS Platinum Gold Silver Bronze Ed’s Choice

Score

Despite more than a few

REVIEWED ON

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE

GAMING

Action adventure

only available as purchasable DLC. It’s cheeky, really, and doesn’t do much to a game that could have used more meat on its bones on console. The player takes to the gothic horror inspired world and beats of wave upon wave of bad guys. It’s a bit repetitive, and the controls and fidgety. Also, the player’s AI companion is plagued with issues from time to time which, combined with an almost unreasonable sharp difficulty curve, makes playing Van Helsing a little more of a chore than it should be. With that said, it is pretty fun to play, and features decent presentation

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by Walt Pretorius

I

sometric adventure games, particularly of the dungeon crawling variety, are a little anachronistic (unless it’s Diablo, of course, but that’s a different matter). Developer NeoCore games decided to give the genre a nod a while ago with the release of The Incredible Adventures of Van Helsing, which (on PC) is now a fully-fledged trilogy of titles. The Incredible Adventures of Van Helsing made its console debut on Xbox One recently, but instead of providing players with a beefed up edition, it’s just the first game – with two of the three character classes


NAME OF Knight Squad THE PRODUCT

E M W A IE G EV R

Knight Squad Beautiful chaos…

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It’s crazy, it’s simple and it offers nine multiplayer game modes... Knight Squad is tons of fun, despite it’s limited lifespan and horrible single player mode.

REVIEWED ON

XO

PLATFORMS

Developer: Publisher: Distributer:

Chainawesome Chainawesome Online

PARENTAL ADVISORY

12+ gamecca79

Violence Language Sex Drug Use Prejudice

AWARDS Platinum Gold Silver Bronze Ed’s Choice

Score

Action

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE

GAMING Bound of flame

by Alex Scanlon

I

n a world in which video games have become far too serious, sometimes you just want to kick back, relax and kick the virtual crap out of seven other people. If that’s your goal, Knight Squad most certainly is a title to consider. This unassuming title is crammed full of crazy action, and it will keep you going for a while, at least. Arguably the best thing about Knight Squad is how laughably easy it is to play – one analogue stick for movement, and one button to hit things. That’s it. Add this to a fastpaced, competitive mechanic, and you have a great little game that will keep you in gales of laughter for a good few hours. Knight squad offers nine competitive multiplayer modes, ranging from 5-v-5 modes to free-for-alls. And generally, all that you need to do is hit things without getting hit yourself. Each knight can only take one hit (two if they have a shield) but thanks to quick respawning and games that are generally time-based, the chaotic action that ensues rolls smoothly. The modes have a fair variety of objectives and themes, too, which is never a bad thing. The same cannot be said for its undercooked single player experience, which sees the player going through a number of extremely unreasonable, gated stages that are more frustrating than fun. But Knight Squad is not about single player, and although it is hardly game of the year material, it does offer an uncomplicated and enjoyable multiplayer experience that is fun, funny and frantic. You’ll possibly tire of it fairly soon, and there isn’t much reason to go back to it, but Knight Squad most certainly is fun while it lasts. g

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While the puzzles are a bit easy, this loving homage to the classic franchise brings point-and-click adventuring firmly into a more modern age.

REVIEWED ON

PS4

PLATFORMS

Developer: Publisher: Distributer:

Odd gentlemen Sierra Online

PARENTAL ADVISORY

12+ gamecca79

Violence Language Sex Drug Use Prejudice

AWARDS Platinum Gold Silver Bronze Ed’s Choice

Score

Adventure

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GAMING

GENRE

AT A GLANCE

New and improved traditional gaming!

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by Walt Pretorius

King’s Quest: A Knight to Remember

t’s been a long time since we saw anything from Sierra Games, but with the release of King’s Quest: A Knight to Remember we see one of their most beloved classics spring back into life. And like the King’s Quest games of yesteryear, it’s pretty much all about the puzzle solving. But the often mind-bendingly tough puzzles of the previous games have been replaced with a much simpler collection of brainteasers, which fans of the older games may find a little too easy and unsatisfying. With that said, it seems this time around that the game is far more about the narrative, and much less about giving the player brain-strain induced headaches. The tale is lovingly told, and is crammed with humour and “unreliable narrator” gags (what with the story being told by the now aged King Graham retelling his adventures to his granddaughter). Perhaps most impressive, though, is the really beautiful presentation of the game. Aside from getting silver screen veteran Christopher Lloyd to voice Graham, developers the Odd Gentlemen went the extra mile to make this game look absolutely fantastic, with a style that is unique and endearing. It feels, quite simply, like a reboot of the franchise by fans of the franchise. Not only that, but their game mechanics and storytelling techniques have brought the well-loved point-and-click adventure genre firmly into a more modern age. The sad thing is that not everyone will get a kick out of this game, which will be released as five episodes (Knight to Remember being the first). That said, it is sure to garner many fans and bring the joy of King’s Quest to a whole new generation. It’s beautifully produced, well told and fun to play. g

King’s Quest: A Knight to Remember

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Chilling out with Derek

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he great thing about indie game development is that massive amounts of talent around the

globe are now able to display their abilities without falling into the traps and trials of the organised

GAMING

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k Bradley of Aurora44

By Nthato Morakabi

took time to chat to just such a talented developer; Derek Bradley was born in Johannesburg, South Africa, and now works as an indie game developer with Aurora44 in New Zealand. He took some time out of his busy schedule to chat with us. gamecca

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DB: We had worked for games and VFX studios for quite a while. The transition to making our own game began two years ago and has been a smooth one to make. Our main inspiration behind it all is to be able make something we would want to play.

GM: Greetings Derek, thank you for taking the time to speak to us, it has been a couple of months since our initial correspondence.

DB: Thanks for the opportunity. I was born in Jo’burg so doing an interview for a South African publication is awesome. Also my schedule was quite busy following my travels to Germany for GamesCom so thank you for your patience and thanks for having me.

GM: It is great to see South African’s also in the Indie Game Dev scene overseas; we are not short of talent around the world. So if you could give us a rundown of who you are and how you came up with your company name Aurora44.

DB: We are a group of Developers based in New Zealand. Our founding members are ex Weta Digital. More than anything, we like the sound and shape of the word Aurora44. We chose a name without connotations on purpose, so we could make our own.

GM: How did you and the team over at Aurora44 start developing games and what was that one game idea that popped up and turned from idea to

GM: A history in games and VFX must have definitely been a great help in starting up Aurora44, so what was that one game you played that made you want to develop games in the first place? DB: Fallout 2, Dungeon Keeper and Quake are all huge influences and of the three, I would say Fallout 2 is the biggest.

GM: Then I guess it’s safe to ask what role gaming plays in your life and what does being a Game developer mean to you both as a gamer and as a developer? DB: I think the line between gamer and developer is a very blurry one. The inspiration and joy that can be found in both activities comes from the same place. Also, I play games every day. In my case I am lucky enough to be doing what I love when it comes to game dev.

GM: And speaking of inspiration, what is your source of inspiration both in gaming and outside of gaming?

DB: Absolutely everything. From every day interactions with the world, to books, movies and music. It is essential for creatives in any industry to always be experiencing new things they can pour into their work.

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GM: Agreed, you can never have too much inspiration. So are there any other Indie Developers you look up to who also inspire you?

DB: Absolutely. That Game Company, an indie studio by students from the University of Southern California and Capy, are two indie development studios that consistently come out with new, interesting things which is something we respect in our line of work.

GM: Regarding your line of work, are you part of any Game Dev communities? What do you get most from that community? DB: The community is huge for us. We hope to surprise audiences with something new and unexpected, so community reactions are very important to our development process. As for communities we are a part of, there is a game dev community in Wellington, New Zealand that we get together with often enough. This has allowed us to worked with a good cross section of the Wellington games community over the years. It’s fantastic to be part of such an initiative.

GM: And how has this helped shape your own development over the two years you have been around?

DB: The wealth of skill in New Zealand from Weta Digital and local game development studios has provided a wealth of knowledge and plenty of talent for us to draw from.

GM: From a personal perspective, what did you study? Did you study it specifically to go into gaming? DB: I studied Visual

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GM: Do you think that studying a course will help someone looking to go into Game Development?

DB: We live in an era where the internet has everything you need to become a brilliant artist or programmer. However, having said that, the structured environment education provides can be important. There is also the added benefit of having others around to broaden your horizons and offer varied perspective, which can be essential. So in the end, it really depends on a person’s personality and their goals.

GM: How difficult is the Indie Game Development industry? Care to share advice, struggles, victories or challenges you have faced as a company?

DB: The games industry is difficult simply because it is a hit driven industry. Everything you do needs to be excellent or you will be left behind. My advice on this would be to go into the games industry with your eyes open. Don’t be afraid to fail and always make sure you are pushing your personal boundaries.

GM: May I be bold to ask where you think the games industry will be in the next 5 years? DB: I don’t think anyone can say, as the industry evolves so fast that trends come and go. I, personally, would like to see Virtual Reality (VR) and Augmented Reality (AR) come into their own by then.

GM: Well with the Occulus Rift and Project

Morpheus around I can see that happening. What platform do you at Aurora44 develop for and why?

DB: We develop for both Xbox One and PC. We believe there are such strong, passionate communities in both places that we want to be involved in on both fronts.

DB: Like I had stated before, the reason behind us going into Indie game development was to be able to make a game that we would enjoy playing. This is the main thing that drives us.

GM: What platform are you looking to release it on? DB: Xbox One and PC

GM: Are there any other platforms you would you like to focus on?

GM: Do you perhaps have a release date?

GM: Looking at the vast game engines available out there, which one do you use and why?

GM: Perfect. Before I let you go some quick fun questions. What are the specs of your dev computer?

DB: At the moment we are finding that PC and Console are both very exciting to us.

DB: We use Unreal Engine 4. I am a huge fan of the infrastructure Unreal Engine provides, not to mention its rendering capabilities.

GM: When I looked you up, there was a game you were developing, would you care to tell us a little about it and what is the key feature of your game?

DB: We are currently working on a title called Ashen. It is a 3rd person Action RPG, about a wanderer in search of a place to call home. A key feature of Ashen is the passive multiplayer. Basically, we want players to naturally come across each other within in the world, with no boundaries to the connection process and have no game lobbies. You simply run across other players while exploring the world.

GM: That sounds like a fascinating feature! And what was the inspiration behind Ashen?

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DB: We have not announced a release date yet.

DB: Right now I am sitting at a machine with an Intel i54690k CPU @ 3.50HGz, 16GB of ram and an INVIDIA 9600.

GM: And your favourite game of all time?

DB: I’m sure you saw this coming: Fallout 2

GM: What are you currently playing on your PC/Console? DB: GTA V

GM: If there was a game in the whole world, that you would love to work on, what would it be?

DB: I’m not even biased when I say that Ashen ticks all the boxes for me. We have designed it from the ground up to be exactly what we would want to be playing in the first place.

GM: Thank you again for taking the time to chat to us, it has been insightful and I am definitely looking forward to seeing Ashen in its final form. g 105

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Communication Design. I studied it specifically so that I could get to work in CG for both games and film.


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Legacy: Planescape: Torment

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he nature of a man?

By Lein Baart

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hen one thinks of RPG’s in general, almost unbidden images of steel clad knights and fire spewing wizards battling monstrous dragons comes to mind. While the ubiquity of RPG elements in modern gaming has diluted this perception somewhat, in the nineties Tolkien’s influence still reigned supreme, and the market was awash with titles all wanting to put their own spin on the standard fantasy setting (an oxymoron if there ever was one). There was one studio however that defied the norms of the time, and while history has not been kind to Black Isle Studios, the impact of games such as Planescape: Torment have shaped the genre as we know it.

Why was it created?

According to Chris Avellone, one of the best writers to have ever graced the genre, Planescape: Torment was not the result of some flash of inspiration, but rather due to the fact that Interplay, the game’s publisher, had the licence and were determined to use it. However, having been “dictated” both the setting and the game engine, Bioware’s Infinity Engine to be exact, work quickly began in 1997 with Avellone writing the majority of the plot and dialogue, all the

GAMING

while working on Fallout 2. PS:T’s development was a rather a straightforward affair, however according to producer Guido Henkel there was a fair amount of pressure from Interplay management towards the end of the development cycle, though ultimately the game emerged relatively unscathed. By 1999 Black Isle Studios had wrapped up work on the game, and when it was released in December of that year, it was quickly evident that

Why do we care?

From the start the development team planned to use the Planescape setting as a means to subvert standard RPG tropes, and in telling the story of The Nameless One, an amnesiac immortal who is attempting to discover his past life, the studio thoroughly succeeded. Right from the start in which the player wakes up in the mortuary of Sigil, a city which serves as a portal to every place in the universe, players were thrown into a world that completely upended what gamers had come to expect from an RPG. Planescape: Torment is often described as a dialogue-based RPG, and with a 800 000 word script this is certainly apt. Beyond its sheer numbers though, what truly separated the game was the quality of the writing. The player was treated to a range of fascinating characters and companions, including a floating skull who can literally insult people to death and a succubus only interested in intellectual pursuits, and the quest of the Nameless One eschewed the traditional worldsaving epic in favour of a journey of self-discovery. Death was never a failure, indeed it was necessary at some points, not once did a dwarf, elf or halfling make an appearance, and combat was almost entirely optional, with even the final battle been resolvable through dialogue alone. While Planescape: Torment had almost no impact on the genre in terms of mechanics, in fact it was one of the few criticism levelled at the game, it stands to this day as one of the greatest stories ever told in gaming history, and for anyone that loves plot in a game, this is an absolute must-play. g

Planescape: Torment was an utterly unique creation.

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BY rAMJET

The Cult of Me... O

Ramjet’s rantality

K, so somebody explain something to me. Why is it that gamers need feel special – nay, superior – in the eyes of their peers? See, I spend a lot of time stalking around gaming Facebook groups. It used to be forums, but who the hell goes to forums anymore, right? Anyway, I don’t comment – like, ever – because, thanks to my sparkling personality and unique charm, whenever I open my mouth online a fight seems to break out. Go figure. So I shut up and lurk. Anyway, during my lurking I invariably (pretty much during ever session) come across one of a number of posts that go along the lines of “hey guys, look at the awesome new bit of overpriced hardware I just got”. Or “look at the awesome game I got”. Or “look at how well I played this game”. Hell, sometimes I even come across those posts

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that go “let’s all share pictures of our gaming setup” which, in real world terms, translates to “please show me how crap your stuff is so that I can either gloat or feel better about myself”. What ties all of these kinds of threads together is the core root of “me me me”. “Look at me, look how cool I am. I am so awesome, and I need you to see that, because I am entirely incapable of feeling important without a crap-load of bragging and showing off and people validating the fact that I am cool. Hey, you, look at me! I’m freakin’ cool, and I will show you exactly how cool freakin’ cool is.” It’s sad, that’s what it is. And I blame it all on the internet. Way back when the real world was more important than Facebook, you couldn’t get validated by posting pictures of stuff online… you had to prove yourself. You had to do stuff, preferably in the view of others, that was awesome.

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But it also seems that proving yourself back then was less important than it is today. If not everyone in a thousand mile radius thought you were awesome, it didn’t matter. There was no need to prove that you were better than the next guy, because it is, ultimately, only important for you to be OK with yourself. And, quite frankly, if you can’t do it alone, no amount of brash displaying and bragging on social media is gonna change that. Harsh truth. I would suggest that the guys who feel the need for validation among a group of people that they are likely to never meet in real life anyway should maybe find something meaningful to do away from social media. Proving yourself to a bunch of internet ghosts by showing the cool stuff you have is not proving yourself at all. It’s just empty bragging, and it’s more desperate than awesome. Another harsh truth. g



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Batman/ Teenage Mutant Ninja Turtles #1 Dragon Age: Magekiller #1 B. P. R. D. : The Soul of Venice & Other Stories TP Velvet Vol. 1 TP Before the Living End

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One step close

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TECHNOLOGY

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he world of gaming has been growing exponentially over the last couple of years, becoming more than just another activity to pass the time. Gaming has evolved into an engaging, interactive experience that is as competitive as it is casual. The joy of seeing fantastical worlds come to life and you, as the player, being thrust into that world is one of the key elements that makes gaming so popular. Whether it’s the experience of rushing on to a field as part of your favourite sports team, or cautiously creeping through an abandoned building that has been cordoned off due to a bio-hazardous plague, the interaction between gamer and game has become the focus for game developers. If you were to travel from Johannesburg’s Montecasino entertainment venue to the

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Johannesburg Zoo on foot, the roughly 18 kilometre journey would take you around 4 hours, provided you kept up a good pace and didn’t get too distracted passing through some of the major cities beautiful older suburbs. The same route, by car, would take around 25 minutes, if traffic is on your side. But walking would expend a lot of energy, and you would hardly be able to enjoy your destination afterwards. On the other hand, driving would use up fuel (with potential environmental impact), and your journey would likely be devoid of enjoying the surroundings and seeing the sights. What if you wanted to make the journey without expending a lot of energy, but were still able to enjoy your surroundings? You could make

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Gliding Along

the same journey in a little over an hour if you were using a device like the Mobyboard. While we’re hardly advocating long trips using what people are somewhat incorrectly calling hover boards, this new mode of transportation seems to be taking the world by storm, and there are numerous arguments for why they make sense. To use the more correct terminology, these self-balancing two-wheeled boards provide an energy efficient and enjoyable way to get around. So how exactly do they work? The principle is relative simple. The typical device, like the Mobyboard, has two wheels arranged side by side, connected by two platforms for the user to stand on. These platforms move independently of each other, and allow the user to control the board using their feet. Input signals are interpreted

by gyroscopes and sensor pads, giving the user a surprising degree of mobility and control. By using balance and foot angling, the user can make the board go where they want – but it’s not necessarily as easy as it sounds. YouTube is full of videos of people managing to not get it right, and it’s a good idea to wear protective clothing – like a helmet, kneepads and a wrist guard – when using a device like this. And there are a lot of people using them. Since last year, when they first made an appearance and started becoming extremely popular, these “miniature Segway” devices are appearing all over the place. Whether for fun (which they most certainly are) or as a practical way to make short commutes, self-balancing two-wheeled boards are appearing everywhere.

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Not everyone is that keen on the idea, though. In several countries, like Germany, Wales, England and Australia, the device may not be used on public streets. Hong Kong is insisting that they be licensed but, due to a loophole which prohibits them from being licensed, they are also not allowed on public roads. Several airlines have prohibited them from being transported as either stored or hand-luggage, and numerous universities have banned them from campuses. It seems then, that the vision of creating an easy and convenient form of transportation has fallen a little flat. There have been injuries related to the devices, as well as battery issues in certain brands, which have caused concern from authorities. Perhaps these attitudes will

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change in time, rather than relegating what could potentially be a useful tool into the realms of an expensive toy. There are several brands available on the market, thanks to the great interest that selfbalancing two-wheeled boards are garnering via social media and other platforms. And here in South Africa, the Mobyboard is starting to make something of an impact. With models starting at ZAR3 699 through to around ZAR4 499, there are a variety of models to choose from. The main difference between the models is wheel size, with 160mm wheels at the bottom end and 220mm wheels at the top of the range. All models feature a 4.4Ah/36V Samsung battery 22P Lithium battery, with a charge time of two hours and an operating range of around 20km.

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With a top speed of 16km/h and a load range running from 20kg to 100kg, Mobyboards provide a quick transportation method for almost anyone. Other variable features spread over the range include remote controls, LED light bars and even integrated Bluetooth music systems. Whichever flavour you choose to go for, Mobyboards offer a great way to travel around, or just have a lot of fun. As always with devices like this, one would be well-advised to approach it with the right amount of caution and responsibility, and a knowledge of local laws would be a great idea (although how South African authorities are reacting to self-balancing two-wheeled boards remains to be seen). In closing, a quick note; there has been quite a lot of noise on the internet criticising these

devices because of the “hover board” name that has been attached to them. And quite rightly so, because they do not hover. But while prototype boards that do actually hover have been seen online and have been touted as the realisation of the “Back to the Future” dream, they will likely be cost prohibitive for a long while to come. In the meanwhile, though, self-balancing two-wheeled boards offer a fun and relatively inexpensive mode of personal transportation. If we can see them for what they are, rather than criticise them for what they are not, we will discover that these selfbalancing two-wheeled boards are truly fantastic, enjoyable devices that show a great technological progression. And gliding along effortlessly, if nothing else, is a really cool way to get around, wheels or not. g

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ell December has been an, uh, eventful time for South African politics. With our dear leader having exercised his prerogative to send our currency into an almost fatal nose-dive, this holiday season might be a little tighter than most were expecting, though it’s likely that we won’t see the real effects until next year. Now normally I avoid talking about current events and politics as a general rule, but this is going to directly affect my ability to purchase games, so if I could actually work up energy I might be motivated to do something constructive. Alas, December is nothing if not a time of apathy for me, so I’ll content myself with making snide and backhand remarks on unilateral forum. For the time being I can count myself safe from reprisal, though when we finally finishing shoving our

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heads up China’s arse I might have to sing a different tune. Still, we have to count ourselves fortunate that for many of us this is a time to relax and enjoy a decent break, and as the annual migration of the pale-skinned Vaalie commences en masse, once again we can look forward to at least a week or two of alcohol-induced blackouts and poor decisions. With Christmas more than likely being a somewhat distant memory of unabashed gluttony by the time you read this, I will take the moment now to wish you a prosperous year ahead, in whatever form you wish it to be. Now that I’ve dispensed with the obligatory wellwishing, it’s a new year (I’m assuming here, the Rapture and/or global nuclear annihilation may have rendered this concept moot in between now and 2016) and hopefully there will be plenty to look forward to.

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BY Lein Baart

Looking Ahead...

While I will not pretend this time round to have any sort of clue as to what the gaming industry will serve up for 2016, we can at least expect it to be a prolific year, if due to nothing else than the current propensity to sequelise anything that looks remotely profitable. It cannot be said that 2015 was a bad year for gaming however, and we can hope and pray to the fickle gods of digital interactive entertainment that we will be so benevolent again. Not that it matters really, because as a public we tend to swallow anything thrown our way in a desperate attempt to scratch our itch for entertainment. However a brief glance through the release schedule indicates that such self-abasement should not be necessary, and so to end my incessant rambling, may 2016 see life pass you by as you lose yourself in escapism. g



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Title: Writer: Artist: Publisher: Rated:

Batman/ Teenage Mutant Ninja Turtles #1 James Tynion IV Freddie E Williams II DC Comics Teen

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by Clive Burmeister

The turtles, along with some of their nastiest enemies, have mysteriously ended up in Gotham and are trying to find a way home. But to do so they need to gather tech, which leaves the turtles trying to defend the locals from the Foot Clan’s ruthless attacks. But they’re not the only ones, as Batman collides with the Foot ninjas and has a brief encounter with the Shredder. Not knowing the history, Batman assumes the Foot and turtles are working together, and sets out to hunt them down. Crossover events can sometimes be quite one sided, whichever is the more popular character taking the main role. I didn’t find that in the Batman/TMNT comic, it seems to capture all the characters pretty well; the artwork is great; and the story doesn’t feel too forced. If you’re a fan, check it out.

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Title: Writer: Artist: Publisher: Rated:

Dragon Age: Magekiller #1 Greg Rucka Carmen Carnero Dark Horse Comics Teen

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by Clive Burmeister

Mages are powerful, much more powerful than normal people. They can do amazing things. Terrible things. And they can seem unstoppable, almost god like with their incredible abilities. Mages might be unstoppable to most, but not to Marius and Tessa, two specialist mage killers. But mage killing is not an easy job, and the pair must choose their jobs wisely, and forever be watching their backs for parties that may seek revenge. Set in the rich fantasy setting of the Dragon Age game, Dragon Age: Magekiller is an enjoyable tale which will appeal to fans of the genre as well as of the game, and with acclaimed writer Greg Rucka at the helm, be sure for some twists and turns along the way for this new series.

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Title:

B. P. R. D. : The Soul of Venice & Other Stories TP

Writer:

Various

Artist:

Various

Publisher: Rated:

Dark Horse Books Teen

by Clive Burmeister

B. P. R. D. (the Bureau for Paranormal Research and Defense) explores the other characters in the team with Hellboy, while the Hellboy series focuses on Hellboy himself. In this volume, creator Mike Mignola teams up with some other great writers and artists to present five stories. While each story is unique, with its own creative team, style, and plot, they all remain true to the title and the characters. The title story, The Soul of Venice, sees the team investigate paranormal activity in Venice, where after some leg work they discover a sinister plot afoot to destroy the spirit of Venice which watches over the canals and waterways of the city. Finally the team must overcome a deadly foe to save the spirit Cloacina, and the city.

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Title:

Velvet Vol. 1 TP Before the Living End

Writer:

Ed Brubaker

Artist:

Steve Epting

Publisher: Rated:

Image Mature

by Clive Burmeister

It is the ‘70s. Britain has a secret organisation that dominates the spy game, the best of the best. So when their top agent walks into a trap it screams inside job, and nobody knows who they can trust. In the confusion, Velvet Templeton gets framed for the hit. But either those who framed her don’t know who she really is or just badly underestimated her, as Velvet isn’t just the Director’s secretary, but she also used to be one of the organization’s top agents. Now she’s forced to use her old skills and training to get to the bottom of the conspiracy and clear her name. Velvet is a fast paced spy espionage story filled to capacity with mystery, excitement, twists, adventure, and a very intricate plot that would be difficult for anyone other than Ed Brubaker to deliver.

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2

Last word

016 is going to be a phenomenal year, if we choose it to be! There is so much to look forward to on so many levels. In the gaming nation, the anticipation is strong from the promise of more open-world immersion, virtual reality on PC, PS4 and Mobile; we are definitely in for a treat. We can all look forward to some new instalments and numerous releases such as Battlefield, Crackdown, Danganronpa, Dark Souls, Deus Ex, Digimon, Dishonored, Divinity: Original Sin, Doom, Fable, Far Cry, Final Fantasy, Fire Emblem, Gears of War, Gravity Rush, Halo Wars, Hitman, Homefront, Homeworld, Mafia, Mass Effect, Mirror’s Edge, Nier, Persona, Plants vs. Zombies: Garden Warfare, Ratchet & Clank, Shadow Warrior, Sonic the Hedgehog, Star Fox, Star Ocean, Street Fighter, The Legend of Zelda, Total War, Uncharted, XCOM and Zero Escape. If you are not salivating at that thought, in the world of Technology 2016 is truly

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going to be responsible for many leaps into a sci-fisaga! Everyone is going VR crazy. Besides the gaming compatibility, VR will also be offering a real cinematic experience. Drones, drones and more drones. Personally I am not sure how I feel about these worker bee devices… on one the one hand, they could provide a reliable source of solutions for many businesses such as Amazon’s superfast delivery system and on the other hand… well, government spyware comes to mind. Moving along… Everyone is complaining about hoverboards? Personally, I think they’re kinda cool and I want one, but this was not what we were promised from ‘Back to the Future’? Right? Ok, well, if you have a couple of grand to spend, ArcaSpace will be releasing the real deal in April. Hover away, as manifestation intended. One of the fastest growing sectors is baby tech, 2016 offers anything from fertility, safety, on the go and education, but if you think that is

gamecca79

BY Katia Taliadoros

2016 Thrills...

progressive; IBM’s Watson’s cognitive computing platform is a powerful system that is increasingly making its mark in 2016. Watson will help doctors devise a more specific diagnosis and treatment assessment for their patients. With the Lumia 950, Microsoft will be delivering a system using IR light and an infrared camera to check you out. In layman’s terms, the Smartphones introduce the eyeball fingerprint or, more eloquently put… ‘Iris Recognition’. What if you have an eye infection? Have you heard about Siri? Do you know anything about it? Well, you could probably ask Siri like a friend and Siri would explain it to you… like a friend. Virtual reality, smarter phones, robot-staffed hotels, driverless cars and car to car communication, nanoarchitecture, photosynthesis boosters and much, much more… I could go on, but this is a column so time to slow down the enthusiasm. So you see, we are living in thrilling times… enough to make one want to buy an island and trek it on a hoverboard. g


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