Reviews

Review: Alan Wake: The Signal
The end is the beginning. Alan Wake is best when it's ending. That's a compliment. The game hits an aesthetic high whenever one of its episodes draws to a close, with a stark title screen and a cut of music that's perfect for the moment. I savou
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Previews

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Enslaved
Hands-on: We test out Ninja Theory's promising adventure... In our last eyes-on with Ninja Theory's Enslaved, we called it "as colourful as Mario, as detailed as Gears and as beautifully animated as Uncharted". Click here to read the full
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Features

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'Video games chat bores the arse off me'
Insight: Harry Potter & PoP movie director Mike Newell on games as art... Mike Newell is one of the UK's most successful film-makers. Click here to read the full article Read more at: Computer And Video Games - Features
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Re-review: Warhammer Online: Age of Reckoning
Written by Eurogamer   
Friday, 07 August 2009

Well, this is orkward.

I was watching my housemate, also an on-off WAR player, creating yet another character. "What's the point in choosing a face for him," he asked, "when they all look the same?" On-screen, a parade of only faintly distinguishable Dark Elf visages cycled around and around. In truth, I couldn't tell at what point we returned to the first face in the roster, but nonetheless I unconvincingly offered "yeah, but you can change the colour of your outfit at any point". My housemate remained silent. Meanwhile, the near-identical faces continued their eerie dance.

Warhammer Online's argument is that this kind of thing simply isn't important. Only war is important. Haircuts and clothes and personality - these things only get in the way of the war without end, the only cause that matters. This steely-jawed, flinty-eyed determination doesn't just deny aesthetic elements, either. You don't need to worry about buying new inventory space, recharging health doesn't require sitting down and having a protracted snack, mounts are available very quickly, the exact location of your quest targets is highlighted on the map, player-versus-player battlegrounds can be travelled to instantly, a poor build choice can be undone cheaply, common XP is earned from both PvE and PvP, and everyone has essentially the same gear as anyone else of the same level and class. If it slows things down, if it gets in the way of fighting, fighting, fighting, WAR has thrown it out.

It's a noble sentiment, and one intended to directly address, even bust, many of the more ridiculous and irritating stereotypes or compromises of the oft-cynical MMORPG genre. Mythic's developers don't want you to waste your time saving up money for a bigger rucksack. They just want to you to fight - ideally, to fight other players. The game's greatest triumph is a largely seamless blend between punching NPCs and punching real people - no need for different skill sets or alternative armour. The enemy is the enemy. That row of number keys and a few team-mates, be they anonymous or known chums, are all you need.

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Read more at: Eurogamer - Reviews

 
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