Review: Super Mario Odyssey

It almost seemed like a crime that one of Mario’s best outings came out on Nintendo hardware that not a lot of people had the good sense of investing on. Fortunately, the release of Super Mario Odyssey on the Nintendo Switch sees the company back in the game with an impressive user base that had presumably been eagerly awaiting Mario’s latest outing.

Boots on the ground for this years Call of Duty: WWII out now for PS4/Xbox One and PC

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Today Call of Duty: WWII also delivers a boots-on-the-ground multiplayer experience with new community-engaging features as well as a terrifying cooperative mode, Nazi Zombies. 

 

Call of Duty: WWII is the right game at the right time for our fans. Returning the franchise to its gritty, boots on the ground, military roots was a big opportunity and a big responsibility. We were determined to deliver an unforgettable World War II experience, and I think we have,” said Eric Hirshberg, CEO of Activision. “Our teams at Sledgehammer and Raven not only captured the epic scale and authentic atmosphere of the most brutal war ever fought, they also brought a hell of a lot of innovations—from a whole new way to play multiplayer with War Mode, to a new social space with Headquarters, to a jump-out-of-your-chair-scary Nazi Zombies mode. Whether you’re a long-time player, or totally new to the franchise, this is the game that will bring all of our fans together.”

 

Call of Duty: WWII has been incredibly personal for us, with members of the Sledgehammer Games team and cast directly connected to World War II veterans. From the start, we committed ourselves to recreating the setting and locations as well as years of research to make sure we captured the spirit and tone that players will experience,” said Glen Schofield, Co-Founder and Studio Head of Sledgehammer Games. 

 

“Being a part of taking Call of Duty fans back to World War II has been an unforgettable privilege for all of us” added Michael Condrey, Co-Founder and Studio Head of Sledgehammer Games. “The stories of sacrifice, comradery, and selflessness demonstrated by the men and women of The Greatest Generation inspired each of us to do the very best work of our careers. We kept these humble heroes at the forefront of developing the game and we proudly share it with the Call of Duty community in their honour.”

 

Call of Duty: WWII is loaded with an incredible amount of content, and delivers a variety of new ways for all players to connect, compete and engage as a community across the unique modes of play.  The Call of Duty: WWII story campaign immerses players into an intense journey filled with gripping action and epic battles.  Players follow the story of Ronald “Red” Daniels, a member of the US 1st Infantry Division, who joins British forces and the French Resistance, and battle across the beaches of Normandy, to the liberation of Paris and ultimately into Germany.

 

Call of Duty: WWII multiplayer is a fast-paced, grounded and action-packed mode set in some of the most iconic locations in World War II’s European theatre with an arsenal of iconic weapons and equipment to suit different play styles and innovative ways to experience the mode, including:

  • War Mode: Developed in partnership with Raven Software, allows players to compete against each other as Allies and Axis forces in team-driven, objective missions.
  • Divisions: Redefines create-a-class system for how players develop their WWII Multiplayer Careers by enlisting in five iconic divisions, including the first to the fight Airborne Division, sharpshooting Mountain Division, the versatile Infantry Division, heavily-equipped Armored Division, and the Expeditionary Division armed with incendiary rounds and shotguns.
  • Headquarters: An evolving, shared social space for players to connect with fans and friends.

Nazi Zombies is an all-new, cooperative zombies mode that thrusts players into a dark and terrifying, new and unique storyline set within a mythical and mystical World War II universe.  Players embark on a chilling journey through a snowy Bavarian village in Germany, which holds a twisted secret to an unimaginable and monstrous power. 

Review: Assassin’s Creed Origins

It has been a long two years since I was climbing iconic buildings in my home city of London in Assassin’s Creed Syndicate. In those two years the Assassin’s Creed video game series has been placed under various microscopes by both fans and those who became frustrated in the yearly release schedule and Ubisoft finally managed to release a full cinematic film which also received a mixed reception from fans and critics alike. Now celebrating its 10th Anniversary as a series, Assassin’s Creed is looking to reboot and refresh itself and following a full year without a new game, it is finally time to see what Ubisoft has spent the last four years working on and to see where it all began for the Assassin’s Brotherhood. Time to go to Ancient Egypt!

As a fan of the series I will admit the thought of actually seeing where and how the Brotherhood of Assassin’s really began is thrilling. The series has always shown Assassin’s as they either discover their own heritage in the Brotherhood or forced into it by acts of the Templars. The war between the Assassin’s, the defenders of free will and the Templars, who believe that complete domination and control of mankind will lead to peace. The fighting has raged for centuries but the origins of it and of both sides has never been looked out in the series until now.

This time we are introduced to the man who would become the very first Assassin, Bayek who one of the last Medjay, a cast of warriors sworn to protect the people of Egypt from harm. Bayek unwittingly uncovers a shadowy group known as ‘The Order of the Ancients’ which leads to the death of his own son. Fuelled by rage and vengeance, the game catches up with Bayek one year after he began his personal mission of revenges as he closes in on the person he believes is responsible but it only serves to open a whole new startling world for Bayek which will see him come into the paths of iconic historical figures Celopatra and Julia Caeser as the plot thickens and the people of Egypt are placed in danger.

The first thing that struck me was just how absolutely stunning and beautiful the visuals are in Origins from the lighting to character models and how impressive the world of Egypt has been recreated for this game. The opening section which sees Bayek navigating through an old tomb stopped me in my tracks just to take in the lighting and detailing on the surroundings. This only becomes more staggering once you actually step foot into the world itself and take in everything around you as you see the pyramids on the horizon and ride over the sand dunes of the desert before finding settlements and towns as you travel. It is perhaps one of the most visually captivating game worlds I have ever experienced and for the series itself, showcases just how it has evolved from Syndicate which recreated London as a massive playground but in Origins, it is an entire country almost that has been made rather than just one huge city.

Thankfully this neatly brings me into what else has really changed in Origins making it very different from previous Assassin’s Creed games starting with the biggest change, true freedom of exploration in the world. It is very clear and unsurprising to learn that Ubisoft has taken inspiration from The Witcher 3 in its approach to Origins which has become an open world RPG action title really for the first time. The world itself is massive and when I say massive I mean ridiculously huge compared to previous games. As Bayek you absolutely get the sense that you are exploring a country and not just visiting cities to explore and the open world aspect brings this to life like never before. Players are free to explore the entire map as they choose and can either follow the main story-line of quests or picking up side quests as they go. The only attempt to hold players back from exploring comes in the enemy levels which in certain regions can be crazy high compared to Bayek at the beginning but the game will give a fair warning and indication of these enemies by highlighting them with a red skull which means “mess with this lot and you are going to die horribly” so you know whether Bayek is ready to take them on or not. There is something about calling your mount and just heading towards a distant point on the horizon or location on the map and just riding there, taking in the world as you travel. To tempt players into exploring further, the map will be dotted with ‘?’ markers to encourage you to go explore what it might be which could be anything from an enemy camp to an animals lair or settlement. Due to the freedom the game allows players to just go exploring outside of the main campaign, you can spend hours literally just wandering about doing side stuff and when I say hours, I spent almost ten hours in the opening area of Sinwa alone, and that is just the prologue area.

The world just keeps throwing things at you to do which is especially showcased in the amount of side quests on offer either given by random people you meet whilst exploring or part of a side story following the completion of a main story quest. What is remarkable is just how fleshed out these side quests can be, each with a dialogue cut-scene setting out what Bayek is being asked to do. The diversity of the side quests is hugely gratifying to see as you can clearly see the efforts taken to stop them from being repetitious or to be seen as pointless. Each one has meat to them and though some are the traditional ‘go here and kill this person for me’ vengeance missions, often these quests will require some investigation to get to the truth of the matter and they all serve to bring this ancient world to life with some dealing with the people’s belief in Gods and how key this religion was to their way of life. But it also goes a long way to highlight aspects to Bayek as a Medjay and protector of the people and Egypt. Serving as a Sheriff of sorts, Bayek feels responsible for not only keeping the people safe but in protecting the very way of life of Egypt.

 

Combat has also been refreshed with a move again to a very Witcher 3 style of fighting now. Instead of the usual waiting for an enemy to attack so you can just counter them, the focus has shifted to actual combat with light and heavy attacks using the right bumper and trigger now to create combos with melee weapons. Bayek can use a whole arsenal of different weapons from swords, axes and maces to long reach weapons such as spears. Each weapon as their own style and with the new combo chain system, putting your own spin on combos in battle can yield devastating attacks. Enemies are also far more cunning and can attack as a group with both melee and ranged fire from arrows now, which thanks to the shield Bayek carries, can be defended against. The combat certainly feels new and exciting whether its fighting on the ground or on horse/camel and Bayek is a very capable and skilled fighter which makes it all very satisfying especially when you start to fine tune which weapons you prefer to use.

This is then further enhanced by the skill tree, which breaks Bayek’s skill-set into three groups of Hunter, Warrior and Seeker. Each time Bayek levels up he will become stronger but will also earn ability points to spend on skills to enhance his skill set to either boost his capabilities further or to add new skills. The fact that everything you do in the game gives you XP also helps tremendously from finding new locations as you explore, to combat and completing side and main quests so levelling Bayek up is very natural and never really feels like grinding. Even when you have Bayek up to his maximum level of 40 the XP keeps on coming and simply becomes a way of gaining new ability points to spend. The gear that Bayek wears can be upgraded as well via the refined crafting system which makes them stronger and to those familiar with Destiny, may look very familiar.

As you can see, items are now colour coded into tiers with blue items being common, purple to indicate rare and gold to show legendary tier weapons and gear. In terms of weapons, these can be found from fallen enemies, found from loot or rewards from quests. Blacksmiths can be used to upgrade a weapon to Bayek’s level so say you found a rare spear that you like but it has a level 20 rating and your Bayek is currently level 30, you can pay a blacksmith to raise that weapon’s level to match Bayek. Higher quality weapons can have additional buffs such as causing bleeding or poison, which at first feels very strange for an Assassin’s Creed title but in some fights it is certainly helpful. Bayek’s own personal gear can be upgraded via crafting where gathering materials from looting or hunting can be used to upgrade the gear such as the chest plate to increase health and damage protection to the braces Bayek wears with the left helping his archery whilst the right helps increases melee weapon damage. Believe me when I say that upgraded these to their max levels takes time which is why having just so much content to work through alongside the main story is all there to help players do just that and as a result, the world of Egypt in Origins is just so immersive with everything you are asked to do or just choose to do being a benefit to Bayek. There is also a price for using the Legendary items as well as these are the most expensive to upgrade once found and whilst they truly help Bayek in combat, having to spend 4,5 or 6K in gold to bring them to your current level will take time to do so my tip is to simply get Bayek up to a level where the price of bringing those legendary items a further 5 or 10 levels to match him makes the cost more worthwhile.

The strange thing about Origins is that whilst so much of it now feels new and fresh, it is fair to say that just as much feels similar from the series so far. Stealth works in the same way as does finding vantage points to synchronize with the map and to serve as fast travel points. There is still a modern day story-line which has a new protagonist entering an Animus to relive the genetic memories of Bayek but this is really best experienced via the game which is something Ubisoft made a point of by not showing or talking about anything modern day in the story, something I can fully appreciate as a fan of the series because learning about the modern day side has its own surprises and twists which is definitely best left for the player to discover. Despite all the changes, Origins feels every bit an Assassin’s Creed title, and it has so many wonderful nods to the series just because it really is serving as an origin story as to how the Assassin’s were formed. The story telling can be subtle in delivery but can also dramatically thrust that story upon the player which is why the superb voice acting brings the cast of characters to life. All the changes that Ubisoft has made based on player feedback and their own choices have led to evolution for the series with Origins and the real challenge for them now will be how you replicate this going forward for the series.

When I looked at the time stamp of  my save file and saw it had hit 66 hours with the map full of side quests and ‘?’s still to explore even with Bayek fully upgraded and leveled up, I took a moment to just appreciate how far Assassin’s Creed has come in its ten year life. Origins pays tribute to all the games that have come before it and celebrates the series by yet again, striving to take it to a whole new level both for fans of the series and for potential newcomers to it. The new spin on gameplay and move to a more open world action RPG are a success for me, with the self awareness of acknowledging that the series needed to change in order to evolve for a new generation of players. But it keeps to its core elements and at no time does it sacrifice or forget that has brought the series to this point after a decade of games, instead it brings everything that fans enjoyed and updates them whilst offering a new way to tell an old story. The amount of things to do in this game is mind blowing for just the base game and with more content coming in DLC post launch, Ubisoft has certainly taken the inspirations it has from other games and spent 4 years crafting the best player experience since Assassin’s Creed II.

Bayek has the charm of Ezio but the fury of Connor and his own code and morality becoming the backbone and foundation of the Assassins can be felt in all the previous Assassins that fans and I personally, came to appreciate. Origins rewrites the blueprint for what an Assassin’s Creed game can and should be and has really gone all out to give such an immersive experience that for me just shows the future is still bright for this game series. To know where it all began is rewarding as a fan but as a player, just experiencing the best that this series can do with the gameplay and world setting is gratifying.

Though Assassin’s Creed II will always have a place in my top five games of all time, Assassin’s Creed Origins has revitalized the series once again and showed me that anything is possible both in this series and in gaming.

Assasssin’s Creed Origins Time Travel’ Photgraphy Exhibition

Ubisoft has announced the launch of the official Assassin’s Creed Origins ‘Time Travel’ Photography Exhibition – a one-day-only photography exhibition displaying visual stills captured directly from the latest game. The exhibition will feature a range of stunning photos captured using the much-acclaimed in-game Photo Mode tool and taken by four of the UK’s leading Instagram travel photographers, who were posed a challenge by Ubisoft: ‘If you were able to travel back to Ancient Egypt, what picture would you post?’

Chosen for their striking and varied portfolios, the four contributing photographers are @tschang (101,000 followers), @zobolondon (82,900 followers), @ari55 (48,100 followers), and @femsta (17,300 followers), with each having been challenged to capture two in-game shots that they felt would best reflect their personal style. Using the latest in video-capture technology, together with the inbuilt Photo Mode tool, the native 4K images have been transferred from the game into print for public display at the exhibition.

Available to the public and free for all attendees, the ACO ‘Time Travel’ Exhibition will be open from 10:00 am – 17:00 pm on Friday 3rd November 2017.

Location: Hospital Club, 24 Endell St, WC2H 9HQ

The photo mode in Assassin’s Creed Origins allows players to capture the most majestic photos directly from the game by simply pressing a button and without leaving the game itself – with the freedom of moving the camera around and zooming in and out on their desired shot. The mode also provides players with 17 different filters to make their photos even more visually compelling.

Sam Conisbee, Digital Manager at Ubisoft UK, said: “Since the announcement of Assassin’s Creed Origins back at E3 2017, we knew that fans would be very excited by the beauty, diversity and endless vistas that Ancient Egypt had to offer. The ACO ‘Time Travel’ photo exhibition is the perfect way to celebrate the launch of the game and showcase some of the most beautiful in-game pictures ever captured from a video game. It’s been an absolute pleasure working with four of the most talented travel photographers, and they’ve truly brought Assassin’s Creed Origins to life through this exhibition.”

Zoë Timmers (@zobolondon), one of the Instagram Travel Photographers selected to contribute to the exhibition, said: “For me, this was a really fun and very different project to work on. As a travel photographer, I’m used to visiting incredible real-world locations and getting the best out of them, so it’s testament to the game itself that I’ve been able to apply the same eye for beautiful vistas and gorgeous locations to capture a place from a time-gone-by so intimately.”

Assassin’s Creed Origins is now out for Xbox One, PS4, PS4 Pro and Xbox One X when launched on 7th November.

Marvel Super Heroes 2 Vignette Spotlights Thor: Ragnarok Inspired Content

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Warner Bros. Interactive Entertainment today released a NEW LEGO Marvel Super Heroes 2 vignette spotlighting the latest gameplay inspired by Marvel Studios’ Thor: Ragnarok film.

In the video, you can catch a glimpse of Thor donning his signature helmet, Hulk sporting his gladiator attire, and a host of other familiar movie-based characters such as Odin, Loki, Heimdall, and Surtur, as well as fan-favourite variants from across Marvel’s many universes and timelines, including Grandmaster, Thor Jane Foster, Throg, Beta Ray Bill, Red Hulk, Greenskyn Smashtroll, Maestro, and more.

Also showcased is the mythical land of Asgard, home to the Asgardians, and one of 18 different iconic Marvel locations featured in the game, all ripped from time and space to form the expansive Open Hub World of Chronopolis.

LEGO Marvel Super Heroes 2 will be available on 17th November for PlayStation 4, Xbox One, and PC and on 1st December for Nintendo Switch.

Monster Hunter: World PS4 Beta and exclusive Horizon Zero Dawn DLC revealed

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Capcom, today confirmed during the Sony PlayStation Showcase at Paris Games Week that a beta for Monster Hunter: World will be available exclusively for PlayStation Plus users starting 9th – 12th December 2017. In addition, special Horizon Zero Dawn content featuring Aloy’s bow and full armour plus a Palico armour set will be available for Monster Hunter: World exclusively on PS4.

Available starting 9th December, players from around the world can experience three fearsome quests as they join up with other hunters online or take on the beasts alone in the exclusive beta for PlayStation Plus users. Running for three days, hunters participating in the beta can tackle the hungry Great Jagras, a scavenger capable of swallowing other monsters whole, or the fiery and territorial Anjanath, both of which roam the dense and complex eco-system within the Ancient Forest.

For those feeling brave, enough they can adventure to the desert land of the Wildspire Waste where the armoured Barroth can be found lurking in the muddy waters, waiting to unleash its devastating charge attack.
Horizon Zero Dawn’s young machine hunter Aloy comes to life in Monster Hunter: World for PS4. With Aloy’s bow and full armour as well as Palico armour that can make the player’s Palico look like a machine from Horizon Zero Dawn.

The full armour set will make any player character look like Aloy from head to toe, including facial likeness. After completing the Horizon Zero Dawn collaboration event quest, which is planned to be distributed to online players post-launch, special materials can be obtained to forge collaboration equipment. By bringing the necessary materials to the in-game facility (Smithy), players will be able to forge the Horizon Zero Dawn collaboration equipment.

First tease of the expansion for Destiny 2 called “Curse of Osiris”

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Activision and Bungie have come to Paris Games Week 2017 to tease the next big chapter in Destiny 2.

Destiny 2 – Expansion I: Curse of Osiris, takes place after the conclusion of the Destiny 2 campaign where you are dispatched to Mercury on a quest to find Osiris, the most powerful Warlock to have ever lived, to discover the answers humanity needs to fight back against the Vex.

Curse of Osiris adds a new chapter to the world of Destiny 2, expanding the universe by adding an all-new cinematic story with new and returning characters, a new destination to explore, Mercury and its Infinite Forest, a new social space to visit called the Lighthouse, new missions, new strikes, new raid content, new free roam activities, a world quest to complete, and more.

Destiny 2’s Curse of Osiris expansion is set to arrive on 5th December for PlayStation 4, PC, and Xbox One.

Win Transformers: The Last Knight on Blu-ray

Get ready for the ultimate adventure as Michael Bay and Steven Spielberg present the new and explosive addition to the Transformers family, TRANSFORMERS: THE LAST KNIGHT.  To celebrate the digital release which is out now and with the DVD, Blu-ray™ and 4K Ultra HD™ release coming up on October 30, we are giving you the chance to win a copy on Blu-ray™!

Humans and TRANSFORMERS are at war, OPTIMUS PRIME is gone. The key to saving our future lies buried in the secrets of the past, in the hidden history of TRANSFORMERS on Earth. Saving our world falls upon the shoulders of an unlikely alliance: Cade Yeager (Mark Wahlberg); BUMBLEBEE; an English Lord (Sir Anthony Hopkins); and an Oxford Professor (Laura Haddock). There comes a moment in everyone’s life when we are called upon to make a difference. In TRANSFORMERS: THE LAST KNIGHT, the hunted will become heroes. Heroes will become villains. Only one world will survive: theirs, or ours.

Watch the incredible trailer here:

How to enter to win

We have three copies of Transformers: The Last Knight on Blu-ray to giveaway.

For your chance to win simply enter below:

Win Transformers: The Last Knight on Blu-ray

The closing date is 12.00am on 13th November 2017. This contest is only open to those in the UK – sorry!

Like Transformers on Facebook and follow #Transformers on Instagram for all the latest news and information

Transformers – See It First on Digital now, and on DVD, Blu-ray™ and 4K Ultra HD™ October 30

Transformers © 2017 Paramount Pictures. All Rights Reserved

Wolfenstein II: The New Colossus out now for Xbox One/PS4 and PC

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Bethesda Softworks has today announced that Wolfenstein II: The New Colossus, developed by the team at MachineGames, is available now for the Xbox One, PlayStation 4 and PC. Wolfenstein II: The New Colossus rockets the action and chaos of the Wolfenstein franchise to new heights. As BJ “Terror-Billy” Blazkowicz, players must unite a rag-tag group of resistance fighters all striving toward one common goal: kicking Nazis out of America.

“The Wolfenstein franchise is all about over-the-top action, combat and storytelling,” said Jens Matthies, Creative Director at MachineGames. “With The New Colossus, we pushed our creative boundaries even further, and we can’t wait for players to finally experience the next chapter of this wild ride.”

Wolfenstein II sends players to Nazi-controlled America on a mission to recruit the boldest resistance leaders left. Players will fight the Nazis in iconic locations such as small-town Roswell, New Mexico, quarantined New Orleans, and a post-nuclear Manhattan. Armed with an impressive arsenal of fully upgradeable retro sci-fi weaponry, including the all-new Dieselkraftwerk, players can unleash new abilities to blast through legions of advanced Nazi soldiers and über soldiers in this definitive first-person shooter.

Also available today is the Wolfenstein II: The New Colossus Collector’s Edition, which includes a 1/6 scale 12-inch action figure of the game’s Nazi-killin’ hero William Joseph “BJ” Blazkowicz, packaged in a premium, 1960s-style box. BJ comes fully equipped to rally the Resistance and free America, with an arsenal of accessories including four high-powered guns, a hatchet, and his bomber jacket. This limited Collector’s Edition also includes the eagerly awaited game inside an exclusive metal case, and a 9″x14″ Blitzmensch poster.

Review: The Evil Within 2

The original The Evil Within was highly anticipated due to its connection with revered Resident Evil series creator, Shinji Mikami. The hype for the title was well deserved though, given how it mostly managed to successfully recreate what made the early Resident Evil titles so nerve-racking to play. It’s no wonder that Bethesda not only decided to publish a sequel, but it also managed to launch it within the same year that it was announced. But is it worth going back to face more horrors?

Watch the 4K trailer for LA Noire coming this November

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Watch the new 4K Ultra HD trailer for L.A. Noire, the story of detective Cole Phelps’ rise through the LAPD ranks as he investigates a string of crimes in 1947 Los Angeles. L.A. Noire for the PlayStation 4, Xbox One, and Nintendo Switch will be available on 14th November, along with L.A. Noire: The VR Case Files for HTC Vive, which features seven select cases rebuilt for VR.

Set against the seedy and violent underbelly of 1940’s Los Angeles, L.A. Noire is the story of a decorated veteran and newly minted detective Cole Phelps as he investigates an escalating series of cases inspired by real-world crimes. Each successfully solved case brings Phelps greater success, but also brings him closer to the dark criminal heart of post-war L.A.

  • L.A. Noire: The VR Case Files for HTC Vive delivers seven of the original engrossing, self-contained cases from L.A. Noire rebuilt specifically for virtual reality, blending breathtaking action with true detective work to deliver an unprecedented interactive experience.
  • L.A. Noire for the Nintendo Switch features the complete original game and all additional downloadable content, with specific enhancements including a Joy-Con mode with gyroscopic, gesture-based controls, HD rumble and new wide and over-the-shoulder camera angles, plus contextual touchscreen controls for portable detective work.
  • L.A. Noire for PlayStation 4 and Xbox One delivers the complete original game and all additional downloadable content with a range of technical enhancements for greater visual fidelity and authenticity, including enhanced lighting and clouds, new cinematic camera angles, high-resolution textures and more. Plays natively in 1080p for the PlayStation 4 and Xbox One consoles, and stunning 4K for PlayStation 4 Pro and Xbox One X, these versions capture the grit and grime of the City of Angels like never before.

 

Justice is served in the new trailer for “Justice League”

Warner Bros. UK has just revealed the brand new Thunder trailer for JUSTICE LEAGUE.

Fueled by his restored faith in humanity and inspired by Superman’s selfless act, Bruce Wayne enlists the help of his newfound ally, Diana Prince, to face an even greater enemy. Together, Batman and Wonder Woman work quickly to find and recruit a team of metahumans to stand against this newly awakened threat. But despite the formation of this unprecedented league of heroes—Batman, Wonder Woman, Aquaman, Cyborg and The Flash—it may already be too late to save the planet from an assault of catastrophic proportions.

JUSTICE LEAGUE is released 17th November.

Assassin’s Creed Origins puts an Xbox One X in an Sarcophagus

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Ubisoft has unveiled a ‘one of a kind’ machine-crafted Sarcophagus, inspired by the Egyptian pharaoh of the 18th dynasty, Tutankhamun. Created through the merging of the latest printing and machining technology, the 3D replica model has been crafted with cutting-edge pre-programmed modelling science, to mark the global launch of Assassin’s Creed Origins tomorrow the 27th October.

Using data-mapping imagery from Assassin’s Creed Origins, the latest instalment in the best-selling franchise, an image of a sarcophagus was generated by a team of 3D printing consultants at Hobs Studio, London, before the main body of the model was machined from wood, using Computer Numerical Control (CNC) technology.

The finer details of the 6ft sarcophagus were then created using a printing process called Stereolithography (SLA). The SLA technique uses a high-powered UV laser to “cure” liquid resin into a solid plastic, building the individual parts up layer by layer. Once complete, these parts were bonded with the main wooden body of the Sarcophagus figure. A dedicated artist was then commissioned to bring to life the detailed finesse of one of the most recognisable Ancient Egyptian relics, sitting alongside the ‘modern day’ hieroglyphics of Ubisoft, Xbox One and Assassin’s Creed Origins.

Lastly, the Sarcophagus was mounted with a TV screen and an Xbox One X console, transforming the unit into the perfect 21st-century gaming cabinet, complete with an integrated holder to place the Xbox One controller on.

Synonymous with Ancient Egypt, the sarcophagus was reserved for royalty and elites – carved and gilded by the finest craftsmen of the time. Bringing to life this iconic artefact, using the latest printing and machining technologies, Ubisoft has aligned the old with the new as it showcases how this seminal antiquity could be made today. It also reflects the journey the development team have taken in bringing the world of Ancient Egypt to life in the game, utilising the latest hardware technology.

Bryan Mulholland, Technical Consultant at Hobs Studio said: “This has been an extremely exciting project to be involved in. The process of bringing together a multitude of different technologies is no mean feat, but we worked closely with Ubisoft to ensure that every part of the process told a story and merged the old with the new to create something magnificent.”

Tom Goldberger, Senior PR Manager at Ubisoft UK said: “As a publisher at the heart of the latest technological advancements in the videogames industry, we really wanted to showcase another innovative technology, alongside one of the most powerful images associated with Ancient Egypt – our new in-game setting in Assassin’s Creed Origins. The final result is a stunning replica of a Sarcophagus, while adding a fun, gaming twist to the famous design.”

Set in Ancient Egypt at the time of Cleopatra, Assassin’s Creed Origins is a brand new vision for the franchise, embracing Action-RPG elements, where players level up, loot, and choose their abilities to customise their very own skilled Assassin, as they discover the origins of the Assassin’s Creed itself. They will also experience a completely new combat system, allowing them to attack and defend multiple enemies at once, fighting against dangerous factions and wild beasts as they explore a gigantic and unpredictable land.

Assassin’s Creed Origins will be available on 27th October, for the Xbox One, PlayStation 4 Pro, PlayStation 4 and Windows PC, and on Xbox One X at its launch on 7th November.

Review: Life is Strange Before the Storm Ep 2

I have to be honest, I am really struggling with Life is Strange: Before the Storm as a gaming experience. I just cannot connect with Chloe as a character for some reason which could be a result of knowing where she will end up in the original Life is Strange game or just the heavy handed way in which the opening episode tried to force an emotional connection between her and me as the player with . The story itself is fine as we get to see a young Chloe form a relationship with the mysterious Rachel Amber as well as seeing the immediate after effects of losing her father in a car crash. I had hoped that episode 2 ‘Brave New World’ would help in giving me a stronger connection to Chloe and the story. Sadly it only served to strengthen all the issues I have with this prequel mini series.

*Spoiler warning for player choices from Episodes 1 and 2 ahead*

So the climatic ending to episode 1 saw a angry Rachel kick over a trash can that she was burning photographs of her and her father in after discovering that he was possibly having an affair which has led to setting the forest are alight. Episode 2 has us catching up with both Chloe and Amber in the office of Blackwell’s Principal Wells in trouble for them both ditching school. Rachel is with her parents whilst Chloe’s mother is by her side. Just the visual of having Chloe’s mum in her waitress uniform in comparison to Rachel’s parents of whom her father is the DA for Arcadia Bay serves as way to see the class structure at work in the time to just reaffirm that Chloe is only there because of her scholarship compared to those with money such as Rachel’s family.

One of the big reasons I am struggling to connect with Chloe compared to how I managed to effortless connect to Max in the original game, are the player choices I have to make. This sequence is the story’s way of strengthening the growing relationship between Amber and Chloe as they literally take turns in taking the blame for ditching school. It is made very clear that Chloe is on her very final chance with the school with Principal Wells fully trying to lay all the blame on Chloe because of her disciplinary history over the star student with the well placed in society parents. Amber however steps up, and tries to take all the blame, which considering was actually her idea in the first place, impresses Chloe whilst showing a glimmer of rebellion to her father. However the game then offers some event changing player choice as the result of Amber taking the blame will see her not suspended from school but removal from the school play that night, something Amber has worked hard to prepare for and something that Chloe knows is very important to her. So the player can either let Amber take the blame or make a scene in order that the Principal changes his mind about punishing Amber and instead finally expels Chloe from Blackwell Academy.

The issue here for me is that my player choice was not made based on the emotion of the scene but more on the fact of having played the original game and knowing that at some point Chloe is expelled from the school at some point anyway, so even if I were to let Amber take the blame, it was still happen anyway down the road so I had Chloe take the blame. This then leads to Amber thinking Chloe is more badass but also the side effect of having to deal with Chloe’s mum turning evermore towards David who again mistakenly tries to be the father figure in laying down some discipline such as ordering Chloe to empty her pockets on the hood of his car in the school car park right after the meeting believing she has drugs on her, which after clearing out her locker Chloe has a joint in there. Again my player choice her to either do as told or to rebel and even hide the joint is still based on what I already know from the first game and not the emotion of this situation so there is no connection for me here at all, just going by the number to help happen what I already know will be the outcome.

To see the relationship with Amber grow is a highlight of the story and in episode 2 it is only getting more intense and stronger between them. Both characters are feeling the need to escape Arcadia Bay and now with Chloe seemingly having nothing left after been expelled from school, David moving into her home and tension with her mother at an all time high alongside Amber struggling to deal with the truth of her father’s affair pushing them closer together. I did like how the junkyard has become their place to go to escape it all for now despite the really overly complicated mini game which has Chloe searching for parts to help fix and clean up an old truck killing the mood somewhat. The exchanges between Chloe and Amber lead to player choices that can drive the intimacy of this relationship to the point where you can really understand why Chloe is feeling the loss of Rachel in the first game so hard. Episode 1 rushed this aspect far too much for me, but now after sequences have played out, their connection is very clear and understandable with both their lives putting them on a path together which allows the player to feel a part of it enough with choices and options to be taken along the way.

The main problem I have with this episode as with the first one is that of pacing. At three hours long this was painfully slow at times to get through and the forced lingering moments where the game will suddenly pause to play something from the soundtrack, which is an awesome playlist all the same, is truly starting to grate on me. The story moments are well written and great to experience but the sheer amount of padding and filler moments in between them just grind the pace to an annoying crawl at times. I also really hate the “back chat” moments where Chloe can manipulate a person by using her special power of picking out a word in a dialogue exchange in order to illicit a negative response is beyond cringe right now which alongside some mundane puzzle solving such as scaring a bird in order to distract a pupil so you can kick in a sprinkler to make the gardener leave his shed taking up ten minutes it really did not need to.

Episode 2 does give us a chance to see more aspects to Chloe’s life as we see her relationship with Frank lead to a rather dark scene in the story which again is a neat set up to events in the first game. These moments where Chloe interacting with characters we know from the original are enjoyable, but the slow pace drags the momentum down between them far too much for me. The story itself is solid as life at the school and beyond start to unfold far more in this episode than the opening but I cannot help but feel that due to this being only a three part mini series, more attempts have been made to make each episode longer then they needed to be to make them feel fleshed out. The story does not need this, if it is to focus on Chloe and Amber then do so and stop putting in rubbish objectives such as the five minutes needed to help Amber’s mother set the dinner table, I mean come on is it really a three step process to lay the table and why did anyone think that would make either a fun or worthwhile section of the game to do?

Chloe can still tag things by drawing graffiti on specific things during the game serving as collectibles and yes it is still weird that the pen never seems to run out just as it is really strange for all the objects Chloe picks up such as the items needed to fix the truck in the junkyard have the animation of Chloe putting them in her pockets which is lazy corner cutting steps which just feel stupid, I mean how does Chloe fit a whole car battery, beach towel and Christmas light bulb in her jeans pockets at the same time, such is the baffling mechanics of this episode at times.

The big story moments are real game changes when they happen and I do feel that some of my player choices have both immediate and long term consequences after I have made them but due to this being a prequel story, none of them really seem to matter as in the end, I already know how those choices will play out from the first Life is Strange, so instead of feeling like I am making them happen it just feels as though I am ticking the boxes in the right order. We do get to understand more about Chloe and where she is when Max returns and it was nice to see less of Chloe’s need to refer to her leaving as much in this episode as the opening. I just want the pace to get to the story parts faster, stop trying to make me feel the same emotions as the first game but forcibly recreating similar lingering moments with music because it is far too obvious what the game is trying to do and therefore fails to have the desired effect.

With just one episode to go now, I have really not enjoyed this prequel story as much as I either expected or hoped to. The character elements are working well and it can be intriguing at times to see in motion what I know will be the outcome when Max comes home. I hope the finale just focuses on Chloe and Amber and cuts out the padding to just tell the story instead of sticking in mechanics from the first game just to do so. But my struggle to enjoy this is greater than the reward of playing it and I cannot help but feel disconnected from Chloe’s story far too much to get the most from this prequel.

I hope episode three brings this series together in a more satisfying way.