Transistor Review

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People will undoubtedly remember the Xbox 360 as the machine that got online gaming right. Gamers of tomorrow will talk about Gears of War rodeo runs, late night sessions of Firefight in Halo, and the time their console red ring of death’d just as they were about to get through Modern Warfare on Veteran. It is the console that brought the first person shooter to the consoling masses, stole Sony’s killers apps and for better or worse, achievement points.

For me however, the Xbox 360 will always be the console on which I played Bastion.

Released in 2011 by Supergiant Games, Bastion was an Action Role-Playing Game that featured a solid combat system, unique narration point and a stunning world that formed around the player’s very eyes. Bastion took the best of both Western and Japanese RPGs, put them in a blender and out came a dynamic combat system, an isometric perspective and enough charm to see it win and receive nominations for many coveted awards.

Almost 3 years later, on May 20th 2014 Supergiant Games released their Sophomore effort, Transistor on Sony’s Playstation 4 and Steam. Would this be the arrival of a soon to be revered RPG?

Transistor sees the player take the role of Red, a famous musician from the city of Cloudbank, who has been robbed of her voice by a mysterious organisation known as The Camerata. Armed with the eponymous Transistor, Red must fight her way through the city of Cloudbank, defeating The Camerata’s robotic forces known as The Process, in order to find answers and seek justice.

The game’s narrative is however, somewhat of a fragmented mess. While a large chunk of the game’s story is narrated to the player by The Transistor, this will only reveal the surface of the game’s plot. To understand the game’s story to the fullest it allows you will require scouring the city of Cloudbank for Terminals, viewpoints and using the game’s combat mechanics to their fullest.

While it can be argued that this really encourages exploration of both the game’s world and it’s possibilities of play, it may leave a player in search of more casual experience at a bit of a loss as to what is going on. Though what may frustrated the more dedicated player, is that even after putting in the extra time to discover these scraps of narrative, there are still some questions left unanswered or open to personal interpretation.

This is not to say that the game does not have a story to tell however, and while Red herself is a slant on a stereotypical silent protagonist, the game is certainly heartfelt. The juxtaposition of a silence singer with a talking sword also offers an interesting dynamic, similar to the narrator in Bastion over it’s lead character, The Kid, meaning the game never slows down it’s pace for stories sake.

As you would expect after Bastion, Transistor is a visual delight. The city of Cloudbank feels lived in because of the attention to detail in it’s visual design. Cloudbank is a Cyber-Punk utopia that at times seems to draw inspiration from Blade Runner’s futuristic Los Angeles and even Final Fantasy 7’s Midgar. Though this feeling of beauty comes with a cost. Despite it’s wonderful rendering, the level design feels slightly linear in it’s approach. While the game called out to be explored, there are not many reasons or options available to do so. Most of the more hidden terminals require simply trekking past an exit or just a little further around a corner, which while it scratches the itch for explorations that RPG players crave, it feels like a wasted opportunity.

However, despite these shortcomings, Transistor’s combat system is a thing of beauty. Using ‘Functions’ the player is able to customise their fight style how they see fit. There are multiple melees, ranged and burst attacks, as well as Functions such as ‘Help()’ which allows you to call upon a dog to aid you in combat. While this may seem straightforward enough and one function be equipped to each of the shape buttons on the controller, the real depth begins to surface when the player unlocks the ability to upgrade other functions with functions, but also to have ‘passive’ functions active, which effect all of your arsenal. Suffice to say, that by the time new game plus roles around, Red is somewhat of God with the correct functions in place, which feels rather rewarding.

Just like with the Narrative, there isn’t much explanation on the combat system, and Supergiant treat the gamer like an adult, letting them figure out these things for themselves, which adds a level of personal satisfaction in figuring out how to stack functions to the best effect. You are only limited by Red’s ‘Memory’, which act as her skill points for functions. These functions can be swapped in and out from the game’s numerous save points, meaning experimentation is encouraged as painlessly as possible.

The combat itself can be customised further and either played like it’s predecessor in real time, or strategically with it’s ‘turn’ system, which allows you to plot the course of a turn like a strategy RPG, you can move around the battlefield, deal massive damage and avoid enemies, but as ‘turn’ suggests, you are left powerless until the turn bar refills. The ability to change this on the fly really helps to make Transistor an enjoyable experience, allowing you to change from aggressive to strategic at the press of the ‘R2’ button, without any hassle from menus or settings.

Another winning aspect of Transistor’s combat is that when Red dies, the player is not presented with a game over screen, but simply loses on of the player’s functions for a limited amount of time, meaning the tables can still be turned, but with a less powerful arsenal, resulting in teaching the player caution and patience are the keys to succeeding.

While enemies come in all shapes and sizes, all with unique functions and attack patterns of their own, there is a substantial degree of pallet swapping going on. While it’s perhaps not noticeable first time through, this means the enjoyment of the New Game + can be slightly hindered by a lack of variety in enemies, meaning the end game enemies spawn by the dozen rather than sparingly as they did on the first shot. It is also by mixing and matching these functions in various forms that more of the story is revelled to the player in a similar way to reading Dark Soul’s item descriptions, enriching the experience.

There is also the option at any time to add a ‘limiter’ to the game, which acts similarly to Idols in Bastion. Equipping these limiters can do anything from limiting Red’s memory to making enemies hit twice as hard. Playing with all 10 activated might test your ability to play the game, but rest assured it will mean a lot of retries.

Similar to Bastion’s Proving Grounds, there are also many tests the player can try to unlock music from the game’s excellent score. Away from the game’s main area, player’s can explore the practice test to hone your Functions as well as several to challenge you. The speed test to kill enemies within a time limit, Performance test’s your combat abilities with limited Functions, while Agency sees you face off against something else all together.

Another of the game’s highlights is it’s score. Darren Korb and vocalist Ashley Barrett really make the game. Each number creates an ambience that sets the emotional tone for Transistor beat for beat, With such a rich variety of instrumental and vocal tracks, such as the launch trailer’s ‘All become One’, it will be fantastic to see what Korb achieves next time around. Barrett’s humming to this score creates not only creates a haunting atmosphere, but gives Red an emotional side that a voiceless protagonist would otherwise be lacking. Without speaking a line, Barrett allows Red to say more than words ever could.

Transistor is solid game that asides from a few short comings, supersedes Bastion and many of the game’s spiritual predecessors. It’s innovative battles, beautiful visuals and simply breathtaking score are something any fan of Action RPGs should be clambering to experience.  While more casual players may be put off by it’s seemingly sporadic storytelling, it’s important to know that it doesn’t detract from the fun of the game. While more experienced players may want to know going in, there are a lot of blanks to fill in themselves or on message boards. Overall, clocking in at around 5 hours for a single play-though, Transistor will leave you begging for more and perhaps a little emotionally engaged, which when considering the genre’s past, is perhaps more than we could have hoped for. But it’s a little sad knowing that with a pinch more narrative and a little more exploration to bring the game unto the bar raised by it’s combat, this game would be flawless. It will however leave you excited for the studio’s next title, and until then, I’ll see you in The Country.

Fun with Apps - Taffy Tapper Let's Tap That!

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On this week's App Monday (late Tuesday) we tap some Taffy with Taffy Tapper by Deep Space Exile. Taffy Tapper is out now on the iPhone App Store along with Google's Android Play Store, so get tapping!

[youtube http://www.youtube.com/watch?v=uiCjvIP1SWE&w=560&h=315]

You can catch up on our other App videos right here and remember to leave a comment to help us improve our videos.

Tom + Mat Attack 052 – Kirb Your Enthusiasm

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logo_coloured On this week’s TMA, the boy’s talk about everyone’s favourite pink marshmallow – Kirby! Tom’s been playing it on the SNES, Mat’s had Dreamland out for the Gameboy and thus a good time was had by all! Other than that, the boy’s discuss Århus Symphony Orchestra’s amazing Final Symphony, drinking water from plant vases, as well as a whole host of games! Including Sin & Punishment, Smash Bros 64, Super Mario Kart, Cool World & Mat’s inability to play Tetris…

Listen here.

Final Fantasy XIV: A Realm Reborn Review - Part Two

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Welcome to Part 2 of this Final Fantasy XIV: A Realm Reborn Review in Part 1 I covered how the game was reformed from the ashes of it's first version, the first impressions going into the game, as well as the complex if not rewarding world, craft and class systems. Now for the second and final part of this leviathan review..

Live free with company

Free Companies make up of the guilds of A Realm Reborn and unlike a certain release 2 years ago they are filled with a ton of features. Outside the standard guild features such as banks, guild ranking and detailed members info, the Free Company has it's own level system, each level unlocks new content and bonuses. Credits earned by doing normal activities can be used to spend on 24 hour buffs between EXP boosts in different professions, stat boosts and even teleport cost reduction leading to incentive in doing set activities together to benefit from these bonuses.

One of the major benefits in the Free Company is housing, currently only accessible this way. The Company picks which Grand Company it wishes to be part of, much like the player does, and their house will be located in the corresponding area. All three of these areas are stunning to be in and each housing lot comes in three sizes, however there is a downside, the cost of just the house itself is insane. When the system was first introduced the prices were set on a server per server basis due to the amount of money and players in the server, for example the smallest house for one server was 8 million Gil. This however dropped in price every 6 hours to attempt to even out the market after 90 days that 8 million cost drops to 3,698,000 Gil which isn't that bad.

Everything is player crafted

The pay off is a wonderful house for your Free Company, the crafting classes are used to create the items for the house and despite using items from all levels these require some high level skills to pull off giving crafting a bit more of a purpose during the later stages of content. Recently with the latest major patch Gardening was introduced providing cooking items for those willing to put the time in tending the gardens, I have yet to experience it myself but players seem to think it's worth while doing.

One nice thing of note is that when you examine a player you can also check their Free Company details this gives you a incite into it plus can be used as a recruitment tool if you are interested in finding out more about them.

If Free Companies aren't for you or you just want to create your own community Link Shells exist, these are group chat lists you can treat like normal chat rooms, you can join multiple shells but can only be active within one at a time. Link Shells are great little tools to keep in contact with like minded people even if they are in different Free Companies to you.

A final important feature to mention is the Auto Translate system, this allows you to use pre-generated text that will come up to another player in their client's set language making chat between different communities straight forward and easy, the system is deep enough for example for me to dungeon with Japanese players most of the time, much like I did back when playing FFXI.

Beyond the End

Once the credits have rolled on the main story arc, yes this game actually has credits, will mark the end of players wanting a classic single player experience, which this game's main arc can be easily treated as, rewarding you with not only the epic Magitek Armour mount but also opens up the game fully as a true MMORPG.

It's hard to class things as 'end game' content as the game still uses a lot of the lower levelled areas and content as part of the end game experience. This is done in the way of Synchronising, when entering FATEs for example if you are over levelled for the content the game locks you from interacting with it unless you click the sync button this will scale you to the recommended level until the end of the FATE, however completing the FATE will still reward you with your correct level of rewards.

Syncing also locks out skills if your class is scaled down below it's unlocked level, this helps the game keep it's challenge and allows content to be experience as intended so things like Dungeoning and instanced content when playing with friends cannot be powered through for speed levelling.

Dungeons aren't just scaled content as the game gives you Hard Mode versions of four existing dungeons and six new dungeons as of patch 2.2. The six normal level 50 dungeons are linked to the continued story arc some accessed directly others requiring an item level to access, they offer their own story arcs, gear and offer somewhat of a challenge. The Hard Mode dungeons are not just a scaled up version of the existing dungeon but offer a different tactics for bosses and mobs if not throw in some completely new ones, making the experience feel different but familiar at the same time.

Primal battles also offer a Hard Mode at level cap, like Hard Mode dungeons they offer their own twists to the normal versions making the already hard battles more complex by adding not just more skills to deal with but more complex versions of current attacks requiring a real focus on what is happening during the fight. Turning up the dial further Extreme Mode was added to the Primals making them a real challenge to beat.

Finally the Duty finder unlocks four types of Duty Roulette systems each offering their own rewards based on the difficulty of each. Low Level Roulette selects a random story level dungeon or Primal battle, Main Scenario selects from the main story event bosses and Guildhests Roulette does exactly what it says. High level Roulette picks from the content you have unlocked post-cap.

This window you will use a lot during your game time

These coupled with the Sync system really helps the game as a whole as it allows high level players to be placed in lower story content allowing players trying to progress in the story even if there isn't as many low levels vs capped players.

Raiding at this current moment in time comes in two forms the Crystal Tower which is a 24 man raid remade from FFIII's dungeon, and this is the entry level and the alternate item path from doing the Hard Mode primal battles to access The Binding Coil of Bahamut. The Binding Coil of Bahamut is a multi-tier dungeon consisting of the highest level gear of the game the real hardcore raider will find most of their time spent there.

Item level based on your current gear with the endgame that is basically your progression within the end game content you are required to do certain Primal battles and Dungeons in order, so you cannot skip content to get 'the best gear'. As explained above the Crystal Tower asks as a different item path to the Hard Mode Primal battles, however the Primal battles still require to be beaten once to unlock The Binding Coil of Bahamut.

Much like the story progression locked out content via levelling, I can see this frustrating players wanting to play with their friends if they only want to be 'hardcore' about raiding, I personally don't mind this as it keeps content relevant, but thankfully the developers have said despite all content being a requirement to be cleared as the game progresses with content drop rates in dungeons will change to help players progress faster. This may annoy more hardcore players but overall I think it's a better solution then leave old content in the dust.

FATEs such requiring large amounts of players happen every so often one being a battle with Odin having high levelled characters is a must and even if you do have them attacks can kill the whole group outright, the rewards from these kind of fights offer unique items for players wishing to just show off more then anything.

Parts of end game content I have yet to experience are the Beast Tribe quests in which you take quests via the monster tribes of the game to earn reputation and rewards based around the tribe and Treasure Hunting, a high level gathering class feature in which you find a treasure map and attempt to locate it somewhere in the game, and finally as of 2.2 Retainers, your personal bank holder and player market vendor, can be sent on their own quests to try and find items useful in crafting. This content I've missed for the simple reason of myself not yet finding the NPC required to unlock the content.

One Realm many Platforms

One of A Realm Reborn's strongest assets is it's cross platform play, the question is which platform is best for you, being a mainly PC player when is comes to MMORPGs I avoided the PS3 version for some time, however when I did I found it more accessible then I thought.

The Cross Hotbar system gives players quick access to their skills and menus via a combination of the L2/R2 buttons and any of the directional and face buttons, this system allows for almost as many actions as a PC player which is always a good thing as console gamers when semi-competing in the same play space.

What I did find an issue was the targeting system I found it clunky and not as direct as using a mouse and keyboard, although many I have spoken to have found little issue with this in all aspects of the game. Mouse and keyboard is supported however it is many for text chat and UI/menu use, targeting can be done via the mouse however that is not recommended in many situations.

Overall the PS3 version is very much on par with it's PC counterpart, still very much playable with the controls, and on the technical side unless you hold up both versions next to each other the PS3 can still hold it's own both graphically and with a steady frame rate. However given an option between the two I would still recommend the PC version the PS3 simply because of the ease of controls but only for personal preference.

The PS4 version is improved in this area by basically using the same interface as the PC, both versions have a UI toggle which allows you to switch between the Cross Hot Bar system and the common MMORPG PC UI, so for instance you owned the PC version and wanted to play over the network streaming to your. Mouse and keyboard work as expected, as well as Bluetooth keyboards and mice support, and the DS4 touch pad can be used for mouse control.

A simple toggle changes everything

The PS4 version also extends into remote play onto the Vita with minimal disruption to gameplay with all the normal expectations of the current remote play systems between Vita and PS4. The only real addition the Vita extension gives is mouse movement via the touch screen, however the normal PS4 controls still work as expected and the PS4's Bluetooth range extends as much as the direct remote play streaming so it can still be played like a small pc screen about the house.

There is a personal issue I have across the systems as a whole, despite the frame rates holding well on all versions there is yet an option to tone down player casting effects so in large fights such as FATEs it leads to a rather messy if not pretty situation where all I could see was the spells being cast not the enemy and just barely it's attacks.

Supporting the Realm

In nine months the game has seen two major releases in patches, where as most games would release a new dungeon or feature in these updates leaving much bigger updates for expansions, the developers of A Realm Reborn take this a set further by doing both. For example 2.1 titled a Realm Awoken added the Crystal Tower raid, Beast Tribe quests, Duty Roulette, one new high level dungeon, two hard mode dungeons, the Extreme Mode fights for the original three Primals, two new boss encounters, the PVP arena, Treasure Hunting and Free Company Housing, this is not including the season events brought over from the original version and the cross over events with Dragon Quest X, Final Fantasy XI and XIII. The level of content given is impressive and continued on with 2.2 with quality of life patches in between them balancing classes and adding needed features like a sort button have been welcome.

The level of detail offered in the patch notes is impressive as well while the developers also hold live streams featuring their new content pre-patch often and working on a three to four month patch cycle they also love to tease upcoming armour designs and possible features such as Chocobo Racing and Breeding as part of the Golden Saucer a kin to Final Fantasy VII's version hopefully coming before the end of the year. Content delivered this openly and at this level is a core reason I have kept interested in the game.

Detailed notes with pictures? Lovely

Account management is handled by Mog Station, Square Enix's name for their updated interface of their account management system. It's fair to say it does it's job in keeping the process simple and offers options of credit and debt card and game time card payment options, as well as Square Enix's Crysta, a payment system that was planned for use in multiple software back with the first version. The game time card system is a bit of an oddball in the fact that you can only add game time if your time left is below 120 days (4 months) so the account can only ever have 6 months subscribed to it, if this is a system limitation it's understandable but not an issue either way.

Seeing as this is a multiplatform game Square Enix allow you to add each platform to the account, a purchase of a copy of that platform required but this still adds a months game time to the account as you would if bought for the first time. This allows you to play between a Playstation 3 and PC or Playstation 4 without need to start again, however not all data is transferred over as interface and armour sets are stored locally seeing as the armour sets do change and are quite important in class switching I do hope this changes.

To reward long term subscription to the game Veteran Rewards are offered such as Mounts, Pets and new outfits for your Chocobo, this only builds up for each month you pay to subscribe so you cannot skip months between payments and still get the rewards since you last played. Square Enix are also offering until the end of the year a free upgrade from the Playstation 3 version to Playstation 4, this consumes your PS3 version and will have to be repurchased to play on your system again, however if you own a PS4 with the free upgrade it's unlikely for you to go back.

A Realm Worth Playing?

Coming from the original game A Realm Reborn is a complete turn around, and nine months in the game is very much still worth playing. For those jaded by the decline of the Final Fantasy brand in the last years this game even if played like a standard single player title, you may find yourself adding more game time to continue playing even if you finish the main story arc as it's pretty much the redeeming game to rebirth the IP.

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The amount of support Naoki Yoshida and his team give towards the game is a great standard for this current generation of MMORPGs, it's clear Yoshida really cares about this game for example he broke down during the live launch event because he believed he failed the European player base as we had server problems. This is the kind of developer I really can stand behind and trust not to take the game into a direction that is just trying to increase their income, and if the last two major patches mirror the upcoming patches I really can't wait for them.

Of course A Realm Reborn still has issues, like I said the story locked content is an issue however you get used to it, I'm hoping armour sets do get saved server side so cross platforms isn't that much of a hassle and I really really hope Personal Housing doesn't cost maddening amounts of Gil to buy.

Despite issues I would instantly recommend this game to Final Fantasy fans and MMORPG players a like, A Realm Reborn being in it's first year holds it's own between the titans of MMORPG gaming and the current swarm of free to play titles on PC. For both Playstation platforms it's basically a must as it's the best MMORPGs on either platform.

Final Fantasy has been reborn in this game.

Titan Attacks! Review (PSN – PS4, PS3, PSVita Cross buy)

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titanattacks Some reviews can take the easy way out and describe plot, atmosphere or other narrative events. Then you get games like Titan Attacks! (Exclamation included), a title that disposes of most of these trappings in order to present you with a clean game design. That doesn’t mean that Titan Attacks! is without great art, it uses a retro 8-bit styling to proclaim what it is; and that is a VIDEO GAME.

Yes this is an old school video game reimagined, with pure skill and strategy aspects at its core. None of that look at the lighting effects or physic engine shenanigans here; just pure arcade action.

So what type of game is it? Well it is a poor answer to say that it includes within its DNA (or should that be code) a considerable nod toward a single screen shooter by Taito featuring aliens who happen to like marching down the screen, a.k.a. Space Invaders.

The little plot that there is all about a lone tank driver etc. but all you need to know is left/right/fire/smart bomb. So what is new…?

Well the adversaries utilise a variety of flight paths that necessitates the learning of differing strategies. Accurate shot timings is also crucial since apart from clearing each screen a successful hit of the bonus ships will present a possible financial reward/score multiplier.

However care has to be undertaken in order not to incur penalties. The loss of your score multiplier is bad enough but the financial debit made to your in game currency that really hurts since between each stage you are allowed to purchase upgrades to the initial basic tank. Turning it into one that can survive and likewise customising it to your style of play into the bargain. And you do need to upgrade because this game does get tricky. Keeping the shield healthy is paramount (each hit hurts) since the incremental cost of restoring it will rob you of funds for the smart bombs, shot power or even the cash to increase the number of shots fired at a time.

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As waves are cleared a larger foe is faced and once cleared the whole process begins again with a different landscape in the background along with a few other tweaks and additions. There is also an occasional bonus round where a number of saucers have to be cleared within the timeframe. As to what this gets you I can shamefully tell you I haven’t a clue. These opponents are unarmed but utilise a neat trick by CHANGING DIRECTION just as your carefully timed shot is about to hit. An incredibly annoying tactic!

As already mentioned the art style is a deliberate homage to the 8-bit era. If anything the reduced palette of colours can make the screen hard to see in a bright room since is uses a heavily weighted selection of purple hues and the background neon sign effects can disguise some of the enemy fire. But then there are the small touches that help to create atmosphere, the falling enemy shots are surrounded with a faint smoke effect and then there are the shells that bounce when they hit the ground.

[youtube http://www.youtube.com/watch?v=szVEYej83BA&w=560&h=315]

There are 5 ‘worlds’ that also allow you to re-join the action at a later point in the proceedings when they’re cleared, although I did find that the restarting stats for your ship to be far less than I’d like but that could just be my poor play. This is cross-buy & cross-play title. Once purchased you have it for the PS3, PS4 and PSVita and progress did seem to be transferrable. As you would expect all versions were identical but I found the PS Vita edition to be more difficult due to the reduced screen size hampering my reaction time and hence the fine gun emplacement. This wasn’t too much of an issue as I soon acclimatised to it.

So what did I think of it?

Well it was a surprising entertaining piece of software and it has entered into my ‘go to’ games list for when I have spare 5 minutes, although in fairness to it and myself the games last a lot longer than that.

And lastly a thank you to the Curve PR team for the advance review copy.

Final Fantasy XIV: A Realm Reborn Part One

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Well there is no doubt about it, Final Fantasy XIV was a mess both technically and in design. It was heavily panned across the board and started the damaging slide of the brand, so much in fact Square Enix had to shut the game down and relaunch. Under the new name Final Fantasy XIV: A Realm Reborn the game relaunched and now crossing it's third platform on the Playstation 4, nine months in since it's Playstation 3 and PC launch, it's time to see how this game still stands.

Your first days in Eorzea

A Realm Reborn picks up five years after the closing events of the original game, which you will see as the opening sequence of the game, the Heroes of Light (AKA the former players) have gone missing and you heed the call of the Crystal on your way to finding your adventure in a new home.

As with all Final Fantasy titles this game drowns in storytelling, if you are one to pick up a quest and set out killing straight way, this game will most likely frustrate you as the game loves to have characters chatter away at you. A good example of this is the opening section it takes a good 5-10 minutes before you even step into something that looks like a MMORPG interface, and that is excluding character creation itself. Once you enter Eorzea you are treated to a wonderful world to explore, except you are not....

This highlights one of what some people would consider the weakest element of the game, the game locks almost all content behind a story. As mentioned above this will certainly frustrate a lot of players, until level 10 of your selected class you cannot join another class guild in the same city and until level 15 to gain an Airship Pass to gain access to other parts of the world, making first impressions of the levelling experience painfully slow. Same is said with dungeons which must be completed once before any other progression in content is made.

With locations like this to level in who could be mad?

Thankfully once you push past level 15-20 you have access to all classes which you can freely switch to as you feel with the same character. This is the strongest element of the game as you are not forced to restart the game again, if for example you don't like the class you simply walk into a class guild and join keeping all progress in your other classes while you level and experience the new class. This system allows the storytelling 'wall' to be forgiven slightly as you only ever need to progress past the story once.

Knowing your role

From character creation you select from the eight the Combat classes in the game, as you progress through the guild's story you start to unlock more skills, however to begin with your chosen class may not be as fun as you expect due to the fact most skills run off a 2.5 second cooldown system. This makes the combat at first feel quite slow, this is by design to keep all players on an even footing in combat across platforms and regions, thankfully the game does use this fact to it's best giving all skills a sense weight and power when used.

Once you cap out your class you will barely notice the timers as combat is very active and chaining your skills becomes important as many skills will become more powerful as a follow up to another skill then using it alone. When you start playing a second class you unlock the cross-class skill system allowing you to access skills from other classes to allow a fair bit of customisation with your class, however some skills are just the same skill renamed, so a little reading up is required.

When you take a Combat class to level 30 you gain the ability to convert that class into a Job, these are specialised roles more suited to end game content. These require a second class to be at least levelled to 15 and also changes which cross-class skills you are allowed to use within that Job.

This is the Bard with my Chocobo mount/battle companion

The class system like most of the content hides it's better features away from you unless you are either told and just stumble into it, as classes and Jobs are weaker if used without them. That said once properly utilised it's a very good system and strong enough to encourage levelling multiple classes at once.

Finally an armoury system helps you sort through your items by placing them in their own 'bag' as the inventory system doesn't expand past it's starting amount, which is quite large to begin with, combined with gear set system to help quickly swap classes from the hot bar.

Freedom! What to do?

While levelling your class you are given a hunting log, these are optional kill quests marked above monsters with a target marker above them, much like quest mobs are highlighted. Unlike normal quests however you don't go to a NPC you just kill a set number to be rewarded with experience and Gil, competing the tier of the log will reward you with a greater amount before unlocking the next tier, providing you are at the correct level to do so. This is a good way to boost your levelling and most class quests do actually lead you into those areas with your hunt target mobs are.

When out in the world you also get to experience the Full Active Time Event or FATE system. FATEs are live events happening in your location where a group objective much be met for rewards of Gil, Experience and sometimes loot, grouping is not required as long as you involve yourself in the task. FATEs do scale with the amount of players within them even add NPCs to help deal with the numbers at some points, however the FATEs can be outnumbered by players making them far too easy at points, but there are high ends FATES requiring a lot of players, but I'll get to them later.

FATEs show your task in the quest menu and highlight the objectives with it's own marker so you are never lot in what to do

To help with your levelling experience outside of world content, or if you get bored of general questing the alternative is Levemates (or Leves for short). These are shorter personal quests on a timer, which have certain objectives which yield greater rewards. Quest mobs and objectives spawn in the world as normal however only you and people linking the same Levequest in your group can interact and attack things within the Levequest, this is good as it not only adds a bit more of a challenge given the time limit but also less stressful trying to find everything in time as everything belongs to you.

Given that Leves are repeatable and fast the experience gain is greater then general questing these are limited, you gain 3 Leve 'points' per 12 hours with a maximum 100, Leves are not limited to Combat classes but Craft and Gathering classes too, I personally found Leves a great method to level those class types.

Not far into the game you join a Grand Company, the large NPC faction guilds introduced in the main arc in which you must choose one of the three (although are able to change later on) introduce you to most of the side quests and optional dungeons within in the game. Also after joining you are given your Chocobo, this serves as both your first mount and from level 30 your battle pet. Your Chocobo gains experience like you do and each time it levels you are given points to spend in three stances you can select, tanking, healing, and DPS. There is an issue I'm experiencing with this system is that the Chocobo's exp gains don't really scale with your gains making levelling it quite slow at times. The Chocobo is an apt combat companion, but they do class as a player when it comes to grouping so not everyone will be able to use theirs all the time, but they cannot be taken into instanced content.

Learning your Craft

Crafting and Gathering classes act like their own Combat classes in a way, each guild has it's own story to tell and you still progress as you would do with Combat classes with armour and 'weapons' of the class.

Gathering classes open up nodes dependent on it's type when switched to, however seeing as you are in an active world not in combat armour you will in later areas be sneaking around in stealth trying to avoid combat at all costs, thankfully are nodes are personal to you so by time you do reach one it isn't taken from you by another player. Once you reach a node you are then presented with a window sightly confusing with numbers, what these numbers tell you are the changes of gaining the item in question and the chances of getting a high quality version of said item.

At first none of these items will be shown to you directly and you still have to harvest the unknown item at a low chance, thankfully your skills at hand increase your rates of gathering and chances of a high quality item. This is also extended by the fact you have only four attempts at a node before you have to move on to start with however if you choose your skills when gathering said node correctly you will be to extend the attempts or even double the yield.

Fishing works a little differently as it's nodes and contents are not directly displayed to you however most locations with water can be fished at, requiring it's own type of bait for optimal fishing. I've yet to experience this but also time is a factor as certain fish have different yield rates during different times of the day in game.

All of this is tracked within their own logs detailing the level and zone location each item you have harvested is at. Fishing takes this one step further by adding each location's data you have fished at plus it's own lore and maximum size per fish you caught.

Crafting itself seems a complex system however it's fairly straight forward when broken down, the main objective is to fill a progress bar in a set amount of turns. Progression is a combination of what skill you used plus your current armour and weapon skill numbers, added to that your skill has a chance to fail wasting one of your turns. Running the turn count down to zero before the progress bar is filled fails the creation of the item wasting all the items required to do so.

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Crafting also uses the cross-class skill system and correct use of the skills can extend the turns remaining and improve progression per turn, also using High Quality items within the crafting will increase the chances of the item being created becoming itself high quality, this can also be improved via skills but take up turns to do so.

Crafting an item can end up using all crafting and gathering classes at many points making the system quite deep and requires you going back and two between classes and utilising mostly all basic crafts long part the level they were first used in. This makes it one of my favourite crafting systems in this current gen of MMORPGs and not the 'fire and forget' side system many games leave it as.

Items in the game can be broken down into Materia, this in FFXIV is the gem system for socketed items. This is only happens when an item is Spiritbonded to you, this basically means you have to use the item a while before it can be converted into Materia, I like this system as it prevents the market from being flooded from players just grabbing everything off the market just to convert them. Finally once your character gains more levels in crafting classes they will be able to self repair their items instead of going to a repair NPC, but this costs a certain item to do so.

D&P – Dungeons and Primals

Dungeoning as mentioned is a requirement while levelling to progress in the content and main story, this runs pretty much like the standard MMO fair with four other players. Once located all instance content can be accessed via a window called the Duty Finder this is the standard instance queue window however instead of selecting your preferred role you queue with what archtype your current class is deemed to be by the game.

This can be a bit confusing for new players as until you actually try and queue for a dungeon what you assume is one type of class could be different to what you expect – Marauder and Arcanist are good examples of this Marauder doesn't seem a tank type to start with and Arcanist with it's heals isn't a healer type but is now classed as a DPS type due to resent patch changes. Guildhests work along side dungeons by teaching the basics of group play, these are micro dungeons with objectives these also go deeper into the combat system the higher the Guildhest level is.

Finally and most importantly in the instance experience are the Primal battles, these are the single boss fights with the iconic summons from the Final Fantasy series. These can be pretty difficult fights which is not done correctly can lead to the party failing quite quickly. More so with your first Primal fight being at Level 20 in the form of Ifrit, which like Dungeons have to be completed once to progress with content.

Welcome to your first major fight

The Primals and the Dungeons do highlight a minor issue with difficulty spikes during the story content as certain dungeons do have complex bosses with a high failure rate if done incorrectly and each Primal if going in blind will kill you straight away if you aren't expecting an attack. This can lead to one or two frustrating moments but none I have seen so far has been deemed 'unfair' by the player base, despite a few latency issues that have lead to attacks hitting despite players avoiding the attack on screen, but these have been continued to be ironed out as the game goes on.

Return to the realm in part 2 where I will cover the social aspects of the game via Free Companies,  later stages of the game and how Square Enix intend to support it with content updates and finally how the cross platform systems work as well as my final thoughts.

Penny Dreadful – Mini TV review/preview Episode 1

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Penny Dreadful the TV series is an 8-part continuous drama made by Showtime set in 19th century London that utilises various fictional characters of the period all together in a single common narrative. It is unashamedly a horror show and strays up to the limits of what can be shown in a TV series. The period London setting allows it is a wide canvas to play with.

The title comes from the Penny Dreadful; this was the name given to the cheap disposable British publications from the 19th century that were continued to be published under various guises until the early half of the 20th century. Inside there would be serialised adaptions of sensational or lurid stories. These journals were aimed at the lower classes (usually adolescent boys) and each would cost a penny or less.

Some notable stories we know today originate from these periodicals; Sweeney Tod being the most well-known but other characters owe their start to the Penny dreadful such as Sexton Blake.

Since a wide variety of stories (particularly of the fantastical and gruesome variety) are synonymous with the name it is quite surprising that it hadn’t been used before.

Now this is going to be spoiler free review. When I watched this I was only peripherally aware of the shows premise which did make for a better experience so I have no wish to spoil it for others.

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I had been aware of this series for a while (it was made in Ireland and features a very accomplished UK cast) and every so often a preview image would float past on my news feed so it was with delight that I was able to catch the first episode. The easy route is to say what this show is like the X-Files crossed with’ the League of Extraordinary Gentlemen. As a description I think that that is fairly good but with the emphasis being more on the League than the ‘X’ Files.

The first episode manages the feat of getting many principle characters up and in play very quickly with each new addition getting a decent share of the spotlight. In fact they get more than you would think possible within the allotted running time. Various backstory elements are floated to tease the audience and also help to make the characters become more interesting.

Now this isn’t a spoiler but those who have ready Volume 1 and 2 of the League of Extraordinary Gentlemen will find this show very much to their liking. As I was watching I started to mentally allocate characters to their league equivalent and since the likelihood that there will never be another League film than this is a worthy substitute.

As I write this only the first episode has been aired in the US but hopefully the remaining 7 episodes will maintain the momentum.

Penny Dreadful will begin on Sky Atlantic on the 20th May at 9pm

QBEH-1: The Atlas Cube Launches on Steam!

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Puzzle completed! Qbeh-1 from Liquid Flower finds it way to Steam. We will have our review up soon but if you can't wait till then, why not checkout the game for yourself and get 25% off the RRP price within the first two weeks of release!

See Press release below.

CLEAR YOUR CALENDAR, QBEH-1: THE ATLAS CUBE IS AVAILABLE ON STEAM

GET READY FOR YOUR NEW ADDICTION

MAY 15, 2014 – This is the day that makes all the stress and sleepless nights of crunch-time worthwhile. The day when a small independent development team gets to see their first major release launch on the most popular and sought after platforms for PC gaming. Today Digital Tribe and Liquid Flower are proud to announce the launch of QBEH-1: The Atlas Cube onto Steam and other major digital distribution channels. With a suggested retail price of $9.99 USD, gamers everywhere will now get to experience the passionately crafted fun of QBEH-1: The Atlas Cube at a special two week long -25% off discount.

Qbeh-1: The Atlas Cube is an atmospheric first person puzzle/exploration game developed by indie developers Liquid Flower with music and sounds by Launchable Socks and based on a concept by Eero Turkia.

Players will be taken on an inspired quest through a variety of divergent worlds, each filled with new mysteries and secrets to uncover. In each world, players find special cubes that must be collected and used to navigate to the next portal. Some cubes will simply be used as stepping stones to new areas while others are imbued with magical properties such as gravity and propulsion.

QBEH-1: The Atlas Cube is a prequel to the much beloved Qbeh, Liquid Flower's small student project that found its way online and into the hands of gamers and journalists alike who wanted more after feasting on the appetizer. QBEH-1: The Atlas Cube builds on the core concept and aesthetics introduced in the original and brings even more polish, passion and gameplay into the new game.

The team at Liquid Flower were but the students when they released Qbeh for free on Desura, but now they are the teachers, showing the world they have honed their craft to a professional level and are delivering a gaming experience that everyone can get lost in.

[youtube https://www.youtube.com/watch?v=au8ZRwbmB_M&w=560&h=315]

FEATURES

  • Solve elaborate puzzles using a variety of Cube types such as Building Blocks, Energy Cubes and Gravity Manipulators
  • Explore atmospheric Worlds, each with 6 challenging levels and unique themes
  • Discover alternate paths, intriguing platforming elements and secrets to unlock an unfolding mystery
  • Experience an immersive & mesmerizing Soundtrack that pulls you into the adventure
  • Uncover the game’s narrative through interpretive imagery
  • POST LAUNCH FEATURES WILL INCLUDE:
  • Oculus Rift Support
  • Level Editor
  • Steam Workshop Support

Qbeh-1: The Atlas Cube released today, May 15th, for Windows PC on Steam and other major digital distribution channels at a special 2 week discount of -25% off of the SRP $9.99 USD. Mac and Linux versions will release soon after.

Crusader Kings 2: Multiplayer

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crusaderking Watch Chris and Adam in an epic new video adventure as they attempt to survive the cutthroat world of politics in the 11th century Holy Roman Empire.

The first episode sees a war with France, Chris pondering over why Lower Lorraine is further north than Upper and Adam trying to stop people voting for him.

Crusader Kings 2 is avaliable to purchase via Steam for PC.

[youtube http://www.youtube.com/watch?v=-qrzHlRce2c&w=560&h=315]

We take AutoRap by Smule for a spin on this week's App Monday!

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This week on App Monday. We take a look at AutoRap a handy DJ / Rapping App that mixes your voice along with some banging tunes!

[youtube http://www.youtube.com/watch?v=7cQ5mmjM6n8&w=560&h=315]

You can download AutoRap here. Tune in every Monday night at 8PM GMT over at our YouTube channel and see what App we choose next!

Daylight - Randomly Generated Scares!

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736263_10152410249443966_1291647025410780755_o Daylight starts promisingly with a haunting soundtrack which leaves you feeling unsure what lies ahead, though the suspense is destroyed a little bit by the fact it takes a very long time to load. This is no doubt because of the randomly generated maps

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You play as a character called Sarah who awakens in a darkened room, unsure of where you are with a voice telling you that ‘you must succeed’. You have a mobile phone which acts as your map and is primary light source. It appears as though you are in some kind of abandoned building.

Quickly into the game you stumble across some glow sticks which do offer some light and also highlight objects you can interact with. These sticks also show where you have walked so that you can retrace your steps if you need to double back because you have got lost in the labyrinthine corridors. Unfortunately, the glow sticks are entirely pants at lighting the surroundings and offer none of the security of Outlast’s night-vision mode. Even with glow stick in hand, you are stumbling around aimlessly in the dark. Clearly Sarah isn’t the most physical person in the world as she can only carry 4 glow sticks at any one time before her inventory is full. Surely, if you are stuck in an abandoned asylum you would be shoving as many glow sticks as you could into your pockets.

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The objective of the game is very similar to that of Slender, in which you have to find 6 fragments of memories hidden around the stage before you can make your way to the exit. All the while, trying to not be killed by sinister supernatural witches. These will kill you if you look at them too long, not entirely unlike the Slender Man. Your ways of combating these are either running for your life, or igniting a flare which for some reason destroys the paranormal threat. Unfortunately, like the glow sticks you can only carry a limited number of these.

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The levels are randomly generated each time you play which keeps the game fresh on multiple play-throughs. However, this does make the layout of the stages a bit chaotic and without all the charms of Outlast’s lovingly crafted asylum. Another downside to random levels is that the game can get a bit laggy as it is generating the environments at the start of each stage. That is not to say the game isn’t scary, the music and sound design is very well done and there are still jumps a-plenty. It is just lacking that little ‘je ne sais quoi’ that other horror games on the market have. On a second play through we encountered an entire area much different to that of our first play through. This gave the game a distinctly different feel and kept up the tension as we couldn’t head through on auto-pilot. This is one element where the game does beat Outlast, but only if that level generates.

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Interestingly, this is the first game to be released using the brand spanking new Unreal 4 engine. Disappointingly, it is hard to tell the difference between this and a last gen game and it certainly doesn’t use the console to its full potential.

As you are walking though the deserted environment the atmosphere becomes more tense when you hear the distant sound of running feet and the glimpse of a paranormal terror. Strange sounds and unsettling string do make this a creepy game, with strange moans and phones which ring as you pass. It is just a shame that the rest of the game isn’t as polished as the sound design.

The game would be better for the user if you were given a little more illumination. I understand why they wanted the game to be difficult to navigate, however, I do think just a touch more light would allow you to see more of the creepy set pieces. The fact that it has been released so close in time to Outlast means that it can’t avoid any inevitable comparisons to Red Barrel’s fright-fest.

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“What the Hell is this?’ asks Sarah as she walks into a room filled with crazy markings on the walls. She experiences some kind of freaky flash back and is transported to a room with un-nerving photos on the wall. Not to forget the battered teddy which she is clutching in her left hand. No explanation is given, just that this is a key artifact in escaping the terror she is living through. Unfortunately, when holding said bear, you are unable to use glow sticks or flares. This does increase the terror as you are left with minimum vision.

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At points in the game you feel like you are wandering aimlessly as you encounter dead end after dead end with nothing occurring in between.

If you are a fan of horror it’s definitely worth a play. Especially as there is currently a discount for PlayStation plus subscribers, however, in all honesty, your money is better spent on the truly terrifying Outlast and it’s recent expansion, Whistleblower.

Daylight is available on PlayStation 4 for £10.25 (£8.20 for PS+ members)

It is also available for PC on Steam for £11.99

Tom + Mat Attack 051 – We Were Made For Podcasting…

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logo_coloured On this week’s TMA, there’s hijinx galore! Tom has been playing Rayman Origins, Kim Possible and longing for Kiss Psycho Circus for the Dreamcast, while Mat jet-setted off to Vienna to visit SuboTron, the great retro store / museum… Which has brought on another Mat Project, a full Gameboy PAL collection… Oh Dear. There’s also talk of Super Paper Mario Sticker Star, the monotony of cutscenes & the frustrations of ‘wasted time’ gameplay.

Listen here.

Subscribe to our YouTube page - New videos every week!

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YouTube-logo-full_colorWelcome to the Blast Process YouTube page! We're a dedicated Video Game channel, posting all kinds of gaming goodness, such as News, Reviews, Previews and more...Not original enough for you? We also dedicate time to some real classics you may have forgotten about and un-earth some hidden gems you may have never heard of.

What does Blast Processing do? Videogames Old and New!

 

 

 

Outlast: Whistleblower – “It’s as scary as HELL!!”

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One of the crazed inmates has a friendly chat... After the spine tingling chills I was left with after completing Outlast, I couldn’t wait to experience the next episode of TERROR from Red Barrels. Out today on PS4 and PC, Whistleblower continues the story begun in Outlast by showing us the events that happened in the lead up to the original game.

I've got a bad feeling about this...

The game is set in the same Mount Massive Asylum. You play as a software engineer, Waylon Park, who is out to expose the sinister goings on of the Murkoff Corporation. The game begins with an email being composed to send to the journalist you play in the original game. However, things quickly spiral out of control and the player is once again left fighting for their life in a mission to escape in one piece!

Hungry?

All the controls are the same so that made it easy to play and navigate my way round the game. It doesn't hold you by the hand like the first game did. This game assumes you know what you are doing. If you've not played Outlast for a while then maybe it would be an idea to re-familiarise yourself with these before you jump into the expansion. The atmosphere is still so tense you could cut it with a discarded rusty scalpel. With a sinister sound track and nerve-wracking sound effects, the sections of the game where there is pure silence are even more un-nerving.

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I survived for 14 minutes before my first death after meeting a stark-bollock naked man carrying what can only be described as a rotary buzz-saw. It's more of the same as Outlast, however, that is not necessarily a bad thing (possibly what the deranged psychiatric doctor ordered)! As I reloaded for take two it went straight to the scene with the aforementioned naked saw man saying "Feed me". I didn't last long. The inmates are much cleverer than last time. When they see you they don't give up. Hiding in the lockers will work, but you have to make sure they don’t see you hide. Many a panicked moment will be spent trembling in a locker unsure of what is happening outside the safety of a closed door.

Safe. For now...

As in the original game you have no weapons whatsoever and you are only armed with the trusty night-vision camcorder. This allows you to see in the pitch black environment, however, it guzzles batteries quicker than a Sega GameGear! You will spend most of your time frantically scrambling around the decrepit asylum searching obsessively for batteries. As the battery light flickers to alert you to its impending death, you are left wondering whether it safer see where you are moving to in the pitch black environment, or save those precious few seconds of illumination for when you might really need them.

I'm sure he is a trained doctor...

There are areas of relative brightness in the game which do break up the oppressive darkness and give you a moment to gather yourself before you next venture into the unknown. Like the first game there are puzzle elements, such as finding the keys to open a set of handcuffs. These must be completed in order to continue further and usually involve a face off with a particularly nasty enemy. These quests are not too challenging but ensure you fully appreciate the game to its potential. These sections are mixed up with some frantic time-based antics too. Don’t want to give anything away, however, these will get your pulse racing!

You wouldn't want to bump into him on a dark night!

As in the original game there are some epic set pieces which have you literally jumping off the chair and screaming like a girl! There are moments in the game which are clearly up there with the legendary dog scene from Resident Evil. Whilst not pushing the PS4 to the level of games such as Infamous, the game still looks great. There are some awesome lighting effects and great atmospheric environments. The night vision in particular really draws you into the game. I can only imagine how terrifying this thing would look on Oculus Rift or Project Morpheus! Hopefully, this is the kind of game that will end up on them when they are finally released.

What could possibly go wrong?

If you want to see a taste of the original game, don’t forget you can still check out Mike and I scaring the crap out of ourselves in out Let’s Play Outlast Video Series!

http://www.youtube.com/watch?v=9lMVDPdxn0c

Whistleblower is available now on the PS4 Store at £7.69. It is also available for PC on Steam at £5.99, with the original game being on offer at £5.09.

Tom + Mat Attack 050 – Killer Moustache

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With a title that makes as much sense as the ramblings of the intro, this is sure to be a fun episode! Tom has been home, Mat’s been to Prague, and as such the two brave hosts of our podcast have barely seen anything of each other for the last two weeks. So naturally, it’s time to sit down and talk games! Tom’s been mostly into his music titles, talking some Rockband, Guitar Hero & Rocksmith. Mat on the other hand has been hands on with the PS4, playing Trials Fusion, Towerfall Ascension and buying some retro classics!

The boy’s also reveal the kick ass One Year contest! Listen to the end of the podcast for details!

Listen here.

Hearthstone Review

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Grab a keg of ale, pull up a chair and prepare yourself for a tavern filling amount of card based fun! Hearthstone: Heroes of Warcraft is a two player card battling game created by the World of Warcraft creators Blizzard Entertainment. The game, while completely different from the massive MMO is still based on the Warcraft lore, from the cards to the boards you play on, even the characters you play as.  The goal during a match on Hearthstone is to defeat your opponent by damaging them (each ‘player’ starts with 30 health points). Minions can be summoned to defend you and to attack your opponent. You spend mana crystals to use abilities/summon minions etc which steadily increase as the turns clock over (turn one you’ll have 1 crystal, turn two 2 crystals, and so on).

Regardless of your current level of experience when it comes to card-based battle games, such as the popular Magic The Gathering games (the original physical card game and the online offerings) you’ll soon get into the swing of how the gameplay works thanks to a comprehensive tutorial system. During the course of the tutorial you’ll play as Jaina Proudmoore, the Mage (one of a range of available ‘classes’ which I’ll discuss later). You’ll have to battle six different A.I controlled opponents which have all been programmed in specific ways to demonstrate key gameplay elements. For example the first of the six is Hogger, which will introduce you to the core basics of summoning minions and dealing damage to your opponent. By the end of the tutorial you’ll feel confident enough to delve into a competitive game and see how you fare.

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In Hearthstone you have 9 different classes, each represented by a key player in the Warcraft lore, for example the previously mention Jaina along with Thrall, Ulther and others. The key thing about each class is their individual ability. Costing two Mana crystals they can vary between dealing damage (the Hunter can fire an Arcane Shot, which deals damage directly to the enemy player), summon additional minions (a Paladin can summon a 1/1 Recruit) or even heal yourself/one of your minions (Priest can heal 2 points of damage). As well as this key ability each class can level up by playing games against online opponents which unlocks class-specific cards. As mentioned you’ll start with the Mage unlocked so if you wish to unlock more classes you’ll have to beat the A.I in Practice mode, or play online and defeat a human player using a class you haven’t unlocked yet.

That leads me nicely onto the different modes available. ‘Practice’ mode is currently the only mode where you battle against A.I opponents. The ‘Play’ mode is where you’ll find yourself being pitted against human opponents in either a Casual game or a Ranked game. Finally you have the ‘Arena’ which is locked to begin with until you have unlocked all the different classes. By entering the Arena (which costs Gold) you’ll be given the choice of 3 classes at random, and then will have to create a deck again at random (the game which show you three cards, of which you choose one. This process repeats until you have a full deck of 30 cards). You rack up Gold as winnings based on consecutive victories in the Arena.

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So what is this about earning gold then I hear you cry? This is of course a card based game, so as you battle away with your decks you're going to want to add new cards into the mix. This can be done by either spending in-game winnings (winning in the Arena, completing Daily Quests, and winnings 3 games online playing casually or ranked earns you gold) or buy using your own real cash to purchase packs of cards. Card packs contain 5 cards, which 1 will always be a rare card. If you’re lucky you may get a couple of rares...maybe even an epic...or perhaps even a legendary card! The price of the cards is very reasonable when you consider the game is free, with two packs of cards costing £1.99. Thanks to daily quests and earning while you're winning you may even find yourself easily earning enough gold to never finding yourself having to spend any money to buy packs.

As you unlock cards via packs and via leveling up your class you’ll want to start really tinkering with your deck of cards. The card building menu (entitled ‘My Collection’) is easy to use, showing you at glance the balance in cost of each of your cards (for example, you may have lots of expensive cards which you won’t be able to use until you have enough crystals during a game compared to not having enough low-cost cards which you could use early on in the match).

You cannot trade cards with friends, which is an interesting note. This was obviously something Blizzard thought about and decided against to encourage in-game purchases. You can however disenchant cards you get in packs that you don’t want, giving you dust which you can spend on creating new cards.

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The more you play of Hearthstone, the more you’ll understand the different combinations of cards that the game offers you. While some cards are great on their own, combined with another card it could become an absolute monster. With a wide variety of special moves on offer, with cards that includes buffs, heals and death rattles (an ability that triggers when that card is destroyed) you’ll soon start hanging back certain cards until the right moment. I played a game the other day against a Druid, which thanks to a copy of quick spells and a minion almost cost me all my life points in two turns. Two! Obviously, it does depend on how the cards are dealt, but there is a great deal of strategy on offer here.

Progressing up the Rank matches is fun. Depending on your skill level you’ll probably find the difficulty level starts to really spike at around rank 20/21. Up and around 15/16 you’ll soon start seeing lots of decks with multiple legendary cards, which aren’t unbeatable but are still very challenging. You can still progress up the ranks without paying to purchase cards with your own earned money, but you will find the process slightly quicker than having to earn in-game gold.

I started playing Hearthstone on my PC via Battle.net. As you’d expect from Blizzard, this title is polished up to the eyeballs and it runs brilliantly. With it being a card game it of course doesn’t need Crysis style graphics or a massive amount of RAM, however the game still looks gorgeous and vibrant. The matches are played out on a number of random Warcraft-inspired boards, which are interactable (you can turn the lights out in the church on the Stormwind board for example, or load a light a fire on the Stranglethorn one). I particularly like the little comments when you view your cards in your collection, for example the spell Holy Light when you select it to look at it in closer detail has written to the side of it “If you are often bathed in Holy Light you should consider sunscreen”. Little touches of polish that add to the overall high standards of presentation.

paladin cards

While I’ve wanted one for quite some time, it did encourage me to pick up an iPad. I decided to go with an iPad Mini (based on my needs) and it works great on the little tablet. It does on occasional have the odd bit of slowdown mid-match, and navigating round the menus is a slightly slower process, but we aren’t talking about a massive amount of time difference plus you’d expect such a thing when comparing a gaming PC to a tablet. It still looks great and none of the features are missing from the PC counterpart. It is of course cross compatible too, so it doesn’t matter what device you play it on. Since getting it on iPad I do warn, it is incredibly difficult to put down, so download it on your iPad at your own peril! Blizzard are planning an iPhone version for the second half of this year, while they are looking to release an Android version at some stage in the future.

Multiplayer matches against your friends are easy to set up thanks to Battle.net’s friend system, with both versions of the game having in-game access to a little menu where you can select from your friends to commence battle with, and of course add new ones too. There is also a function to battle nearby players who are signed in on Battle.net on the same network as you, encouraging people to take part and host local multiplayer Hearthstone meets (or as Blizzard call them, Fireside Gatherings).

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If you like the idea of a free card battling game on your PC or iPad, then you really can’t go wrong. If you have any kind of interest in the Warcraft series then this is probably up there as a must download title. While card games aren’t always everyone's cup of tea, I’d highly recommend giving this one a go. It’ll cost you nothing and the tutorial is very user-friendly, even if you haven’t touched a card game before in your life. Veterans of Magic The Gathering and so on will be right at home with the gameplay mechanics on offer here.

In my opinion, a great PC game in its own right, whilst the portable nature of the iPad makes it a must download app if you have one.