Gamecca Magazine December 2017

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ISSUE 102 / Vol.9 December 2017

www.gameccamag.com

No heroes Allowed VR

Back in Time LA Noire

Rebellion!

Slasher!

Table-Top

Razer’s Wolverine

Liquid Cooled

MSI’s Radeon RX Vega 64 LQ

Star Wars: Battlefront 2 Need for Speed: Payback Sonic Forces and more...

Shake It! Just Dance 2018

F aster! Need for Speed: Payback

Star Wars: Battlefront 2

Old School Seven: The Days Long Gone

Free Online Mag


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W Read Online for Free! Read all new and back original and unaltered issues free at:

Bronze Award SCORE 80-84

Read on www/gameccamag.com Read on Issuu (Also available on your App Store) Read on Facebook

Silver Award SCORE 85-89

Gold Award SCORE 90-94

Platinum Award SCORE 95-100

Please Note: Gamecca is a monthly digital magazine! All links in Gamecca magazine are live!

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All Game Reviews in Gamecca Magazine are based on code provided by Publishers / Official Distributers. Nova Mentis (Pty) Ltd / Gamecca Magazine do not hold any responsibility for any malicious exploitation that any reader should experience due to unauthorised distribution. Nova Mentis (Pty) Ltd / Gamecca Magazine will not be held accountable for any injurious detriment or pernicious damage to personal equipment or software due to use of unauthorised downloaded files. Action will be taken against any person or persons engaging in unauthorised distribution of Gamecca Magazine.

Gamecca Magazine: © Copyright Nova Mentis (Pty) Ltd. (2009 – 2016)

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Ed’s Choice Awar


rd

A

nd so we start the big

tumbleweeds blowing through Release

wind down at the end

Town’s main street – the release

of the year – December

schedule, at least in terms of big name

is here, and 2017 is

games, has pretty much run dry.

almost in the rear-view

a couple of months until we get to

whole world would

around February 2018. That’s when

love to be engaging in the start of a

things will start rolling in terms of big

big wind-down, let’s be honest – the

names again, more or less, and the

craziness is about to start.

whole cycle will start its crazy old self

decorations up, piping annoying music

up again. Thankfully there are more than

in, while retailers are trying to draw

a few great games on the shelf for

everyone’s attention with special deals

Christmas, even if they are a few

and slightly reduced pricing. Shoppers

months old, and there is plenty of

dash hither and yon trying to prepare

gaming to be done. In fact, this year

themselves for those few days off that,

has seen some extremely good games

really, are a lot of work – preparing

hit the shelf, and with the PS4 Pro

for family, driving to destinations,

arriving, things got even more exciting.

and nursing hangovers while trying

And let’s not forget that, even though

to convince themselves that they are

it is a bit late here in South Africa,

taking a break before the next work

the Xbox One X will be arriving this

year kicks in. It’s exhausting. Quite

month, too; it will skid into place a

frankly, I would rather just forget about

hair’s breadth before Christmas, and

the Silly Season festivities and just

will hopefully be under a few trees this

play some games.

year.

But there’s a little bit of a problem

And so, with that, it’s time for a

with that this year. October was our

little bit of a wind-down (as much as

strongest release month – it was

the Silly Season will allow) and for a

literally crammed with excellent titles.

few games to be played and replayed.

November… not so much…

Before I get to that, though, I would

Two of the biggest titles for the

by Walt Pretorius

Which means that we need to wait

mirror. But while the

Mall have their festive holiday

From the Editor

WindDown

like to take the opportunity, on behalf

month came from EA, which managed

of the Gamecca Crew and myself, to

to get player progression wrong in

wish all of our readers a happy, safe

both. And the others are all, well…

and joyous Festive Season. We’ll see

smaller. As for December, there are

you again in 2018! g mgeect 2 c7a 1 0 2 ggl a ad

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THIS MONTH’S COVER

A new take on a classic genre in Seven: The Days Long Gone...

Publishing Editor Walt Pretorius

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Feature: Breaking the Mould A new take on a classic genre...

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Previews: Games 14 Upcoming games

walt@novamentis.co.za

Art Director Katia Taliadoros katia@novamentis.co.za

Writers: Alex Scanlon Christo van Gemert Clive Burmeister Iwan Pienaar Lein Baart Noelle Adams Nthato Morakabi Rob Edwards Sibonisile Motha Suvesh Arumugam Walt Pretorius

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Reviews: Games 7 games thoroughly dissected

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Regular: IndieView The taste of home

Letters: letters@gameccamag.com

Competition Entries: competitions@gameccamag.com

Newsletter Subscriptions: www.gameccamag.com

Marketing Contact:

Copyright Š Nova Mentis (Pty) Ltd 2009 - 2017

walt@novamentis.co.za

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

GAMECCA is published by Nova Mentis (Pty) Ltd

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Gamecca Vol. 9 Issue 102 December 2017

74

Feature: Get Smart Africa’s tech challenges

80

Reviews: Tech Three awesome toys

86

Regular: Internet Why Balck Friday?

90

Regular: Living Digital The changing digital world

94

COOL STUFF: Movies The next chapter

104

COOL STUFF: Comics Great reading with pictures

112

COOL STUFF: Books Great reading without pictures

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s e d’ c E oi h C

“Guerrilla showed us how to create a great game with the original release, and now they have showed us what DLC should look like.”


Horizon: Zero Dawn – The Frozen Wilds


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16 20 24 26 27 28 30 31 32 34 35 36 38 39

Features Breaking the Mould

PReviews The Crew 2 Far Cry 5 Extinction Rad Rodgers: World One Pure Farming Pixel Noir Pengame Kursk Moons of Madness The Secret of Mana Rise of Industry Ni No Kuni II: Revenant Kingdom Vostok Inc. Under Night In-Birth Exe:Late[st]

Reviews 42 48 54 56 58 60 62

Star Wars: Battlefront 2 Need for Speed: Payback Sonic Forces Just Dance 2018 LA Noire No Heroes Allowed VR Horizon: Zero Dawn – The Frozen Wilds

RegularS 64

8

IndieView

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Breakingt A new take on a 10

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Seven: The Days Long Gone

By: Lein Baart

theMould a classic genre

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GAMING

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n the history of RPGs there are few better examples of the genre than those produced during the isometric era. The late ‘90s and early 2000s saw a litany of great titles, such as Diablo, Baldur’s Gate and Planescape: Torment, that defined much of PC gaming at the time, and to this day are held in what can only be called reverence by many older gamers. While recent years have seen a handful of great call backs to this visual style, most noticeably Pillars of Eternity, the Shadowrun series and Divinity: Original Sin, by and large it remains a design choice any developer should treat with care, as comparisons to the classics are often unkind. However, this same admiration given to these titles has proved something of an impediment to the growth of the genre, with even modern adaptations

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being rooted in a myriad of conventions. This hasn’t stopped co-developers Fool’s Theory and IMGN.PRO from looking to add their own unique twists however, and while Seven: The Days Long Gone has received a relatively moderate level of attention, there’s plenty to interest fans of a bygone age. Set in what the studios have termed a “beyond postapocalyptic” world in which humanity exists in a medieval state whilst struggling to understand the technological wonders left behind, players will take the role of master thief Teriel. The majority of the game will be located on the island of Peh, where the Vetrall Empire uses prison labour to scavenge for ancient wonders and artefacts, and where magic and technology exist in an uneasy balance as the desperate inhabitants eke out their survival in dangerous

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Seven: The Days Long Gone

ruins. It’s a setting that appears to be gaining a level of popularity in gaming, as seen with the likes of Horizon: Zero Dawn and (the less well known) Age of Decadence, but Seven plans on allowing players to shape the world around them with decisions that will impact the lives of Peh’s inhabitants, grim as they may be. As Fool’s Theory director Jakub Rokosz put it in an interview with Twinfinite, “Yes, the Vetrall Empire isn’t a nice place to live for many, but like in all dark places a little light of hope can be found. And we do find it – in the way a husband and soon-to-be father loves his wife. In good deeds that random strangers are prepared to do, and in the selfless acts that you as a player can choose to do to receive a kind word from a poor soul. At the same time, you can be as grim as they come:

backstab everyone, steal, cheat, and lie. Like in the real world, it all depends on what you make of the life you are given.” Considering that a large part of the development team previously worked at CD Projeckt Red on the Witcher 3, in all likelihood whatever choice you make is bound to set so deep in the moral grey you could march a platoon through it, and it’s clear that the developers have put in painstaking efforts to Seven’s world both believable and real. Of course, this is somewhat par for the course for RPGs, which usually require you to learn an entirely new lexicon in order to understand just what the hell is actually going on. Seven is not just planning to rehash old RPG tropes however, and is genuinely looking to innovate on what people usually expect from an isometric

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game. To begin with, the entire world is fully 3D, with seamless transitions between levels of verticality. To go hand in hand with this is a parkour system that the developers claim will allow “unlimited exploration” of the environments, thus creating a truly sandbox world. It’s certainly a novel approach for the genre, and one that would not at first appear to be compatible with the perspective, but to Seven’s credit the gameplay trailers have shown the system to work, with Teriel proving to be a spritely and agile protagonist. As expected, the movement system naturally lends itself to stealth, though as a master thief Teriel is not limited to clambering up pipes and rooftops. Indeed, despite taking inspiration from the Thief series (or perhaps because of the latest edition), players can

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opt between a cautious and sneaky approach or a direct assault, both of which will provide options aplenty. Teriel can make use of traps, skills, magic and even disguises, with visualised line of sight cones for enemies to aid you in plotting your route, supplemented by a real-time combat system should you choose to swing swords instead. An interesting feature is that actions have a predetermined amount of time to complete, even when using a menu system for things such as pickpocketing or lock picking, requiring a greater degree of forethought than would otherwise be anticipated. The nuts and bolts of any RPG though lies in its character upgrade mechanics. Seven will use an itemdriven system that will allow players access to a chip in Teriel’s head, giving him the ability to swap out skills as

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Seven: The Days Long Gone

necessary, while also making use of environmental items and crafting for weapons and armour. It’s difficult to say how deep the entire system will be, but there does appear to be more than often skills, items and magic available to provide decent character customisation. Last but not least, it has to be said that Seven will make use of a visual aesthetic that is both arresting and unique, using an almost cel shaded style that appears to be more than capable of bringing Peh to life. From crumbling and rusted industrial ruins to neon lit vistas to murky swamps, the game breathes with graphical personality. This will be backed up by a score composed by Marcin Przybyłowicz, the lead composer of Witcher 3, and considering the acclaim his past work has received there are high hopes that Seven will follow suit.

The RPG, by and large, is something of a forgotten genre, with many of its signature elements and mechanics having become so ubiquitous is gaming that they are now almost the standard rather than exception. Any game that deliberately invokes the classic presentation and systems of “true” RPGs then is going to be plunging headfirst into a miasma of nostalgia and expectations. Seven: The Days Long Gone doesn’t appear to be deliberately bucking the trend, yet nevertheless is updating a traditional formula for modern times, bringing with it a plethora of ideas on innovations that look more than promising. As usual we can only tell how successful this will be once the final product has been delivered, but at this point there is every indication that Seven will be a worthy addition to the genre. g

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E M W A VIE G E R P

The Crew 2 GAMING

The sky is no longer the limit for pl

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The Crew 2

by Sibonisile Motha

layers

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is most likely to remember – regardless of how many other “similar” games there are out there. And on that note, let’s take a look at Ivory Tower and Ubisoft’s reunion in this sequel. The Crew 2 is one of those games anticipated by fans of the previous game which was initially released in 2014, and by racing game enthusiasts. The game’s underlying plot is that you’re an unknown motorsport driver who wants to eventually work their way up the ranks and become the ultimate motorsport driver. This is where this game differs from the previous one – the modes of transportation. The previous game was strictly cars, but in The Crew 2, you will have access to cars, bikes, boats and planes. This drastically increases the size of the game already

GAMING

hat is the basic recipe for a good car game: good cars, good driving mechanics and good races of course? So in a genre that is flooded with different titles, each with their own approach to creating a good racing game, how likely is the gamer to come across a great racing game? Undoubtedly, personal preference (like a specific list of car makes, or customization options) plays into factor when deciding this. But the thing that makes a game, in any genre actually, standout, and truly standout is the experience that players get when engaging in the game. A game with great moments that leave you surprised, pleasantly shocked or even speechless, that’s a game a player

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The Crew 2

simply because you can’t have a boat without enough water to travel on, or planes without open skies. So the worlds of the games to accommodate all these types of vehicles had to be greatly developed and polished to create the seamless and large open-world that players can use as their playground and place of business. The world of The Crew 2 is a scaled-down version of the USA. You have the country to see, from San Francisco to Detroit, from New York to Miami, from Las Vegas to Los Angeles and all the land, water and air in between. Gameplay will include a rewards program. Here, players can unlock various items such as the iconic Ferrari 458. Players the successfully complete actions

in The Crew will be able to unlock vehicles and special exclusives that they can take into The Crew 2. This rewards program is available until the game’s official release. So all players of The Crew still have some time to get their exclusives now and can check any rewards they have thus far in their Ubisoft account. Players that are looking forward to getting their hands on the game can register for Beta gameplay tests that will be coming up soon. Now what would this kind of game be without mentioning a few of the transportation modes available, such as the Chevy Camaro RS69, the Indian Dark Horse 2015, Pilatus PC21 or the DCB M31. The world is yours. g

AT A GLANCE Racing

A huge step up for a sequel that not only expanded on the world but what you, the player can get up to. Developer: Publisher: Distributer:

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Ivory Tower Ubisoft Megarom

Mar 2018

Platforms

GENRE

ETA

PC X0 PS4 Wii U X360 PS3 PSV 3DS

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E M W A VIE G E R P

Far Cry 5 GAMING

Praise the Lord and pass the ammun

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Far Cry 5

by Lein Baart

nition!

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without change, though this will mostly be in its location. Set in the fictional rural Hope County, Montana, Far Cry 5 will mark a decided shift in comparison to the exotic locales featured thus far, though if the trailers are to be believed the visuals will be no less breathtaking. Detailing the plight of an area caught in the clutches of a doomsday cult lead by the charismatic Joseph Seed and has family, players will take the role of a sheriff’s deputy originally sent to arrest the preacher, and who now is part of an armed resistance against his far-right following. While this would seem like stark social commentary given the current times, it’s best to keep in mind that Far Cry 5 would have started development long before the most

GAMING

bisoft have made it no secret that they like to stick in their comfort zone, and throughout the last decade they’ve been steadily carving out their niche with almost exacting precision. What started out as a somewhat experimental design with the original Far Cry has gradually morphed into a boilerplate for the publisher, an evolution only encouraged by the success of the third instalment, which isn’t necessarily a complaint. The series has reached a massive audience through its dedication to its formula, and those hoping that Far Cry 5 will serve up the same thrills as before can rest assured. That’s not to say the latest edition will be entirely

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Far Cry 5

recent USA election, with director Dan Hay stating that the game is meant explore ideological extremism rather than reference current events. In terms of gameplay, don’t expect this release to differ much from what we’ve seen before. Far Cry 5 will still feature an emphasis on exploration and unscripted combat, though there have been several tweaks to the usual blueprint. To begin with, this will be the first game in the series that will allow players to customise their character, including gender, though it’s doubtful this will be little more than an aesthetic consideration. Far Cry 5 will also allow players to recruit NPCs as well as tame wildlife in two mechanics the studio has named Guns for Hire and Fangs for

Hire. Each NPC, which includes a dog named Boomer, will have unique personalities and playstyles, allowing gamers to mix up their tactics according to their needs and wishes, and for those wanting to play with a human partner instead, the entire campaign can be run through in co-op. Last but not least, Far Cry 5 will also feature an expanded roster of vehicles, such as an 18-wheeler truck, a tractor and even a hydroplane, along with a greater focus on melee combat that will allow players to make use of items such as shovels and baseball bats. It all builds to an experience that should be immediately familiar to fans, but will hopefully provide enough variation to keep the gameplay interesting. g

AT A GLANCE FPS

While it doesn’t appear to introduce anything original beyond a change in scenery, this should be exactly what fans are hoping for. Developer: Publisher: Distributer:

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Ubisoft Montreal Ubisoft Megarom

Feb 2018

Platforms

GENRE

ETA

PC X0 PS4 Wii U X360 PS3 PSV 3DS

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Extinction GAMING

Q1 2018 Developer: Publisher: Distributer:

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Iron Galaxy Maximum Games Online

PLATFORMS

Your survival is their survival. PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE Action-adventure

Filled with action, tons of enemies and epic boss fights, if all goes well upon release, this may become a fan favourite.

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by Sibonisile Motha

et in a world where humans are not just at risk of death, but as the title of the game says; extinction. Invaded by the powerful and numerous Ravenii, these guys are hell-bent on the complete annihilation of the human race from the face of the world. You get to play as one of the remaining survivors who just so happens to be one of the last warrior defenders left. Equipped with the tools to save as many humans as possible, it is upon your shoulders to bring the bloody siege to a halt and stop an ever-nearing fate. You will come face-to-face with ogre minions in their numbers and intense battles. Using your speed and combat skills, you can fight your way through them to get to the bosses – majorly oversized, armoured and bad-mannered overlord ogres that have the ability to kill you with a single hit. Killing these bosses will be daunting but each will be uniquely challenging; this is largely due to the bosses each having their own unique type of armour as well as skills. Understanding this aspect is key to defeating them as you will have to get through their armour before you can expose their weaknesses to ultimately land the devastating blow – decapitation. The environment and objects around can be used to your advantage, be it to fight or to simply get around. Mobility of the player is fun in this title as you can traverse horizontally as well as vertically on walls, in addition to time-slowing movements to plan your next action. With a story-driven campaign and interesting side missions, gameplay will have lots to keep players busy and intrigued. g

Extinction

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Rad Rodgers: World One

E M W A VIE G E R P

Rad Rodgers: World One Fix the Pixelverse

Developer: Publisher: Distributer:

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Slipgate Studios THQ Nordic Online

PLATFORMS

GAMING

Dec 2017

Rodgers: World One. Oh, and also, the console Dusty, becomes sentient with a foul-mouth but a good-heart. Together they embark on an epic action-packed adventure across seven dangerous levels of decaying jungle to save the Elder Tree and save the jungle’s inhabitants. As with any platformer, Rad Rodgers will feature a number of amazing weapons, including the Phoenix Cannon which shoots out the fiery bird towards enemies and its wings sets them ablaze, as well as the standard Bolt Blaster with unlimited ammo, and many more weapons.

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

Within the game there will be a mysterious place called Pixelverse. It will be a dangerous area existing behind the game world, breaking the spacetime and causing glitches that Dusty alone can fix. The of course, what would a platformer be without some good old Easter Eggs hidden through out the levels in hard to find, classic secret rooms. You’ll be expected to use all the precise platforming skills to find and collect them all. THQ Nordic acquired this game from Slingate Studios. It’s out on Steam and PS4. g

AT A GLANCE Platformer

Play as Rad and Dusty in an action-packed, humour-saturated platforming adventure about a boy sucked into his own game.

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by Nthato Morakabi

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f you’re reading this mag, there’s a good chance that you’re a gamer. Words like casual and hardcore doesn’t matter because labels are for books not gamers. However Rad is one of those energetic boys who spend a lot of time playing video games. I can relate to that on a lot of levels, but what I can’t relate to, however, is waking up from a heavy gaming session to find my dusty old console has turned itself on and there’s a giant vortex that sucks me into my very own video game. That would be… awesome actually. That is the premise for Rad


Pure Farming

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Pure Farming F

arming simulator games have been getting a lot of hype in the industry over the years, and even more so recently due to the improvements in graphics and gameplay mechanics across platforms. It still baffles me as to how people can run and manage a successful virtual farm business and yet can barely get it together in real-life, I guess we gamers are experts at that when it comes to gaming. Pure Farming 2018 seeks to take your virtual farming fantasies to a whole new level. Why be stuck to farming basic crops? Why be stuck farming basic crops in one country? Why be stuck farming basic crops in one country with average machinery and vehicles? In Pure Farming 2018, your farming exploits will be tested and pushed across borders. You will be able to farm in four countries: Japan, Colombia, Italy and the USA. Each country brings with it the opportunity to farm region-specific crops. Japan will see you farming cherries and rice, Italy will give you olives and grapes, Colombia yields coffee beans and industrial hemp and the USA will see you trying your hand at orchards and livestock. With each of these crops having different requirements, even the machinery needed will be different. This is where Pure Farming 2018 does their humble brag: they have included 100% licensed machinery and farming vehicles. Yes, this means that equipment manufacturers like Mitsubishi have allowed for the actual equipment to be included in the game to add to the players authentic farming simulator gameplay experience. There are three gameplay modes: Free Farming, My First Farm and Farming Challenges. There is something for every aspiring virtual greenfingered gamer. g

GAMING

Mar 2018 Developer: Publisher: Distributer:

Ice Flames Techland Online

PLATFORMS

by Sibonisile Motha

Get your virtual hands dirty.

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE Simulator

Although I don’t see why there are so many farming simulator games out there, it seems like people really like farming.

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Pixel Noir GAMING

Q1 2018 Developer: Publisher: Distributer:

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SWD Tech Games SWD Tech Games Online

PLATFORMS

Dead men are heavier than broken hearts PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE RPG

A detective game against a noir backdrop. As the developers said, "It’s a cross between Earthbound and Sin City.”

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by Nthato Morakabi

innacle City. What a dump. What a drag. And living on the streets of a shithole city like Pinnacle, one needs only two things to keep moving forward: a pack of smokes, and the gut feeling that there more than this. It’s been ten years and it feels like the pain will never abate. What pain you ask? The pain of losing a partner, Detective Cold, who died because of my pride in that abandoned hospital. I deserved those ten years in prison, and now as a P.I. I can finally try and piece together what I’d seen in that hospital. And perhaps do something about it… Sorry, it’s a crime noir game and I have to introduce it with the right, sombre tone. It even has noir in the name. Which already sets the mood of this indie game that moved from failed Kickstarter to multiple-platform goodness. It is currently on its way to Beta testing, although you can download the demo and prealpha for free. The game is being built to have an old-school JRPG look and feel. Think Chrono-Trigger, or Final Fantasy. Even the combat will take on the same JRPG turn-based style where characters have HP, use items, can customize weapons, or combine abilities with fellow characters in the team. Players will step into the shoes of the main character who is a detective-cum-cheapestprivate eye. Complete with a smoking cigarette in the dark, grungy streets. They will have to solve various crimes around Pinnacle City, from missing pets, catching cheaters, to murder investigations. I was hit with a serious case of nostalgia looking at the preview screenshots and trailers. I’m excited. g

Pixel Noir

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BUY SELECTED MSI MOTHERBOARD GET GAME KEY 23rd Oct 2017 to 31st Jan 2018 or while stocks last


Pengame

E M W A VIE G E R P

Pengame

When cool doodles come alive

Developer: Publisher: Distributer:

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Rogue Relay 1C Company Online

PLATFORMS

GAMING

TBA

of the story. Apparently his name is #5, but we’re not supposed to get into that. Stickman is a courageous and optimistic figurine in a world that needs a hero willing to fight, blow things up and defeat bosses to save the world. There are indeed many enemies in this game and crazy unique bosses. So your arsenal of weapons will get you through the ink and, dare I say…graphite. So what has pushed Stickman to become this hero? Due to either unfortunate boredom, or serious emotional issues, the owner of the journal sketched the ultimate enemy – the

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

Teacher. This evil character is not only strong but gifted at spreading the evil an corruption to all who get too close and are mentally weak to resist. All these elements are but a few of the special factor that this game possesses. My favourite aspect about this game has to be Stickman’s voicing. It adds such a funny and relatable quirk to an already challenging and enjoyable game. An official release date is expected to be announced in the near future. Until then, we’re rooting for you Stickman. g

AT A GLANCE Platform, Action

Have fun with a game you wish you had doodled all those times you didn’t pay attention in class.

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by Sibonisile Motha

T

his game is my childhood and teenage doodle hero for a number of reasons. Firstly, the pen sketch animated style is so relatable to daydream drawing or those moments where pen and paper created a Ctrl+Alt+Del escape from reality. Secondly, it appeals to your most original sense of imagination. Lastly, I wish my sketches inspired a fun and cool game. Let’s get straight to it. Pengame is set in the world of a 16 year old’s notebook (obviously there aren’t really any notes). You get to play as Stickman, the protagonist and hero


Kursk

E M IEWW A VIE G EEV R PR

Kursk

The murky depths of tragedy

GAMING

Q2 2018 Developer: Publisher: Distributer:

Jujubee Jujubee Online

PLATFORMS

by Lein Baart

A

s gaming has matured over the years we’ve come to see a greater degree of exploration in game design. Games like Heavy Rain, Everybody’s Gone to the Rapture and Firewatch have pushed the boundaries of storytelling, and while it most certainly hasn’t been to everyone’s tastes, it’s been refreshing to witness genuine creativity in a tradition as old as mankind. Now Jujubee, a Polish development studio founded by former members of CD Projectk RED, Traveller’s Tales and Infinite Dreams, are looking to further expand gaming’s repertoire with the release of Kursk, a title they are claiming will be first the documentary game in the history of the medium. Based on the Kursk Submarine Disaster, which in 2000 saw one of Russia’s flagship submarines sunk and the 118-man crew killed due to a torpedo explosion during a naval exercise, the game itself will play as a first-person adventure/survival game “with a heavy focus on a carefully crafted story and an engrossing gameplay.” Quite what this means remains unknown however, as there have been scant details released by the developer, beyond stating that Kursk will be “intended for mature audiences looking for a unique and cinematic experience.” Given that the official account of the Kursk disaster that inspired the title is still somewhat contested and wrapped up in conspiracy theories, the claim that this will be a documentary game seems somewhat optimistic, or perhaps something the History Channel would cook up. Games are not known for the historical fidelity however, and even a passing view of a real-world unqualified tragedy is something almost entirely foreign to the industry. To this end Kursk may just be pioneering an entirely new way to explore history. g

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE Adventure

There’s a lot of unknowns about Kursk, but the idea of a documentary game is certainly enticing

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Moons of Madness GAMING

Q2/3 2018 Developer: Publisher: Distributer:

32

Rock Pocket Games Rock Pocket Games Online

PLATFORMS

Mars: the abyss calls

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE Psychological Horror

It’s Lovecraft. It’s a survival, psychological horror. And it’s on Mars. If that excites you, then better get ready for the goodness.

gamecca102

by Nthato Morakabi

oons of Madness looks like it will be an exceptionally amazing game. And here I’m not just talking about the graphics, which previews have shown to be fantastic. I’m also not just talking about the psychological horror aspects that the trailer reveals to be freaking amazing. I’m also not just going to talk about the strong HP Lovecraft influence that is set to drive the story forward. I’m going to talk about how all of these together, are going to be amalgamated by the Rock Pocket development team, into a narrative driven horror game that will make you sweat. In terms of story, the game will follow astronaut Shane Newehart as he lands on the first scientific outpost on the planet Mars. As he continues about in his work, which includes exploring the research station Trailblazer Alpha, and beyond, he is pulled into supernatural events that make Shane question his sanity. And thus, the true horror begins. There are three mechanics that look to be on the forefront of Moons of Madness: The first is the psychological horror inspired by HP Lovecraft. Those of Lovecraftian lore know you cannot fight against the Great Old Ones, and this game will stay true to that. The second is exploration and puzzles, which makes sense considering the story is set on Mars, and will have environmental interactive elements as players explore. The last is the in-game mechanic “Zone-Outs” which plays on the “madness” theme prevalent in Lovecraft stories. They are hallucinations that players will actively go through, blurring the real with the hallucination. They will also act as puzzle pieces to reveal the whole story. I strongly recommend checking out Moons of Madness. g

Moons of Madness

E M W A VIE G E R P



The Secret of Mana

E M W A VIE G E R P

The Secret of Mana

History always repeats itself.

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Feb 2018

for HD, this title has focused on bringing the power and beauty of Mana in new way. Now players can experience the world in more visible detail than its predecessor. See the memorable characters come to life in 3D and enjoy more colours, light and detail. The plot of the game follows Randi, a very courageous lad who stumbles upon the sword of Mana after hearing a voice (I don’t know, but maybe he should get that checked out by a professional after the game). Through a chain of events, he meets two strangers

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GENRE

that end up not only becoming his allies, but friends. They are Primm – a pretty and rebellious noblechick who wants to rescue her love – and Popoi – an amnesiac and mischievous sprite who is eager to help his new friends. But no hero is complete without a nemesis, and thankfully, Emperor Vandole is very willing to help with this aspect. All he wants is the power of Mana for destruction. Randi will have to locate the eight elements which comprise the power of Mana to defeat evil and restore peace to the world. g

AT A GLANCE Action RPG, Adventure

With the success of the original 1993 release, there is lot of expectation to live up to for this title.

gamecca102

by Sibonisile Motha

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n a land where history seems to repeat itself, there is the battle between good and evil. But what happens when the secret to the success of either side is the same thing? Only one can be in control and only one can prevail. Originally released in 1993, Secret of Mana quickly became a criticallyacclaimed RPG in the gaming industry and accumulating with it a cult-following. Now Square Enix have taken it upon themselves to develop and publish the remake of this classic for the next generation to enjoy. Remastered and reworked


Rise of Industry

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hen I saw images of this game, the first thing I thought of was SimCity 2000. Perhaps unfair of me to compare the two but they are effectively the same on many levels, right? Nonetheless, the team at Dapper Penguin Studios have put in a lot of work and effort into crafting their own unique version of a classic. The story goes, you’re a budding industrialist entrepreneur during the early 20th century. Your goal, is to both build and manage your growing empire, which adapts and evolves to your playstyle. As you provide resources, helping them grow, you too prosper. I think the main mechanic that will make this upcoming title truly stand out, is the depth players will be able to go in to when managing their world. There will be trade, production, research and other means to build bigger and better. Access to PR & Marketing provides strategic influence over business partners. Over 100 individual products have been created for players to select from, including managing the manufacturing processes from start to finish. The world is set to procedurally generate while players build factories, construct transport lines, move raw materials, produce goods, and arrange trade with the world’s developing cities. As the cities grow, so too will the A.I., making for fierce competition and business rivals. Each town will have a personality which must be catered to lest they turn their backs on the player. Then there will be ever-changing biomes to content with, affecting fertile lands, oil fields and more. Lastly, players will have the option of testing their world domination skills with the upcoming multiplayer mode which will only be available post release. g

GAMING

Q1 2018 Developer: Publisher: Distributer:

Dapper Penguin Studios Kasedo Games Online

PLATFORMS

by Nthato Morakabi

Building your Empire

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE Management

You’re an industry tycoon building and managing your growing empire.

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A

GAMING

Jan 2018 Developer: Publisher: Distributer:

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Level-5 Bandai Namco Entertainment Megarom

PLATFORMS

From a boy to king

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE RPG, Adventure

A beautiful tale of adventure filled with character, battles and self-discovery.

gamecca102

by Sibonisile Motha

Ni No Kuni II: Revenant Kingdom

fter experiencing the tragedy of losing his father, young price Evan, must take over the reins and rule over the kingdom of Ding Dong Dell. But there is just one problem, he is now forced into exile due to a successful coup. This story and character-driven game will let the player explore the dynamics of the relationships that Evan has, matters of trust and earning back the kingdom and throne that is rightfully his. His encounters with various characters, enemies and mysterious helpers such as the Higgledies – whom can only be seen by those with the purest of hearts – they all play a role in not only protecting the young king, but helping him in being ready for the responsibility. Even though the throne is rightfully his, he will have to earn his kingdom and the support of his subjects. Players will be faced with battles that will require skill to get through. Speaking of combat, special battle moves or features haven’t been announced as yet, but judging from the Long Fang boss fight demos, it appears as though players will have to learn certain moves right in the thick of fighting. This is where the Higgledies seems to play their part. With various Higgledies possessing different abilities that can be of aid to you, using them wisely and understanding their abilities will greatly help you. The HD world of No Ni Kuni II is one of stunning beauty and lots to see, and even more so when seen through the eyes of young Evan. Other information about the game may only be revealed as time gets closer to the expected release in January next year. g

Ni No Kuni II: Revenant Kingdom

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Vostok Inc.

E M W A VIE G E R P

Vostok Inc. Show me the money! Now!

Developer: Publisher: Distributer:

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Nosebleed Interactive Badland Games Online

PLATFORMS

GAMING

2017

to Vostok Inc. You get to play as this charming character in this title. Your goal is to make money. But earth can only offer so much, the real bucks are in space – in the planets more specifically. So what do you do? You get a ship, get your ass on those planets and extract as much of the resources that are found there and sell it. Then you use your money to make your ship better so you can suck many more planets dry in the quest of seeing those zeroes in your bank account. And if planet money isn’t enough, you can

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GENRE

sell loot from enemies and bosses you fight. Yes, unfortunately, you will have to fight for your money because you’re not the only one like you. This is also why you will need more money, so you can purchase great weapons and awesome upgrades. With around 40 planets in 6 solar systems, all you see is the green. This fun and funny game comes with the added quirk of being able to build and create your own music. Who knows, maybe you can come up with a soundtrack Darth Vader himself would be proud of. g

AT A GLANCE Action

This is a safe place for your true inner greedy prick nature to come out and thrive.

gamecca102

by Sibonisile Motha

S

o we can safely agree that we humans are generally filled with the potential to be infinitely greedy. Now imagine a person who acknowledges that truth about themselves but is also a narcissistic and arrogant somewhat-of-a-jerk who would do whatever it takes to make as much money as possible? (small disclaimer: any direct resemblance this character profile may have to any individual you may know, or we may all know is purely coincidental and not anyway intentional) Ladies and gentlemen, welcome


Under Night In-Birth Exe:Late[st] U

tsuro no yoru – the Hollow Night. A phenomenon that has plagued Japan for centuries and summons what is only known as Voids, shadow like creatures, appearing in particular regions of Japan once a month. These creatures feed upon a power known as EXS or as it better explained – Existence. Two forces seek to both eradicated these voids and maintain order. The Yato, whose pride is tarnished, hunt the Voids while the Licht Kreis hope to protect civilians. A third opposing force only seeks chaos as a means of destroying both the Yato and the Licht Kreis. Did you know that this is the third rendition of Under Night In-Birth? The second added the word “Late” to the end, and to this third version, Late[st]. See what they did there? Yeah, anyway if you know nothing about Under Night In-Birth, it’s a fighting game by Arc System, the guys behind Blaz-Blue and Guilty Gear, Persona 4 Arena, and Dragon Ball Fighter Z (this working with Bandai). So you can imagine it’s going to be an amazing fighting game. This visual novel/2D fighter is getting its first actual story mode called “Chronicle Mode” with a supposed ten hours or so of content. On top of that, the Combo Challenge mode will be featuring for the first time. It will introduce the Cross Cast Veil Off system to the series. This will allow fighters to use moves that cost meter such as EX special moves, while also increasing damage output. Characters Nanase and Byakuya from Exe: Late are to be added, alongside new characters Phonon and Mika. There might be a possible PC release too. g

GAMING

Feb 2018 Developer: Publisher: Distributer:

French Bread Arc System Works Online

PLATFORMS

by Nthato Morakabi

Hollow Night and the Power of Existence.

PC X0 PS4 Wii U X360 PS3 PSV 3DS

GENRE

AT A GLANCE Fighting

A visual novel and a 2D fighter with amazing anime like moves and special abilities.

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Under Night In-Birth Exe:Late[st]

E M IEWW A VIE G EEV R PR




E M W A IE G EV R

Star Wars: Battle GAMING

Not the right kind of progress…

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Star Wars: Battlefront 2

by Walt Pretorius

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In trying to give fans of the first game more of what they wanted, DICE added a single-player campaign to the title. The player takes on the role of Iden Versio, a hardnosed yet compassionate Imperial specialist who is sent in to take care of the really tough missions. The story spans the gap between Return of the Jedi and The Force Awakens, even moving slightly into Last Jedi territory. Calling it a story, though, feels pretty generous; in truth, Versio’s tale is a collection of disjointed snapshots that feel more like fan service than a cohesive narrative. Despite excellent voice acting, great graphics and wonderfully familiar (for fans) settings, there isn’t much here to add to the overall tale that has been weaved over several decades. This disjointed feeling is exacerbated by the fact that, every now and then, the player will be given one of the

GAMING

hen you have the rights to a property as well-loved and frankly powerful as Star Wars, you need to take advantage of that in every way possible. But there are a few things that you cannot forget along the way. One of those is that Star Wars fans tend to be rabid in their love for the source material. The other is that even this great love will not excuse poorly-conceived mechanics. It is things like this that Electronic Arts and competitive shooter veterans DICE seemed to have forgotten or, even worse, ignored as they saw a massive cash cow being lead in. But here’s the thing… if you have a cash cow, you need to tend it, not lead it to the slaughter. It feels, quite frankly, that the Star Wars cash cow is facing the butcher’s block at the hands of EA and DICE with the release of Star Wars: Battlefront 2.

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Star Wars: Battlefront 2

game’s heroes to play, with Versio mysteriously absent. Sure, it’s a big galaxy, but the lady is the star of the hour, and yanking her out of the story every now and then just feels jarring. There is a lot to do in the single player campaign, ranging from ground battles through to dog fights zooming around giant Star Destroyers. As exciting as these dog fights can be, the AI seems to enjoy ignoring the player. Great if you want to rack up kills and feel like a bad-ass, but pretty awful if you’re looking for a challenge. The campaign is pretty short, too, which is probably why it feels so rushed and broken up. That said, a single player campaign isn’t what Battlefront is about – this is a game that celebrates Star Wars through multiplayer action. To that end, Star Wars: Battlefront 2 does a great many things right. There are 11 or so authentic feeling

locations, and a great set of blasters to make use of. The sound effects and visuals are almost pitchperfect, creating a great “Star Wars” feel to the overall experience. The player will also be treated to many familiar faces in the forms of heroes, and taking these extremely powerful warriors onto the battlefield is a lot easier this time around. Playing well earns the player Battle Points, which can be spent on fielding a hero or, if that hero is already in play, a more specialised character or vehicle. It’s a great, smooth way of escalating conflicts as they wear on, and even if some of the heroes feature horrid voice acting impressions, it’s a lot of fun to run around sowing destruction as one of them. Some heroes do feel overpowered, however. Yoda, for example, is extremely powerful, and is great to play as.

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ridiculously expensive, and require an inordinate amount of grinding to get, each contains three random cards. The upgrade system is all about equipping these cards, essentially, and the more time the player puts in with a particular class, them more cards (up to three) they can equip. But the important thing here is that word “random”. One or more of the cards in the crate may be for classes that the player doesn’t like, or may be similarly unrelated to the player’s “weapon of choice”. Even worse, the system will regularly give duplicates, which can be traded in for crafting parts and credits that are substantially lower in value than what the player invested in the crate. This is the weakest point of Battlefront 2, and it is a serious one. Players never truly feel rewarded for their efforts when something random is put into play. Sure,

GAMING

However, going up against the small Jedi master is not as much fun. He’s tiny, fast and near impossible to hit… aside from being stronger than the average enemy already. Progression in Star Wars: Battlefront 2 is a complete mess. Sure, the developers and publishers may have wanted to make a game more accessible to Star Wars fans, and not necessarily a seriously competitive online shooter, but there are certain things that you need to stick to. For example, almost everyone playing this game will develop a favourite among the four classes of soldiers… and that is exactly where progression goes wrong. See, instead of levelling up the class that the player used, the player is awarded with credits to buy loot crates. Aside from the fact that loot crates are

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the occasional random element is fine, but when such large parts of player progression are based on electronic whims, it is beyond frustrating. It is of near game-ruining proportions, and EA and DICE will need to make some very clever moves to stop Battlefront 2 from sliding into pretty quick online obscurity. Which is really a shame. To have a game that is so much fun to experience, so authentic to the source material and with some great game modes on offer scuppered by a ruinous progression system is not only a massive pity, but indicates a huge disconnection from the target market and gamers in general. How DICE, previous masters of this kind of game, managed to get things so very wrong is beyond reason. EA has taken a lot of flack for what has happened here, and even a late Hail Mary attempt to rescue things by

excluding microtransactions from the game simply wasn’t enough – the damage is done. The progression system is fundamentally flawed, to such a degree that even the most ardent fan is going to get furiously frustrated by being denied a modicum of control in growing their experience. Whether the franchise will recover or not with future iterations remains to be seen, but EA’s reputation has been solidly tarnished by these developments. And gamers have a long memory… they are not likely to easily trust even the best intentions from one of the world’s biggest publishers. The really sad thing here is that the damage will be retroactive. People will still buy Battlefront 2, because it has the Star Wars logo on it. However, in future, they may not be so quick to trust again, and EA may find that their cash cow is no more. g

AT A GLANCE First-person Shooter

A great experience is all but ruined by an ill-conceived progression system that will prove to be frustrating to virtually everyone.

Developer: Publisher: Distributer:

DICE Electronic Arts Prima Interactive

PARENTAL ADVISORY

16+ gamecca102

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

REVIEWED ON

PS4 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

60 47


E M W A IE G EV R

Need for Speed GAMING

The race for last place

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Need for Speed: Payback

by Walt Pretorius

d: Payback

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game. Now, with Need for Speed: Payback, Ghost are looking to capitalise on past glories of the franchise – most notably the Underground games which, despite their age, are still somewhat definitive of the series. The player takes control of a crew of street racers who have been betrayed (not exactly something new to the Need for Speed plot formula) and want to get some revenge by driving fast cars and winning races (once again not the most original thing in the franchise). Set in a fictional desert-surrounded city with a strong Las Vegas vibe to it, Payback allows the player to take part in five distinct event types: racing, drag races, drift events, off-road events and runner missions (sort of illegal driving missions, really). On paper, that sounds fine. But Ghost then went and did some seriously odd

GAMING

omeone at Electronic Arts has lost the plot when it comes to player progression. While a big stink has been raised about the way players become more powerful in Star Wars: Battlefront 2, EA’s other big holiday offering, Need for Speed: Payback, also falls victim to a horrible progression system. But let’s not talk about that right now… we’ll get back to it, trust me. Need for Speed: Payback is the second title since developer Ghost’s reboot a while back. As reboots go, Need for Speed was lacklustre – empty streets, a cast of annoying live video characters and firstperson fist-bumping did a lot to take away from what was a fairly decent racing game with serious arcade leanings. It was also way too short, and lacked a lot of the variety that people want from a Need for Speed

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things – so while Payback is a better game than the previous release, it is also worse in some ways. First off, the cast of characters are still annoying, delivering one-liners that would be funny if the game didn’t take them so seriously. Whoever introduces the “cool factor” for characters at Ghost needs to study up on what cool is – tired tag lines and quips simply aren’t. Aside from their areas of expertise, the characters are not all that different from each other, too – it’s just a different voice delivering bad dialogue during events. Right, on to the cops. In previous Need for Speed games that had police cars trying to stop the player, getting out of legal trouble was a challenging, quickthinking exercise that was pulse-pounding and superexciting. This time around… not so much. Cops don’t show up in free roaming, and are extremely rare in

anything but runner events. And even when they are there, the player doesn’t need the same skill set to avoid them. In fact, these chases are little more than pre-routed time trials in which the AI tries to slow you down. Reach a certain point, and the cops simply back off. In fact, a lot of Payback feels like driving between big events. Get to the destination, and a cut scene takes over. They’re very well produced, sure, but so much of the excitement is denied the player by doing this – you feel like a stand-in driver for the stars of the show. The races themselves can be a lot of fun. Payback has a larger selection of cars than the previous game, although Ferrari and Toyota are conspicuous in their absence. Still, there’s a lot to choose from, although cars purchased in the game are specific to the event

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sprint at me… the whole concentration of the vehicle is on straight lines, not tight curves. It is a small, but brainless, misstep. After each race, the player (if they win) gets a Speed Card as a reward. And this is where Payback’s wheels fall off, and the engine explodes. The progression system is nasty, to say the least. So nasty, in fact, that the joy of playing the game is almost sapped out of it. And, to be fair, while it is fun, the racing in Payback certainly doesn’t fall into the “must play” arena as it is. One of the things that made the Underground games great was that the player could exercise a lot of control and self-expression over their cars. That, sadly, is a thing of the past. This time around, the player is awarded with random Speed Cards (remind anyone of Star Cards?) that may, or may not, add a beneficial

GAMING

type that they are purchased for. You could get the same car at a racing dealer as a drift dealer, for example, but if you buy it from the drift dealer, you can only use it for drifting events. Back to the races. Payback is undemanding. Getting pole position in any of the events should happen with the first try in most races, adding to the games laid-back arcade feel. Even drifting has been dumbed down… a tap of the brakes and a lot of accelerator will have you performing insanely long drifts. Tying cars to event types is not a great idea, but it is made worse by the fact that, from time to time while racing against the other crews that the player must best in order to advance, an event will be thrown in that the vehicle is wholly unsuited for. Don’t tell me to spec my car for drag racing, and then toss a

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part in one of six categories. These can be traded in for cash, or for points that can be spent spinning the wheels of an in-game slot machine that awards more random parts (although you can choose the type and they tend to be a little better spec). And as for the fancy visual customisations, they’re even harder to get… you either have to buy “Base Deliveries” (read as loot crates) or earn them by performing stunts and activities in the open world setting. Now call me a stickler, but that time spent tinkering with the car, getting the balance of numerous parts just right, and then making it look exactly the way I wanted it to… that was a massive part of enjoying the Need for Speed experience back when Underground was king. Hell, I even do it in more serious racing games. So tossing out random cards that may (or may not)

be what I need to make my car perform better is like feeding me table scraps while there is a feast going on. It simply doesn’t cut it – it’s annoying, grindy and ultimately leaves the player feeling like they are at the mercy of chance. Sure, there is a big gambling theme to Payback, but this implementation is simply stupid. Payback had tons of potential at the gate, but numerous things are ruinous to the freedom and challenge that the game could have provided. Many could have been overlooked, though, had the progression and vehicle development system been something reasonable. But it isn’t, and so Payback, and the people playing it, suffer. For both of EA’s big holiday releases to be so seriously hampered by the same sort of problem raises a serious question about their view of the market. g

AT A GLANCE Racing

REVIEWED ON

Payback had some potential, but a few minor missteps and a serious mishandling of the progression system knock it down more than a few pegs. Developer: Publisher: Distributer:

Ghost Electronic Arts Prima Interactive

PARENTAL ADVISORY

12+ gamecca102

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

PS4 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

65 53


E M W A IE G EV R

Sonic Forces Not quite there yet…

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little bit more that I wanted, and the game didn’t deliver. And that’s sad because, when it comes to a platformer based on a fairly solid history, Sonic Forces does something that no other has – it allows the player to create a customised character. The player can, very shortly into the game, create their own character by choosing gender, species (wolf, dog, cat, that kind of thing, each of which have a specific advantage) colours and numerous outfit options (with a great many more that can be unlocked during the game). It’s a wonderfully fresh and expressive idea that should have been around ages ago, really. But at least it is here now. The story that the player is launched into sees Sonic defeated and Dr Eggman taking over the world. But it doesn’t take long for a band of plucky fighters (including the player’s custom character) to take on the fight through

GAMING

asted potential is a sad, sad thing, and it’s something that Sonic Forces is full of. Many gamers grew up with Sonic doing his highspeed thing, chasing rings and besting the nefarious Dr Eggman. This is a franchise that may never have reached the lofty heights that a certain Italian plumber did, but it always could have. Sure, you can put it down to the fact that Sega’s consoles managed to not have the staying power that Nintendo’s offerings did, or any other reasons, but I am firmly of the opinion that Sonic was never really, truly fully exploited as a character or a brand. And, once again, Sega have managed to deliver a Sonic game, in the form of Sonic Forces, that simply doesn’t quite get to where it should have. Don’t get me wrong… I had fun playing Sonic Forces. But it never quite gave me enough. There was always a

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sluggish than modern levels. Additionally, the levels are simply too short. Even the boss battles are quick and relatively easy to get through. There never comes a point where Sonic Forces feels truly challenging, and with unlimited lives, the numerous cheap deaths that the game throws at the player (always a bugbear in Sonic games) won’t really make that much of a difference. Sonic Forces feels like it wants to build towards a massive crescendo, but the short levels and generally low challenge of the game won’t allow for it. It kind of fizzles towards the end which, considering that a single play through will only take around six hours, is really disappointing. There was so much potential here for exploration and expression, but the developers simply didn’t capitalise on it. That leaves Sonic Forces feeling a little flat, even though it can be lots of fun to play. g

AT A GLANCE Platform

REVIEWED ON

It feels like it wants to go somewhere but, even though it is fun, Sonic Forces is more of an exercise in lost potential.

Developer: Publisher: Distributer:

Sonic Team Sega Ster Kinekor

PARENTAL ADVISORY

7+ gamecca102

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

x360 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

69 55

by Rob Edwards

numerous levels. There are essentially three different kinds of levels on offer. The first are Classic levels, which give the player the expected 2D platform experience that made Sonic famous. The second are Modern levels, which take things into a more 3D field, with alternative camera views and more engaging options, from time to time. The third type of stage places your custom character at the fore, and equips you with a Wispon, a wisp energy powered tool that has several different uses. Equipping a particular toolset for the Wispon may unlock new areas as new abilities come into play, and adds a great amount of replayability to the game as you discover new areas and gather more gear for your character. Sadly, there is a great amount of inconsistency within the overall design. Classic levels, for example, feel more


E M W A IE G EV R

Just Dance 2018 Still shaking that thing…

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game every year since. And since then, Just Dance has migrated onto all console platforms. In fact, Just Dance 2018 is available on all current and last gen platforms, with only handhelds and PCs left out of the release schedule. So one would expect that, this time around, there are a lot of changes, new features and a lot more on offer. You’d expect it, but you would be wrong. The Just Dance franchise hit its stride quite some time ago, and changes in recent years have been relatively minor. The same can be said for Just Dance 2018. The only new feature that is really noteworthy in this year’s iteration is the addition of a kid-friendly mode. It is a great addition, with songs and choreography specially adapted for youngsters, adding more value to the title. Other than that, nothing much has changed; Just

GAMING

ust a little over eight years ago (we’re talking a few days over eight years ago) Ubisoft released the first Just Dance title, a Nintendo Wii exclusive designed to take advantage of the console’s motion controls – which were a pretty new thing at the time. It was a new idea on the rhythm game theme, and one that got players off of the couch and shaking all different parts of their anatomy according to the on-screen choreography. Reviewers hated it. They slated it for tons of different reasons, leaving the original Just Dance with an average review score of 49 on Metacritic. But the public – particularly the arguable non-gamer types that flocked towards the Wii – cast the deciding vote, and millions of copies were sold the world over. And the rest is history. We have had a Just Dance

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appeals to a wider demographic, and to people that are less vocal and damning of every little fault than gamers generally are. It’s the kind of thing that people who buy consoles for playing only FIFA would buy as well. It’s casual to the core, and that’s working just fine for the franchise, and for Ubisoft, who don’t seem to be breaking a sweat in either bringing out new iterations, or in introducing revolutionary new features. They don’t have to. It works. Its fans are lapping it up. It equates, in video game terms, to a great gamble with each release. And that’s the thing with the formula, really. From almost the word go, Just Dance was the near-perfect party game, and 2018 is no different. As the old adage goes, “if it ain’t broke, don’t fix it”… and while the formula may be getting long in the teeth, it certainly ain’t broke. g

AT A GLANCE GENRE

Rhythm

REVIEWED ON

Developer: Publisher: Distributer:

Ubisoft Ubisoft Megarom

PARENTAL ADVISORY

3+ gamecca102

Violence Language Sex Drug Use Prejudice

PS4 PLATFORMS

It may not be very fresh, but Just Dance 2018 still gets the job done.

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

78 57

by Alex Scanlon

Dance 2018 offers an eclectic track list, although there are very few stand out songs (which I think says more about the modern music industry than it does about the game, actually). There are no real changes to the game modes, save for the kid mode. The graphics still make it appear as though Ubisoft has a massive stash of LSD and Quaaludes in the bunker where they keep the Just Dance developers locked up. And the dance challenges still range from the “oh, I got this” to the “if you guys don’t stop laughing I will never speak to you again”. As such, it becomes a very difficult game to review, because we have said it all before. It might have niche appeal, but it’s a pretty big niche, and it looks like Just Dance will continue to allow people to embarrass themselves in front of friends and family for a good long time to come. Perhaps it is because the franchise


E M W A IE G EV R

LA Noire The master, remastered

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expression now, it still works well here. The graphics on character faces do look a little anachronistic, sure, but they can still be used to do what the player needs to: read expressions and make deductions. And combined with an overhauled lighting system and greatly improved character physicality, the game still looks fairly good. Some textures have been updated, too, leaving the whole thing looking a lot better than before, even if it does still feel a little old fashioned. Still, driving around the game’s recreation of post-war Los Angeles can be a visual feast. The new lighting engine plays beautifully with the visuals, particularly at night, and even though some elements lack detail, the overall effect is fantastic. One great change that has been made to character interrogations is the replacement of the Truth, Doubt and Lie

GAMING

hen LA Noire was first released six years ago, it was a marvel to behold. The advanced motion capturing that allowed us to read the faces of crime suspects as we interrogated them elevated LA Noire to heights that were so new to gaming, they were almost astounding. Six years and a new console generation later, LA Noire has been remastered for new hardware. But we are now in a time that sees advanced motion capturing happen all the time, almost nullifying LA Noire’s greatest achievement outright. Seeing expressive characters these days has become common-place, leaving LA Noire feeling just a little dated as a result. However, the mo-cap wasn’t the only star of the show… LA Noire’s cases were also great, and that still holds true today. And even though we’re used to this kind of character

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later. Add to that great acting from a cast that includes many recognisable faces, and you will find yourself transported into a gritty, seedy crime thriller with do-gooder-cop Cole Phelps at its centre. The overall tone and mood of LA Noire is fantastic, and goes a long way to support well-written dialogue and sometimes convoluted cases to solve. As a bonus, all extra content (like the DLC cases) are included in this remastered version of LA Noire, presenting the player with the complete package from the get-go. If you have never played LA Noire, don’t expect to be wowed overly much by the game’s technical abilities. Rather, concentrate on the convoluted cases and interesting narrative – that’s where the remaster’s strengths lie. And if you have played it before, it is great to experience again. This really is a welcome return to the seedy side of Los Angeles. g

AT A GLANCE Puzzle

REVIEWED ON

Although some elements feel a little dated, this is a very welcome addition to the current hardware generation, and is still a great game. Developer: Publisher: Distributer:

Team Bondi Rockstar Prima Interactive

PARENTAL ADVISORY

18+ gamecca102

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

PS4 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

79 59

by Alex Scanlon

options with Good Cop, Bad Cop and Accuse. It feels much more in keeping with the player character’s responses, and is a little plainer in terms of where the player wants to take their interrogation. It doesn’t make the game any less challenging, though, and getting the case pitch-perfect can be quite a trick, particularly with some of the more stony-faced suspects. On the whole, LA Noire still tells a great story, and it allows the player to investigate, interrogate, engage in car chases and the occasional shoot-out, just like before. The real gem here, though, are working your way through the cases. While it might not be the most pulse-pounding activity, it is a great brain-teaser, and players who successfully crack cases using the series of well thought out clues and careful interrogations certainly do feel a sense of accomplishment. It’s not a high action game… it’s more like a puzzle game with high action bits, and the story remains fresh and exciting even six years


E M W A IE G EV R

No Heroes Allowed VR Virtual strategy

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(and wheedled by said deity’s daughter) to take over several maps and ultimately destroy the castles that serve as the homes of heroes. To do so, the player is presented with a VR table top that they use to place monster nests and take the fight to the enemy. And that’s where the game gets a little more interesting than expected; No Heroes Allowed VR is not only based on a system of generating monsters, but also of maintaining the food chain that those monsters are a part of. Weaker monsters will be eaten by more powerful ones, allowing the more powerful ones to grow and evolve. It’s an intriguing idea that really does bring a new facet to the whole package. Or, at least, it sort of brings the idea. Managing a food chain can get pretty tricky, because the game does very little to indicate just how healthy a food chain

GAMING

f all the game genres that could come to a VR platform, real-time strategy and management is probably on the bottom of any list I would put together. It really just doesn’t seem to fit but, after spending some time with No Heroes Allowed VR, I stand somewhat corrected. With that said, it is good to remember that No Heroes Allowed VR is not exactly the kind of game that RTS fans will clamour for… but it does bring together some elements of resource management and strategy quite nicely, all things considered. Right off the bat, it should be noted that No Heroes Allowed VR falls solidly into a casual bracket. It doesn’t feature the massive armies and deep strategy – at least not in terms of combat. It is more of a map domination idea, with the player tasked by the God of Destruction

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thing, though, is over far too soon; No Heroes Allowed VR tops out at around seven hours of play time, which is very little. It does feel like the developers could have done a bit more here, particularly considering that the game is a bit pricey for what you’re getting. In the end, a little more content and a tiny touch more polish would not have gone wasted. However, as it stands, even despite its somewhat unfriendly price point, No Heroes Allowed VR is a brave foray into an idea that is pretty fresh in VR terms, and the overall experience is quite enjoyable. It would have been great to see a little more depth, and a little more incentive to return to the game once you’re done. But if you’re happy to part with the cash for an enjoyable and rather unique VR experience, No Heroes Allowed VR is not a bad option. g

AT A GLANCE Strategy

REVIEWED ON

It’s a bit short and a bit expensive, but overall this title is a fresh VR offering, and quite entertaining to boot.

Developer: Publisher: Distributer:

Acquire SCEE Ster Kinekor

PARENTAL ADVISORY

7+ gamecca102

Violence Language Sex Drug Use Prejudice

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

PS4 PLATFORMS

GENRE

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

72 61

by Walt Pretorius

is. Determining whether you’ve got enough low-level monsters on the map to sustain a strong army of more powerful monsters comes don largely to guess work, ultimately, which is a little frustrating. The entire game is controlled using the Dualshock controller. Although Move controller support would have been more than a little welcome, the whole affair works well enough when all is said and done. The player doesn’t always feel all that in control anyway, with the whole thing taking on a sort of macrocosmic feel overall. There is a lot of fun to be had here, though, and some great jokes find their way into No Heroes Allowed VR, which pokes fun at numerous gaming tropes (even swiping at loot boxes). It is, if nothing else, a bit of light entertainment, with a little replay value in terms of replaying levels to level up monster types. The whole


E M W A IE G EV R

Horizon: Zero Dawn – The Frozen Wilds More post-post-apocalyptic adventure

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presented in The Frozen Wilds before level 30 will probably result in a lot of character death – it’s tough. And that’s a great thing, because towards the end of the original release, Aloy started feeling a little too powerful. This time around, though, players will start feeling the pinch again, and even a maxed-out skill tree doesn’t mean you won’t feel like you’re truly fighting for survival against the terrible machines that inhabit this new section of the world. So while you may have become accustomed to what it was that the original release threw at you, possibly the greatest value of The Frozen Wilds arises from the fact that, once again, you’re going to feel less than superhuman. The game elevates the threat level of even familiar enemies to a much higher level. Additionally, it never feels tacked-on – rather, the experience is value to the greater whole, which is something that cannot always be said

GAMING

e don’t often review DLC or add-ons here at Gamecca, but, then again, you don’t often find such that truly expand on an experience in the way the Horizon: Zero Dawn’s The Frozen Wilds does. Sure, most DLC is great added content, when you get down to it, but The Frozen Wild manages to add excellent new content to the mix, and provide additional play time that is longer than the main campaign of many games out there. Weighing in at around 15 hours of additional play time, The Frozen Wilds is not an expansion to scoff at in terms of added value. Additionally, it is pitched perfectly for those who have finished the original game, in terms of challenge, although it is possible to access the large new area provided by the expansion earlier (if you have the guts). However, attempts to start the new quest line

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– There is a lot to do in the expansion as well, with new places to discover and explore, tons of side quests, and a main story line that investigates the nomadic Banuk tribe. These are some of the best bits of narrative in Horizon: Zero Dawn, all delivered with the same quality and wry wit that graced the original release. The Frozen Wilds forms an excellent accompaniment to an incredible game – the only sad thing is that the game is exclusive to the PS4 platform. While exclusivity is not a bad thing, it would have been great if more people could have experienced a game that truly stands out among the crowd – now with a fantastic added section to add even more value to an already sublime experience. Guerrilla showed us how to create a great game with the original release, and now they have showed us what DLC should look like. g

AT A GLANCE GENRE

Adventure

REVIEWED ON

Developer: Publisher: Distributer:

Guerrilla Games SCEE Online

PARENTAL ADVISORY

16+ gamecca102

Violence Language Sex Drug Use Prejudice

PS4 PLATFORMS

A fantastic bit of DLC for a fantastic game – fans simply have to play this!

AWARDS

Platinum Gold Silver Bronze Casual Ed’s Choice

PC X0 PS4 Wii U X360 PS3 PSV 3DS

Score

88 63

by Walt Pretorius

about DLC. Most of the monsters you’ll face are enhanced versions of the ones you have come across before (made more powerful through the introduction of a demonic energy), but there are a few new creatures to face off against, too. Additionally, The Frozen Wilds adds a new skill tree section, namely The Traveller. Most of the skills here are related to riding and over-ridden machine, as well as some tweaks for inventory management and item use. While most of The Traveller’s skills don’t feel essential to the experience, many of them are quite handy. The setting is large, and truly beautiful. The icy wastes actually feel cold, and visually this new section of the game is extremely appealing. Stark whites contrast against moments of brilliant colour, all beautifully put together by Guerrilla’s excellent art team.


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African Pop-Culture Taking it to the Streets of Soweto

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Africa is a unique continent, and one with its own identity. So why shouldn’t African game developers tap into that identity. That’s exactly what Afro Games Studios want to do. We recently caught up with Pontjho Mokhonoana to talk about how that can happen, and about their upcoming fighting game, Soweto Brawl. gamecca102

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GM: Thanks for meeting with

name of your company came from?

us following the rAge Expo. So

PM: Yes, our name partly speaks of our

introductory question, who is Afro

mission. Also, we had the name Mokhs

Games Studios?

Game Studios initially, which was derived

PM: Our mission, is to create African

from my surname Mokhonoana, then there

games so in other words, games that tap

was miscommunication about who should

into, you know, South African, African and

register the name. When we eventually

the pop culture of Africans in the diaspora.

went to the DTI, the reservations clashed

Similarly to how hip-hop taps into the pop

and we ended up with Afro Games Studios,

culture in America and to some extent

which was second on our list. In the end it

South Africa. Our hope is to extending that

worked out, since it led to our logo which I

culture and way of thinking into games.

absolutely love; the African mask with game

Hopefully we create something that our local

buttons as the decorations. And just to

demographic will relate to.

make it a little crazy we added the afro.

GM: Well after playing your game at the rAge Expo, I got a sense of that in its uniqueness… PM: That’s exactly what we want to do. If

PM: I was playing with the HTML5 technology and just seeing what it can do. It just so happened that the project I was

very difficult question to answer, you know?

experimenting with was a game, you know

We’re not the only ones but we hope the

drawing sprites, moving sprites, doing

games we create will be part of that answer.

collision detection. The thing just kept going, and going. After a while I thought hmmm

and who makes up Afro Games

maybe we can do a real game from this.

Studios apart from yourself?

Life happened, I worked for a corporate and

PM: The team has been a bit fluid with

eventually I thought yeah, we can actually

people coming in and going out, you know,

build a game. I recruited Tshepo to do the

life happens. With something that happens

work with me, and by working with him we

over a long period of time, then people’s

formalized a lot of things. We also need

circumstances change and they move on.

extra help and we asked Sibe to help us with

The core team is myself Pontjho, and Sibe,

the physics. He enjoyed it and we asked him

the team you met at rAge. Then we have

to join full time on the project.

Tshepo who is not involved in the actual

GM: Yeah, well, the scope of making

development, but he does throw in a dime

a game seems easy then you start

or too and that goes a long way. He was

doing the work and you realize it’s

involved in some of the pre-production. Our

much bigger.

current title, Soweto Brawl, he created the brief and sketched out the characters. GM: I understand the whole African GAMING

developing games?

you had to ask which game is African, it’s a

GM: It is a difficult answer yeah,

games concept, is that where the

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GM: So how did you guys start

PM: Yeah it does seem easy. I was speaking to a colleague of mine discussing this and yeah, we always think of one thing, you know, it’s just a drawing or it’s just the

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physics. The problem is all of these things interacting. Sometimes you need to

engine, have you built your own or

suspend physics a little bit and things get

are you using an existing one?

messy. Games aren’t 100% realistic, but

which is really great and powerful especially

with it.

integrating it with Spine, which we are using for animation. PixiJS has been very

Brawl the first game that came to

accommodating. But we’ve also written

mind?

our own physics engine, and our own

PM: We wanted to do other things. This

orchestration like getting from one menu to

also answers one of your other questions

the other, inputs, it’s all been difficult. Don’t

about where our inspiration comes from.

do it kids.

Where we realized we could do this was when we were looking at the comic by Loyiso Mkize, Kwezi, and it was the first

The engine we built is called Impi Game Engine. GM: That is actually really amazing,

time, well perhaps not first but one I can

building your own engine and all. All

remember where I saw an African doing

that work you put in… so when did it

something really amazing. So I thought, if

all start?

this guy can do it then I can also contribute something.

PM: We started in 2015 with like serious dev. At that time we were still building Afro

During that journey I bumped into Paul

Warriors. As for Soweto Brawl we started

Louise-Julie, he’s a French-American who

late 2015 with all the briefs, artwork etc. I

did the comic The Pack. That was probably

remember it was during the festive season.

the inspiration behind our first game which

GM: So… are you a gamer?

was a fighting game based in pre-colonial

PM: Not really, hey. Uhm, I’m a big fan

Africa, a subject that is seldom tasked upon.

of the retro games. And I used to be like a

It’s as if African history started with white

huge gamer, arcade games, emulators etc.

guys coming but no it didn’t. So, we were

But I’m not the guy who plays World of

looking at history and using gaming as a

Warcraft and it’s my son who plays games.

medium to tell that history. So the game

A lot of my time is eaten by being a dev, so

idea was to pull in warriors from all over

I don’t get as much time to play. Still a lot

Africa, and put them into a fighting game

of our inspiration comes from the games we

called Afro Warriors. Sadly, the scope was

used to play when we were younger.

massive, from research and getting history right so we don’t want to create caricatures.

GAMING

PM: For rendering we’re using PixiJS

we’ve been having absolutely having fun

GM: That’s great. Now, was Soweto

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GM: You’ve mentioned game

GM: Fair enough. Now, what did you study?

We wanted to travel to each country and

PM: Computer Science.

speak to the people to remain authentic, but

GM: Of course. Why?

because of that scope, we decided to make

PM: I think it was that naïve idea that I’m

something very small to build towards the

going to grow up and I was going to become

bigger iteration.

a game developer.

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GM: So it was because you wanted to

coming back and giving it your all at home.

go into game development?

Which means you’re not giving your all to

PM: Oh yeah, absolutely. And I know answer to the question, what did Sibe

to do that while having some semblance of

study? Computer Science. Why? Because

having a home life.

he wanted to grow up and become a game developer. GM: But why game developer? PM: Uhm, I think it was because we

experience at rAge? PM: From rAge we realized that people love what we created. Especially that demographic, your 10 to 15-year-olds

if there was one area I wanted to be in it

playing the game, and you can see they

was in game development. I was, in a small

absolutely enjoy it. For us it was validation

way that geeky little kid with the Sega, the

that people actually enjoy the work we did.

PlayStation, the original Nintendo, the next

And despite the millions of glitches we had,

gen consoles as they started coming out. So

people still enjoyed it. The feedback, the

I was into games and I knew it was what I

real feedback, it really, really was gratifying

was going to do.

and encouraging, giving that extra dose of

first exposure to other indie game developers or have you met others who make games? PM: We spoke to Celestial Games,

motivation to keep going. GM: Soweto Brawl, what’s the story there? PM: We had a whole script for Soweto Brawl commissioned. We went to a guy

developers of Toxic Bunny, to publish our

who does animated videos. We asked

game. Turned as down. He told us about

him how much it would cost to produce

other indie developers. We watched the

because we wanted this cinematic thing

videos from the guys who developed Bro

like Mortal Kombat 9 and 10, you know, it’s

Force. We gradually were exposed to more

like you’re watching a movie, you fight, the

developers in the country. And of course

movie continues. The guy says, 30 seconds,

MakegamesSA.

minimum, R50 000. We took the story, put it

GM: What has been your challenges as a game developer? PM: Really, it’s been finding things, you

one side. So we didn’t focus on the story, we focused on the gameplay. GM: That’s steep. Wow. As a fighter,

know finding illustrators. Finding animators.

I’m guessing we’ll be seeing it on

Finding the money to pay those guys.

PC?

Figuring out how to be a business and

GAMING

GM: What did you gain in your

loved games. Even growing up, like I said,

GM: Was the rAge Expo your

PM: We’re actually going to release it on

its processes. Really boring stuff and the

Android. There’s a licensing issue with Apple

things we have to do. Also, making time.

so that’s aside. And yes, hopefully, on PC.

All of these guys are full time employees of

GM: And release date?

someone else and one of the most difficult

PM: We’re hoping now in December 2017

things to do is giving it your all at work, and

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your wife or to your kids. So, it’s difficult

for Android. g gamecca102


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Features 74

Get Smart

Reviews 80 82 84

Razer Wolverine Ultimate Xbox One Controller MSI Radeon RX Vega 64 Liquid Cooled Graphics Card Roccat Khan Pro Gaming Headset

RegularS 86 90

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Get Sm TECHNOLOGY

Africa’s technology challenges…

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By Iwan Pienaar

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ometime between 28 000 and 25 000 BCE, a primitive human being in what is today known as Austria picked up simple tools and began carving one of the oldest (and certainly one of the most famous) figurines on record. The Venus of Willendorf might not be the oldest example of early figurines, but it does prove an undeniable fact: decorative figurines – whatever their purpose may have been – have been around for a very long time. The human need to decorate and commemorate is as old as the hills, and figurines have been a way of doing just that for almost 100 000 years. Technology is such a part of us that it has become difficult to imagine life without it. And yet, in Africa, we still have not realised its full potential. But, in a continent that still struggles to ensure people have access to running water and electricity, can we really complain about how slow our WiFi speeds are? To a certain extent, yes, we should complain. We should expect freely available WiFi hotspots throughout our cities and towns. We should expect fibre to the home. We should expect our mobile data not to expire and not to cost an arm and a leg when we go out of bundle.

TECHNOLOGY

Why? In simple terms, this is what is needed for the digital age. If we cannot empower people across the continent with the means to access information, how can we expect to be competitive in the global market? Information workers abound, data is a competitive advantage, and social networks are used to identify job candidates that can fit in the company culture. Without access, without technology, without any of this, we are going to get left further behind. One of the answers to this, is the emergency of smart cities. The boring definition states a city is smart when ‘investments

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in human and social capital and traditional (transport) and modern (ICT) communication infrastructure fuel sustainable economic development and a high quality of life. Okay, for us normal people this translates to a city providing all the services in a technologically advanced manner. So, those dreams of having access to free WiFi hotspots wherever we travel, public infrastructure that is safe and arrives on time, and the ability to use a smartphone to do everything from pay your traffic fine to watching a move are part and parcel of living in a smart city. Technology, technology, technology The Internet of Things (IoT) – i.e. any device that connects to the internet – is growing across the continent and a vital stepping stone to create a truly smart city. Around the world, cities are becoming more connected, collecting data everywhere to help planners make smarter decisions and deliver new services. However, before we (as in Africa) can fully harness that potential, there must be the internet capacity and speed to ensure a high-quality experience. A robust wireless network is a key part of this, it is the technological glue that holds smart cities together, enabling effortless sharing of information and bridging connectivity across wired and wireless networks. Fortunately, there is no set vision for how the smart city of the future should look like. We know technology is evolving at a rapid rate with the possibilities that it unlocks in a city continually improving. However, WiFi will be the key platform that will provide the foundation for smart city success. It provides for immediate applications and can effectively connect a vast range of wireless technologies that will be involved in creating smart cities. Of course, these smart cities are not only for accessing the internet. They will help address the economic and social inequality that we have

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seen in Africa thanks to the digital divide. Having WiFi access means all people can get on the internet, find information, and equip themselves with the skills they need to find jobs in the digital world. Additionally, flawless connectivity will improve city infrastructure and make it possible for citizens to engage with their community, such as removing the roadblocks that complicate access to local services. Suddenly, people can develop revenue-generating applications that will transform the way African businesses in smart cities communicate with customers. So, in addition to an increased use of digital signage to communicate offers and promotions, we can expect to see an increased use of beacons, which send notifications to customers’ smartphones as they enter a store. It will also transform the way people work and tech-savvy commuters will benefit from smart city technology to work on-the-go.

TECHNOLOGY

Light on It’s not only us who stand to benefit from living in a smart city. Even Eskom will be happy. In a smart city, lighting will automatically be switched off when it is not needed. It will be able to detect when people are on the street and turn on and off accordingly, reducing energy waste which is critical in countries where power is scare or expensive. Soon, we can expect to see more city planners equipping their streets with smart lighting that uses sensors to track when there is high or low public footfall which will go a long way to reducing usage. Future smart traffic management is also likely to be a core feature of smart cities. This includes centrallycontrolled traffic sensors and signals automatically regulating the flow of traffic in response to real-time demand, with the aim of smoothing flows of traffic to reduce congestion.

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This can go a long way to reduce traffic in high-dense areas over peak times like Sandton for example. And just think about the possibilities it could offer cities such as Lagos or Nairobi. New technologies will also play an important role to help cities of the future promote sustainable energy use. For example, “smart bins,” that alert collectors when they need to be emptied are being used today and we can expect to see more of them crop up in cities across the world as they embrace smart technology. WiFi everywhere But before becoming truly “smart”, cities need to implement the networks that will enable them to deploy new technology. The opportunities that WiFi presents are simply too significant to ignore. The likes of Kenya, Nigeria, Zambia, and even Zimbabwe have embarked on wireless initiatives designed to bring better connectivity to more citizens. And other African countries are following suit. The right network will enable a city to save money through increased efficiency (for example, smart traffic and energy systems, as well as optimal budget allocation) and generate additional revenue, by encouraging visitors to return, businesses to invest and people to take up residency. Africa has started using technology investment to power its economy to gain more benefits. Government and the private sector are working together to fast track this process. Ultimately, when connectivity is improved, all stakeholders start drawing advantage from it. We are already seeing significant foreign direct investment into key ICT initiatives across the continent. So, even though mobility has sparked the flame around access, it will be wireless that fuels it into the digital future. g gamecca102


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H C EW E T VI E R Razer

Wolverine Ultima

TECHNOLOGY

That’s how you do it!

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Xbox One Controller

by Alex Scanlon

azer seems to have fun with getting things right. I know I sound like a fanboy here, but the truth is that Razer manage to create fantastic PC peripherals. And now, with their second foray into the field of Xbox One controllers, they’re proving their mettle there, too. The latest Razer Xbox One controller is the Wolverine Ultimate, and it is arriving in great time for the release of the Xbox One X here in South Africa. That said, it’s going to work with any Xbox One, as well as Windows 10 PCs, adding a nice level of versatility to the product. And, unlike the previous Wildcat controller, this one is Chroma enabled. Now that’s not just great for funky lighting, although it is cool to be able to alter the lighting effects on the LED strip below the controller’s Xbox One logo. What it means is that the Wolverine can also be used with Synapse for Xbox One. And this is a real treat. See, in the previous version, assigning keys required a fair amount of finger gymnastics. This time around, though, key assignments, sensitivity, vibration levels and more can be set with a tiny app download, right there on your Xbox One. And you may well want to assign keys; the Wolverine has six extra buttons (four on the bottom and two inside of the shoulder buttons) as well as trigger stops (for quicker, shorter trigger motion) and easier volume control, on the fly remapping, cycling between the two on-board profiles and a handy mic mute switch. Sounds great already, right? Well, there’s more… it features interchangeable analogue sticks, which are easy to swap out, as well as an interchangeable D-PAD. And, what’s more, some of those extra buttons can be mapped to fast and precision analogue toggles (almost like on the fly DPI switching in a mouse) making the Wolverine an extremely powerful controller indeed. It is comfortable to hold, with contoured grips covered with non-slip material, and it is beautifully responsive and accurate. The only real down-side to the Wolverine is that it is a cabled mouse – it forms part of Razer’s “tournament” approach, which is that cabled beat wireless in performance every time. And they do. Besides, switching charging a controller for a long cable is a pretty good deal. Everything packs up neatly in a supplied case, too, and the cable can be removed for easy storage and transportation. Once again, Razer display a strong knowledge of what the market needs and wants. The Wolverine is a definite step up from the Wildcat, improving on what works and leaving behind that which is unnecessary. This is a fantastic 3rd party Xbox One and Windows 10 controller. g

AT A GLANCE: SUMMARY

TECH SPECS • • • • • • •

A great step forward from the Wildcat, the Wolverine is feature rich and sensible – not to mention great to use.

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

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Xbox One compatible Windows 10 compatible Chroma enabled Synapse enabled Interchangeable controls Six extra buttons

SCORE

Razer A pe x I nt e ra c t i v e w w w . a pe xi nt . c o . z a

AWARDS

ate R

Platinum Gold Silver Bronze Ed’s Choice

90 81


H C EW E T VI E R MSI

Radeon RX Vega Bigger doesn’t mean better

TECHNOLOGY

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o matter what fans may say, there is little evidence to show that Radeon is making a good run of the current generation of graphics cards. Nvidia has, it would seem, this round sewn up. But the answer to Nvidia’s powerful 10 series graphics cards may lie in something a little more special from Radeon. And so the graphics card manufacturer has release the RX Vega 64, in an attempt to lock horns with Nvidia’s GTX 1080s. The truth of the matter is, though, that the RX Vega 64, while a lot more powerful than other Radeon offerings of the current generation, still falls short on benchmarking marks set by the now old 10 series technology. While it performs fairly favourable against a standard GTX 1080 (although it doesn’t do better) its performance pales against a 1080 Ti. The plus point is

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that a regular RX Vega 64 is slightly cheaper than a GTX 1080 Ti, although it is more expensive than a standard 1080. And this particular model, MSI’s liquid cooled Radeon RX Vega 64, is the most expensive of the lot. Which raises an interesting question. Sure, the integrated, ready-to-install liquid cooled car is a nice idea, but is it necessary, particularly when considering that it doesn’t really beat the top end Nvidia offering in benchmarking tests? Fans of Radeon would likely say “hell yes”, but getting down to more than just brand loyalty, there really are a few issues surrounding this device that need to be addressed. Sure, it’s a no mess, no fuss of getting liquid cooling onto your GPU but, ultimately, it is a big, heavy, space hungry device. This is easily the heaviest graphics card we have ever seen here at Gamecca, and it will require a bit of reinforcement and support to ensure that it doesn’t destroy the motherboard

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MSI Radeon RX Vega 64 Liquid Cooled Graphics Card

a 64 Liquid Cooled

Graphics Card

by Walt Pretorius

AT A GLANCE: SUMMARY

TECH SPECS • • • • • • •

Radeon’s attempt to take on Nvidia’s flagship falls short, and its added extras make it a big, bulky and heavy device.

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

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Vega 64 chipset 8GB RAM Liquid cooled VR ready

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it is plugged into. The graphic performance is good – it certainly is the best that Radeon has on offer – and the 8GB of RAM will help the card effortlessly chew through some strenuous tasks. It is, when you get down to it, a capable graphics card, no arguments there. But we simply cannot get around the fact that It’s price, in terms of performance, is very high. You could get a competing graphics card that is more powerful and has more RAM for a very similar price. Additionally, it is such a big card that there will be extra expense, no doubt, for something that really equates to a “nice to have” rather than an absolute necessity. Sure, overclockers may well want to take advantage of the pre-built liquid cooling facility here but, truth be told, while the MSI Radeon RX Vega 64 may well soothe fans of the brand, but discerning buyers could do better. g

Platinum Gold Silver Bronze Ed’s Choice

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H C EW E T VI E R Roccat

Kahn Pro Y No mess, no fuss

TECHNOLOGY

ou’re probably getting a little tired of me banging on about versatility in headsets but, let’s be honest, in today’s world, so many things use headsets that buying one for each of them would break the bank. So when a headset arrives that has a 3.5mm jack, I get pretty happy. And unless you’re a dedicated PC user who simply cannot live without virtual surround sound provided by a headset that is fitted with a USB connector, you should to. Roccat’s Khan Pro is just that kind of headset. It works with everything – PC, PS4, Xbox One, smart devices and virtually everything else that allows you to plug a 3.5mm audio connector into it. But there are two design elements that are a little strange here. Neither of them are really deal breakers, though. The first is that the cable splitter is sort of reversed. Because PCs till require separate jacks for mic and audio, most headsets with an integrated jack require a splitter. Two plugs go into the PC, and the headphone’s connected jack goes into the other end. This time around, though, the connected plugs on the headset are separated into mic and audio, and the splitter provides the integrated jack. It’s a bit odd, because it goes against what the majority of manufacturers are doing. Still, not a massive issue. The second is that the

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volume control is mounted on the ear cup, rather than an in-line control. Once again, not a train smash, and considering that so many headsets come out without any form of volume control (which is almost essential for console gamers who don’t want to interrupt their game experience with setting volume levels) there really is little reason to complain. There’s a mic mute unction on the ear cup In fact, there is not much reason to complain about the Khan Pro at all. It’s audio quality is decent, and it is helped by the passive sound isolating ear cup pads, which are generous in size and made out of memory foam. The 50mm drivers provide a good delivery of audio across the spectrum. The entire thing is very well constructed, yet manages to be really light at the same time. 95 degrees of swivel in the ear cups also means that it can easily be worn around the neck, if necessary. The only thing that stands out as a potential negative (but not necessarily) is that the audio could have been ballsier on the bass side of things. It’s not bad, though, but if you like our bass imbued with thunder, you won’t get it here – despite the bigger than average drivers. Overall, this is an effective, no-mess no-fuss headset that will work with everything. And that’s all one really needs. g

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Gaming Headset


NAME OF Roccat Khan THEPro PRODUCT Gaming Headset

SUMMARY A versatile and competent headset that is going to work with everything but the kitchen sink. TECH SPECS • • • • • • •

Stereo 50mm drivers Over-ear cups Passive sound cancellation Positionable ear cups PC, PS$, Xbox One M A NUFA CT UR E R Ro cca t

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From Black Friday t Monday Blues TECHNOLOGY

Catching up with imported traditions…

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by Suvesh Arumugam

thinking about spending their hard-earned wages, especially in the 1950’s after the economic boom following World War 2 (which was set to boom even further in the 60’s). As the years went on, this became a more pervasive practice across retailers, eventually forcing stores to open earlier to accommodate the massive crowds - with customers eventually sleeping outside stores set to open at midnight. This often accompanied by massive queues and crowd frenzy to get to special offers on electronics, fashion, toys and everything else first. When a few South African retailers announced Black Friday sales 2 to 3 years ago, it was more of a novelty than anything else. However, this year the SA retail sector went all out to make a massive sales push. Every store from electronics retailers, furniture stores, and even green grocers, offered special discounts and promotions on purchases. I even got emails from online colleges I’ve studied with in the past offering specials on courses, which seemed pretty ironic since that’s not really something people generally buy on impulse. Or maybe they do. Online retailer Takealot were one of the biggest voices in the marketing buzz, promoting their blue dot sale and massive discounts across all their products from TV’s to gaming consoles to books and toys. Being an online retailer, one would expect it would be a no-brainer to offer a hasslefree experience to shoppers (rather than entertaining a throng of frantic shoppers in person). However, their website crashed early on after sales opened at midnight. Despite this, they still managed to clear R6 million in sales in the first hour, and another R81 million rand over the course of the day. Brick and mortar stores were less fortunate. While sales may have definitely received a welcome short in the arm in light of decreased customer spend over the Christmas period, some stores had to pay a hefty price in damages and security costs to try to manage crowds. A massive

Major confusion on so many levels!

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rowing up as a Hindu kid, my first exposure to Christianity was at Primary school when I transferred to a catholic school in the heart of East London. One of the most difficult concepts for me to reconcile was the relationship between Easter (the religious holiday) and the Easter Bunny. Even now it’s hard to imagine how a child’s mind could easily find it completely confusing, and at the same completely accept the cognitive dissonance of celebrating these two concepts at the same time. The concept of Father Christmas and the birth of Jesus Christ is only slightly less perplexing. But over time, with the massive marketing machine working over time to marry these concepts and give mass appeal to what are generally Christian holidays, they just become part of the routine. Having kids makes it especially easier to accept as its an easy activity to plan around for the holidays. I had this same experience in the past few years when South African retailers started gearing for our version of Black Friday. You can imagine my confusion trying to understand what a major shopping “holiday” has to do with Thanksgiving - and how on Earth that has anything to do with South Africa? For those of you who don’t know, Black Friday is an American tradition. Americans celebrate a national Thanksgiving holiday, which can be traced back to settlers in the 1600’s when the pilgrims celebrated their first harvests in the New World. It’s also said to be a time when pilgrims of varying decent (French, Spanish, etc) and Native Americans came together. This is most likely a grossly oversimplified version (apologies to the history buffs out there). At some point in the mid-1950’s it became a convenient time for retailers to offer sales promotions in preparation for the Christmas shopping season. With Thanksgiving falling on the fourth Thursday of November, it was right about when people started


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group of people in Canal Walk managed to severely damage the glass store front and security cameras due to the sheer volume of the crowd pressing to get in - forcing the store to open earlier than expected. Fights and scuffles broke out in stores across the country, with shoppers attacking each other to get to the last items on shelves. While these incidents are relatively small compared to the generally smooth-running sales operations on the day, one only has to look to America to see how bad things could get. Thanks to social media, people have shared stories of people defecating in pavement queues, face-planting each other into shop counters and finding all manner of nefarious means to get ahead in queues before the doors open. However, this is clearly not enough to deter both retailers and shoppers from keeping the traditional going for over 100 years.

“... what we need is more savings for reinvestment into the economy? .”

TECHNOLOGY

One could ask how local retailers could compete with the kind of scale and bulk that America has achieved, especially with their booming economy. South Africa’s economy, on the other hand, could be in serious decline with rating’s agencies like S&P and Moody’s putting the country on review for being downgraded to junk status. If this were to happen, it would mean that other countries would cash in their government bonds, and that pay-out would cost the government billions of Rands. This in turn would require the government to raise taxation and other revenues (like money earned from state owned enterprises like Eskom for amenities), to pay out on bonds. The government have already proposed a 1% increase in income tax, and Eskom has taken a 20% increase on electricity costs to the parliamentary regulator (which would undoubtedly increase prices across the board).

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How on earth could people afford to blow their cash on luxury goods when the economists are saying that what we need is more savings for reinvestment into the economy? With the South African Social Security Agency (SASSA) in disarray with allegations of fraud and corruption, citizens are being pushed more and more to save and invest privately for their retirement. A radio interview I heard with a financial expert claimed that a large majority of the purchases would be made on credit cards, which made sense since many people would not yet have been paid on the morning of the 24th. Some would argue that a booming retail industry would boost the economy and create jobs. That could be true. If retailers are genuinely giving goods at a hugely discounted price that allows them to get essential goods that would normally cost much more. An uncle of mine is notorious in our family for paying way too much for everything. He once declared, while exiting the US, that he bought a new hard drive for his MacBook, paying almost as much in duties as he did for the hard drive. He called me a week or so ago asking about buying an extra screen for his home office. I gave him some advice and he ended up buying a Samsung 23” LED model for R2,300. Before I knew he’d already bought the item from a well-known retailer (who I won’t mention), I called him up and told him not to buy the screen that day - but rather wait for Black Friday and get the same screen for a fraction of the price. I was too late though, but I obviously piqued his interest (perhaps he was just determined to prove his reputation was unfounded). On Black Friday he went to the same retailer to enquire about their prices for the screen. And it was indeed marked down for Black Friday - from R3,600 to R3,300. While some are probably recovering from Black Friday regretting how much they spent, the deals they missed or their choice of items with the credit they had available, at least my uncle is smiling. g

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ngal i v t Li igi D

Growing Up Digital TECHNOLOGY

Times are changing for the digital space…

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Be unique Just consider your bank and insurance products. Boring, I know, but it serves to illustrate how we are no longer content with just buying those traditional off-the-shelf solutions that don’t really integrate with our lifestyles. Instead, we prefer a completely tailored product that factors in our health and driving patterns (for insurance) and our overall credit worthiness and financial portfolio (banking). So, while driving Miss Daisy might be frowned upon on the corners at Kyalami, in traffic you will get a better rating and pay less for your insurance. Similarly, if you go to the gym more than a certain ex-governor of California then you could end up paying less for your medical aid. You get the idea. So, why shouldn’t this translate to all aspects of our lives? We certainly are connected enough. And those of us with children are seeing them grow up in a digital world. Sure, we might have been playing the very un-PC cowboys and Indians in the backyard in days gone by, but our sprogs

By Iwan Pienaar

are customising their Netflix playlists and running around the neighbourhood catching all sorts of monsters through augmented reality apps on their smartphones. Social trap? Cynics might question whether our increasing reliance on technology is a good thing. And with founding Facebook president Sean Parker making all sorts of interesting pronouncements in the media, they might have a point. In an article published in November, Parker anecdotally referred to an example of his own experience when Facebook just got going. “I had these people who would come up to me and they would say, ‘I’m not on social media.’ And I would say, ‘OK. You know, you will be.’ And then they would say, ‘No, no, no. I value my real-life interactions. I value the moment. I value presence. I value intimacy.’ And I would say, ... ‘We’ll get you eventually. I don’t know if I really understood the consequences of what I was saying, because [of] the unintended consequences of a network when it grows to a billion or 2 billion people and ... it literally changes your relationship with society, with each other ... It probably interferes with productivity in weird ways. God only knows what it’s doing to our children’s brains.” Hardly comforting reading. Stats and facts A digital consumer trends report published by Verto Analytics provides for even more sobering consideration. It found that even though our time with social media sites and apps has declined slightly, entertainment, shopping, and lifestyle apps have experienced growth. It points to an increasingly

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fragmentised digital experience. Anybody who has ever used a computer is certainly no stranger to multi-tasking. However, in the digital world, this is taken to an extreme level. From personal experience, I can attest to seeing my eldest playing an online game on his laptop, watching a movie on his TV, while listening to music in the background, and still catching up on his favourite YouTube videos on his tablet. With apologies to Dylan, the times they are a changin’. Some say that because we are living in Africa, that we don’t have nearly as a connected experience as those who live in First World countries. Yet, research around our online usage habits point to the contrary. An online life In a report released earlier this year, We Are Social indicates that the average time South Africans spend on the internet (via a PC or tablet) amount to more than eight hours. And on a mobile phone? Three hours. So, we spend more than 11 hours on the internet (generally speaking) daily. Hardly the deepest, darkest Africa of perceptions. Clearly, we like to spend a lot of time online. While it is not my place to say whether this is a good or bad thing, the implications for businesses are not insignificant. Even the staunchest traditionalists need to admit that digital is where the priority needs to be. Look, we might be biased (chances are you are reading this online), but just look around you. The comforting glow from those mobile screens are all around us. We might as well get on board sooner rather than later and benefit from the connected experience. g

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Living Digital

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t its recent 2017 Investor Day held in the United States, Nike boss Mark Parker was quoted as saying: “The consumer today expects a premium experience, with innovative product and services delivered faster and more personally.” Looking beyond the corporate speak, this roughly translates to what every business today should be doing – providing us (their valued customers) with the things we want, how we want it, and when we want it. Personalisation, as they would say in the classics, is where it’s at. Truth be told, without it, no company can differentiate itself from its competitors.


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COMICS 104 106 108 110

Hack / Slash Resurrection #1 Jughead – The Hunger #1 Maestros #1 Wonder Woman / Conan #1

BOOKS 112 114

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The Armored Saint The Twilight Pariah

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t’s just a few weeks until release, but the plot of Star Wars: The Last Jedi remains a mystery. The official synopsis for the movie – otherwise known as Episode VIII – remains short, sweet and deliberately secretive: “In Lucasfilm’s Star Wars: The Last Jedi, the Skywalker saga continues as the heroes of The Force Awakens join the galactic legends in an epic adventure that unlocks age-old mysteries of the Force, and shocking revelations of the past.” There are plenty of fan theories about The Last Jedi’s storyline, but judging by the trailers, reclusive Luke Skywalker (Mark Hamill) is reluctant to train young scavenger Rey (Daisy Ridley) in the ways of the Jedi. This is despite, or because of, her demonstrating massive amounts of raw Force power. Meanwhile, Kylo Ren (Adam Driver) – the son of Luke’s sister Leia (Carrie Fisher) and Han Solo (Harrison Ford) – continues on a self-destructive path towards the Dark Side under the guidance of the sinister Supreme Leader Snoke (Andy Serkis). Of course, all this family drama takes place in the context of the larger battle between the despotic First Order, born out of the Galactic Empire’s collapse, and the scrappy Resistance. Important figures here include Captain Phasma (Gwendoline Christie) and General Hux (Domhnall Gleeson) on the villains’ side, and fighter pilot Poe Dameron (Oscar Isaac) and ex-Stormtrooper Finn (John Boyega) as two key rebels. Plus, there are the droids, BB-8, R2-D2 and C-3PO, and towering Wookie warrior, Chewbacca. Other familiar faces joining the cast of The Last Jedi are Laura Dern and Benicio Del Toro, although newcomer Kelly Marie Tran is probably most significant. Apparently a key figure in Finn’s story, Tran plays a Resistance maintenance worker named Rose Tico. She’s the first Asian-American actress to have a major role in the Star Wars franchise.

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The Last Jedi is written and directed by Rian Johnson, who takes over from The Force Awakens’ J.J. Abrams, in keeping with the trilogy’s directing plan. Johnson is perhaps most famous for Looper, the acclaimed timetravelling tale starring Bruce Willis and Joseph Gordon-Levitt. Now many people commented that 2015’s The Force Awakens felt like a copy of the first Star Wars movie, Episode IV: A New Hope. A long-time franchise fan, Johnson promises that won’t be the case for The Last Jedi. Although there may be some parallels between it and The Empire Strikes Back, the upcoming release won’t be a simple rehash of that beloved middle instalment. In an interview with Entertainment Weekly earlier this year, Johnson explained, “Look, Rey is off in a remote location with a Jedi master, and the Resistance is in a tough spot, and we’re intercutting those stories. By its very nature, there are some structural parallels [between The Last Jedi and The Empire Strikes Back]. But these are new characters, they’re dealing with new things, and that ultimately is what defines the movie. So I think that’s going to be unique.” In the meantime, fan speculation about the movie’s big mysteries

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continues. Is Rey actually a Skywalker? Is she descended from another powerful Jedi, like Obi-Wan Kenobi? Will Luke emerge as the “last Jedi” of the movie’s title? Who is Snoke really? All will be revealed in less than two weeks. Star Wars: The Last Jedi hits 2D, 3D and 3D IMAX cinemas on 15 December 2017. Bookings for the film have been open in many parts of the world, including South Africa, since early October.

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What is Star Wars without Princess (now General) Leia Organa? Sadly, fans are going to find out. Leia actress Carrie Fisher died of a heart attack on 27 December 2016, at the age of 60. For the record, her mother, entertainer Debbie Reynolds, suffered a stroke in response to the tragedy, and died the following day. Fisher had already completed work on Star Wars: The Last Jedi. However, she was due to appear in Star Wars: Episode IX, the final part of the new trilogy. As a result, the filmmakers have had to rewrite their scripts to accommodate the actress’s death. The decision-makers at Lucasfilm have already promised not to use digital wizardry and body doubles to facilitate Fisher’s appearance in the 2019 film – although the use of existing footage hasn’t been ruled out. Just don’t expect a repeat of the process that was used to put a long-deceased Peter Cushing in Rogue One.

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DIRECTOR DRAMA

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With the exception of Carrie Fisher’s unexpected death, production on Star Wars: The Last Jedi evidently progressed according to schedule. The same can’t be said for other upcoming films in the franchise. In recent months, there have been some serious reshuffles in terms of director choice, leading to all kinds of rumours. In the case of The Last Jedi follow-up, and trilogy conclusion, Star Wars IX, Colin Treverrow was set to helm the December 2019 release. Before signing onto Star Wars in 2015, though, the filmmaker’s only other blockbuster experience was Jurassic World. To many industry observers, this made him an odd choice for a massive movie like Episode IX. In September this year, the concerns proved right, and it was announced that Treverrow was leaving the project due to creative differences with Star Wars brand custodians Lucasfilm. J.J. Abrams, who already occupied the director’s chair for The Force Awakens, will head up Episode IX instead. Around the same time as the Episode IX news broke, Lucasfilm fired the directors of its Han Solo movie. Phil Lord and Christopher Miller made a successful leap from animation to live-action films. Their filmography includes Cloudy With a Chance of Meatballs, The Lego Movie and the two 21 Jump Street action comedies. Hired for Solo: A Star Wars Story, they reportedly clashed with screenwriter Lawrence Kasdan and producer Kathleen Kennedy – both powerful Star Wars veterans – over the tone and shooting style of the movie. While Lord and Miller wanted to make an ad-libbed comedy in space, Lucasfilm demanded an origin story in line with the fantasy-sci-fi approach of the whole Star Wars franchise. The duo were replaced by Ron Howard, who’s been responsible for mega-hits like Apollo 13, The Da Vinci Code and Oscar-winning A Beautiful Mind. Solo will release in May next year. Despite apparent initial intentions to recruit edgy up-and-coming filmmakers for the current run of Star Wars movies – especially the standalone Star Wars Story films – ultimately Lucasfilm and Disney seem to have lost their nerve. For better or worse, they’ve gone with established directors who have a reputation for producing crowd-pleasers that don’t rock the boat… or spacecraft. g

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Title: Writer: Artist: Publisher: Rated:

COOL STUFF: Comics

GET GRAPHIC Hack / Slash Resurrection #1 Tini Howard Celor Image Mature

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by Clive Burmeister

It has been three years since the popular slasher style supernatural horror comic, Hack / Slash, was coming out, and for fans of the book where acclaimed comic writer Tim Seeley cut his teeth in the comic industry, it has been a long three years indeed. But now, with a new creative team overseen by Seeley, we finally get to see the return of the kick-ass heroine Cassie Hack, in an all new series that picks up where the previous story ended, the disappearance of Cassie after the death of her partner, Vlad. With a gripping and blood-soaked story; thrilling, evocative and gory art, as well as a fast paced script, Resurrection stays true to Seeley’s original stories. It won’t be long until Hack / Slash Resurrection has you knee deep in zombies and psychopaths (and possibly the occasional zombie psychopath).

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GET GRAPHIC Jughead – The Hunger #1 Frank Tieri Pat & Tim Kennedy Archie Comics Teen +

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by Clive Burmeister

Jughead Jones has fled Riverdale after leaving a trail of bloody mayhem, as he tries to come to terms with his lycanthropy. But although he deeply regrets the carnage he has caused and the loss of his old life, it seems even the stringent measures he has taken to keep from hurting more people are not enough to keep the wolf at bay. And back in Riverdale, it is only the calm between storm, as Jughead’s last victim, Reggie Mantle, is not quite as dead as the doctors at Riverdale Hospital might have thought. Carrying on in the precedent set by the very successful Afterlife with Archie comic series, Jughead – The Hunger plunges the peaceful and easy going characters of the Archie universe into a violent and horrific world of their darkest nightmares.

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Title:

Maestros #1

Writer:

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Publisher: Rated:

COOL STUFF: Comics

GET GRAPHIC Image Mature

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by Clive Burmeister

What would you do if you discovered that you were the son of one of the most powerful beings in the universe, and had inherited his vast magical powers? At a young age, Will discovered that his father was the Maestros, the current lord in a line of god-like beings, responsible for creation itself; and that he would need to learn how to control his power, or die trying. Years have passed since then, and now Will lives a life of exile on Earth, until an evil surfaces and destroys the Maestros and the royal family, leaving Will as the sole heir, and last obstacle for Mardok’s revenge. Skroce weaves an enticing story, that is both expertly written and vividly illustrated, which will have you glued to the pages and leave you wanting more.

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GET GRAPHIC Wonder Woman / Conan #1 Gail Simone Aaron Lopresti DC Comics Teen +

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by Clive Burmeister

Years ago, Conan the Blacksmith’s son met a girl whose mystery and wonder haunts him to this day. Now, as the mighty warrior he has become, Conan gets dragged into a gambling scheme, where he finds himself betting against a magnificent yet mysterious female gladiator who he remembers from his past. Stirred by his recollections, he risks all to rescue the woman. But she is no ordinary woman, and even without a solid memory of her past, her family, who she is or where she came from, she knows that combat is in her blood and her instincts in battle come as easily as drawing breath, and she knows she is a wonder. Does coincidence bring these two great heroes together, or is it fate? Or is there a more sinister force plotting behind the scenes.

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The Armored Saint Myke Cole Tor Books Fantasy


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agic is a gate way to hell, a portal allowing demons to enter the world through those who can perform wizardry. The Order stands sure against any and all who have the slightest inclination for wizardry, willing to kill as

many innocents as possible to prevent hell from breaking through. Heloise is a village girl who witness such a slaughter and is torn asunder by it, seeking to oppose the Order. It brings wrath down on herself, her family, and her village. Myke Cole goes beyond the usual Fantasy trope in this novella, expressing more than just colourful descriptions, vivid characters, and the stereotypical self-righteous “Religious Order” versus honest family-orientated “Small Village” storyline. It is all of that and more, putting us right into the mind and heart of Heloise who has to deal with conflicting emotions, her sense of right and wrong, and her beliefs continually questioned. The writing is fluid and personal. Myke Cole does not hold back as his characters truly experience the horror and pain of what is effectively the fantasy equivalent of witch hunts. It’s the birth story of the armored saint mantle. A great read g

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by Nthato Morakabi

and what leads her to taking up that particular

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The Twilight Pariah Jeffrey Ford Tor Books Horror


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hree college students Maggie, Russel, and Henry are on their last college vacation and expect to spend that time getting drunk together. Only Maggie has picked up a new love for archaeology and ropes the other two into a little excavation on an

abandoned mansion’s outhouse. What first begins as a routine excavation for fun, reveals a sealed bottle filled with a red liquid… and the bizarre skeleton of a horned child. To their horror, they have awakened something that will stop at nothing to retrieve its child. There’s a part of me that was disappointed by the lack of true horror in this book, in that I did not at any point get scared or feel a sense of paranoia while reading. Nonetheless the story itself is written well, with interesting references to Poe, Shakespeare, and other writers. It is obvious Jeffrey Ford is a reader. The writing flows well from chapter to chapter, all told from Henry’s first-person perspective. Sadly, there is no real depth to the characters apart from Maggie, who seems determined to make bad decisions. Not the greatest of horrors, but not terrible either, Twilight Pariah makes for a good short by Nthato Morakabi

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Last word

f there is one thing that people hate, it is feeling like they are being taken advantage of. And that’s exactly how gamers are feeling at the moment when you talk to them about Electronic Arts. Now, I am not a fan of bringing up things like this in columns, but it certainly does bear mentioning. It seems, by and large, that EA have lost sight of what is important when it comes to creating games, and have rather shifted their focus on how to make money. And the truth is, when you lose sight of your market – when you become disconnected from them to such a large degree – things are starting down a slippery slope. And it seems like that disconnection is exactly what EA are suffering from. The whole question of loot boxes is, quite frankly, an industry-wide issue. EA just happen to be the publisher that the focus is falling on because they are the ones that pushed things just a little too far. Tying progression into a randomised loot system is a massively poor decision, and turning it

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into a monetised transaction is even worse. It feels like unacceptable fine print, like they are trying to milk the very customers who support their products. But gamers are not stupid – and they have spoken. The main culprit is Star Wars: Battlefront 2, and the game’s sales are poor as a result of EA’s decision to monetise player progression. Even EA’s share price has fallen as a result, showing that investors listen to the wider market, too. Loot boxes are pervasive, with very few publishers not making use of the system. While some countries are now questioning whether loot boxes are a form of gambling being promoted to children, gamers have become quite used to the idea. And when they are positioned correctly, loot boxes can be quite fun. Overwatch, for example, did a great job with them, purely because they weren’t essential to game play, and they were fairly generously doled out. It’s even a nice surprise to get something you’re after in a randomised loot box… but not when you’re paying money for it.

gamecca102

By wALT Pretorius

Wait, What... I

The industry, as a whole, needs to re-investigate how it makes money. And, quite frankly, the answer to that is simple: make games. Good games. Complete games that capture the hearts and minds of players the world over. Sure, being able to give a game legs, in terms of maximising earnings, is not something that gamers love, but things like DLC and added extras (as we saw in Assassin’s Creed: Origins) are almost acceptable. None of them significantly alter the way the game plays, many of them are cosmetic, and none stop the player from progressing if they are not purchased (although some give the player a boost). All of these things are OK, because they aren’t necessary to experience the game at its full. Gamers roll their eyes and snort about “making money where they can”, but many of them still buy those extra bits of content. But when you put a price tag on progression in a game that people have already spent money on… well, that’s just suicidal. g




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