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Bioshock Infinite ::: Review

I can’t help but feel judged. I’m rooting through trash cans and lost luggage looking for supplies as she stands behind me pretending to admire the view. What must I look like to her? More vagrant than knight in shining armour. You can tell she’s taken pity on me as she tosses me a coin she found. “Here, you keep this.” Thanks, Elizabeth.

In fact on many levels, thank you, Elizabeth. Though she is absent from the first few hours, Bioshock Infinite is all about her. She’s the reason your there, the means by which the story evolves, and a key partner through large portion of the fighting that mars your passage through the floating city of Columbia.

She’s no hapless Yorda, incapable of looking after herself; she is a strong woman who initially greets you with a few well aimed books to the head. Yet despite that initial shaky start your character, Booker, and her grow to share a bond. Born through a mutual need to escape, it soon matures as they share in the horrors of the world about them, realising they’re going to need to stick together if they ever wish to leave alive.

Elizabeth’s the second noticeable heroine is as many months, though her and Lara share more than plaudits for simply representing women. Elizabeth too has that moment where she is repulsed by the taking of a life, and, though the drama isn’t particular drawn out, a similar acceptance of her new way of life is realised. The pair discuss it as a zeppelin ferries them across the city and the conversation demonstrates how well written both characters are. Though there’s regret in the eyes of the girl, you are stoic given your military history; it’s just one example of the two sharing a moment along the journey as a greater tale unfolds.

All this is set against the backdrop of the airborne Columbia, a city made up of many floating islands that has seceded from the United States. It’s a world away from the original Bioshock’s dark, closed, decaying world. Instead we find a sun-drenched place full of open walkways and painted in bright, pastel shades. It’s a visual treat, made all the better with the completeness of the world as it’s not only a painted façade. Large numbers of shops and streets are all accessible, letting you drink in the atmosphere of this initially upbeat town.

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Set in an alternate 1912 the citizens go about their business, gazing happily down on the world below and seemingly quite content (or oblivious) in having you listening in on their conversations. The almost insignificance of the local tittle tattle is pleasing enough, but looking in every store, taking part in the local fayre, or simply reading every lovingly created poster, advert and art piece all proves again Irrational’s ability of making not just games but worlds. Rather than moving the adventure along, it’s easy enough to spend large segments of time simply looking at things.

There’s a dark undertone hidden beneath, however. Founded by a white supremacist known as The Prophet, there’s racial oppression throughout Columbia and an almost religious fervour about its population. It makes for some deeply uncomfortable moments as the townsfolk openly use very racist language when describing the minorities living amongst them in a manner that is usually shied away from in mainstream media let alone games. It’s a deeply interesting and brave angle to approach and this persecution persists as an undertone throughout.

These tensions soon reaches breaking point and, for reasons I would prefer not to spoil, you are forced to defend yourself. Being a military man you are a dab hand with pistols and rifles, but in addition to these are your vigors, plasmids by another name. They grant you the ability to suspend others in midair, summon forth a flock of murderous crows, or even bewitch entities to fight on your side. They are drip fed to you as you progress and can open up some equally satisfying and lethal combinations. At times the guns were all but forgotten as at first I’d wash away my foes with a tide of water before sending a jolt of electricity through their now drenched bodies. Or alternatively sending out the murder of crows to peck at them before dropping a fiery cluster bomb in their midst.

This may bring gleeful memories of tormenting splicers rushing back from the first two Bioshocks, but there is more. Columbia is also criss-crossed with skylines, tracks by which people and goods can cross from island to island, and by riding these you can cause further chaos. Jumping up and latching on, be it for a dramatic entrance or hasty escape, they add a verticality and speed to combat previously unknown in the series. The plodding Big Daddy is a world away from fights that can take place on multiple levels, battling back and forth across surprisingly large venues.

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All this time Elizabeth is keeping herself busy. It’s made quite clear that she can take care of herself and whilst she keeps her head firmly down the girl is adept at keeping you well stocked with ammo and health, with a further knack of making weapons and cover appear later on. It all makes her a very valuable ally and strengthens the connection between the pair. We’ve seen enough AI shooting poorly in our time to make us question their worth at all, and so to remove that and consider what actually makes a sidekick useful is a masterstroke.

The pacing of each encounter is just right, too. There are no drawn out slogs by which you could grow weary of the battles. Each is used to tease you through the tale, leading you from chapter to chapter, the content revealed by your chats with Elizabeth and through the taunts of your enemies. Together with the audio logs strewn about the place, it may not be the most complete story telling experience but because they all happen in the world you find it far more compelling. There are scant few cutscenes that you are forced to sit through, at each point that the story evolves and moves forward you are there in the middle of it, experiencing it first hand with Elizabeth. Together.

Whilst our original trip to Rapture was a horror story, detailing the twisted results of great minds gone astray, this keeps the Bioshock spirit but moves in a different direction. The dystopia may be a common theme with plasmid providing you with the means by which to destroy it, but more so than anything this is a story of you and Elizabeth. Though I may be disappointed the tough racial angle wasn’t completely seen through, the layers they pour upon the story, continually shifting just when you think you’ve guessed where it’s heading, proves it as one of the finest in its field.

Infinite is a game that gathers momentum. A considered, impressive start gives way to a tale and to a combat system that both compete to steal the limelight in a world that effortlessly amazes. Amazed. Will amaze.

More adventures in dough

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The recently experiments have continued, and this time we’re pushing out away from the standard loaf.

Above is my entry into work’s charity bake-off. An attempt to balance the countless sugary delights with something a little more savory: cheese scones. As with most of my initial stabs they were a tad dense but they seemed to go down ok as nary a crumb was left at the end of the day.

Below is my Easter effort. I have always loved hot cross buns and am quite happily to pick them up in early January as soon as the supermarkets put them out. Yes, I am complicit in that most hanous of activites – launching festive holidays early – but next year I might be able to bake them myself.

As with most of my baking so far I was suprised how simple both were. They’re not perfect but as soon as I’ve nailed how to make my recipes slightly lighter I’ll be happy.

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Sim City ::: Review

Ever played a game that you know isn’t great but you can’t stop playing? That kind of guilty pleasure which consumes you against your better judgement. At the extreme end of this spectrum I’ve had that with Feeding Frenzy, an early XBLA game that saw you as a fish devour other fish. As a concept it wasn’t great, and its execution was similarly mundane, but something within it kept making me want to swim around a single-screen, two-dimensional fish tank and fill my fishy gut. It was not my proudest moment.

Though even mentioning Sim City on the same page may seem a disservice to Maxis, I equally question why I have put so many hours into that somewhat flawed experience. It was supposed to be the coming of age for the venerable franchise but instead it has been a release dogged by server issues and filled with questionable design choices. And yet it is all too easy to sit down, intending to quickly check in on your fledgling cities, only to emerge several hours later not knowing quite what happened but by the proud mayor of a town boasting a new airport, to have struck a bountiful source of oil, or feeling the pressure of your voters as a crime wave grips their lives.

Right from the start it’s devilishly moreish and keeps you glued to the screen as requests regularly arrive from your townsfolk, opening with a request for roads so they can build houses and settle down. As soon as you’ve committed that virgin strip of tarmac, a stream of new residents flow in from the region’s highways. Zoomed in you can see the tiny removal vans speed in and start assembling homes and moving equally tiny Sim families in. Before the paint is dry on their garage doors however they’re complaining there’s no power. Ingrates. So you open up the power options and decide between wind, solar, coal and oil. Certain towns will have obvious solutions, but this is only the start of it. Next come requests for water; and sewage treatment; then rubbish collection; it goes on.

What started out as a simple and tranquil town where you drew pictures using the road network as your pencil, soon turns into a planning puzzle. Certain utility buildings, such as water pumps, might upset local residents if plonked next to them, but it’s a darn sight better than the sewage treatment plant being upwind from them. The trick is figuring out where in your plot of land you can fit everything whilst annoying the fewest people. Finding the corner of the city where the smell will go away from town, or the local bog that citizens won’t mind if you taint it a little as long as their streets are clean. In some way it’s as much you making moral calls as logistical ones as in cases there may be homes or businesses already sat upon that perfect spot.

The other headache comes from the limited cash flow you start with. All these services cost money, to buy and to continue to run, and they need to be balanced against the taxes collected. Provide first rate services, costing the earth, and people may be healthy, employed, well-plumbed and happy, but the high tax rate will scare many off. Equally, dirt and germs may be cheap but don’t expect many takers.

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Businesses can bring in further streams of revenue too, easing the woes of your treasury. Casual players can skim the surface and can play around with growing large industrial hubs selling goods to shops, but a more advanced set of options lets you tailor your city to be the black-gold capital of the region with oil refineries and derricks, or attract in the high rollers by erecting neon lights and casinos up and down your strip. You can focus on trading, electronics or tourism, and each will vastly alter the makeup of your city and how the cash comes rolling in.

Taking all of what’s on offer can be slightly overwhelming but the simulation underneath is at least sensible and spaces its requests out in the early days. Requests from Sims are as much a guidance along what to explore as they are indications of what’s faltering in your creation, and it’s easy enough to write the whole thing off as an experiment and start in a fresh region if the worst comes to the worst.

What this all builds towards is the fun of founding, growing and specialising. Making sure all your Sims have enough jobs and health care to keep them happy, ensuring the place is attracting in visitors from the wider world to put extra coins in your pocket, and being the mayor of a sustainable city. Where you begin to see the cracks, however, is as your first creation reaches its limits.

The cities are surprisingly small and it won’t be long before your buildings are pressed up against the border. There will be no teeming metropolises gently spilling out into suburbia and onwards to more green outlying villages, instead you will have constructed a solid square of concrete and iron and once you’ve filled it, you’re going to have to start recycling space. This may seem like a challenge, something put to you to test your mayoral wits, and to a certain extent it does as you bulldoze here and tweak there but there comes a point where it’s not worth it. The rewards earned for changing focus greatly or bowing to every Sim’s little request and upsetting the balance are negligible; there is a dearth of long term goals and so it’s often best starting afresh.

Definite advantages await with this course of action, as cities in the same region all help each other, be it through trading utilities and resources, or sharing technological and governmental developments that unlock more advanced buildings. Neighbours can often be called upon to plug a shortfall in water or to employ some of your citizens, but it’s highly buggy. Shared power supplies will cut off for no apparent reason leaving your city in darkness and with businesses threatening to leave, gifts of cash and resources take an excruciating long time to travel between mayors, and direct interaction is so minimal that at times you question the online nature of the game.

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The visual representation of your city, spread out on the region plane sat in amongst whilst also seeing all your friends’, does provide a lovely diorama yet it just serves to highlight further how isolated you feel whilst playing. There are no great shared constructions of any meaning, no chance to co-mayor a city or change the face of the region, you operate in a completely solitary fashion.

This in itself could just be considered a missed opportunity but when forced to focus on your own endeavours so much you realise there are fundamental problems at home, too. Bugs and inconsistencies with traffic pathfinding, business and the general sensibility of Sims can bring whole conceptual infrastructures crashing down. Sensible little assumptions that you make about life in your world are not replicated in the thoughts of your Sims. Businesses happily go out of business claiming they have no place ship freight to despite living across the road from a freight warehouse; Sims will die queuing for hospital treatment despite there being a queue-free hospital elsewhere in town; dim-witted drivers will clog roads meaning the fire brigade are stuck in jams whilst the industrial quarter burns freely. Each in isolation is irritating, possibly humorous, but when its replicated time and time again any long term goal you had for your city is an exercise in futility.

And yet, I keep going back.

That initial period, where you have nothing but a piece of green belt, maybe a strip of land by the coast, you put to one side the disgruntlement that ended your last venture and you see only potential. Maybe a series of well-to-do mansions could have views of the sea and bring in the high-rate tax payers, possibly this time you’ll pop down a concert hall and expo centre and dedicate this town to putting on shows, each time you’ll try something a little different to see if this time it sticks.

More often than not there will be an early struggle as you balance out your ambition with the trickle of cash that comes in through tax returns. More often than not you’ll be distracted from your initial goal as you see what would happen if you unleash Godzilla through the streets. More often than not you’ll put together a working world that will quite happily tick by if you just stopped tinkering.

For all its initial ambition it’s hard to consider Sim City as anything other than a let-down. Let-down or not, though, if you give me a sandbox I will keep on making castles.

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Bioshock Infinite ::: Hands On

Bioshock Infinite has consumed the 7outof10 team this week. We’re ignoring sleep, food and girlfriends just so we can spend more time with Elizabeth.

Sim City ::: Hands On

The server problems finally seem to be a thing of the past and so we head online for a proper look at Maxis’ city simulator.

Ever wondered water a lava lamp made of brown would look like? Feast your eyes on that and many other interesting social policies as James and Ali take you round Sheepy Magna, the jewel in the 7outof10 Sim City region.

Tomb Raider ::: Review

The first reveal of the Tomb Raider reboot was a curious one. Gone was the self-assured Lara Croft of old, roaming round long forgotten tombs with dual pistols, and in her place was a young, unprepared woman, screaming and screeching her way through flame-lit caverns. It seems she couldn’t move more than a few feet without falling down a ravine or having men of uncertain principles reach out for her. Either way, she’d shriek.

Though this is a fair reflection of how our time with Lara begins, it soon becomes clear that we’re witnessing the birth of the legend. The period when she learns that it’ll take more than knowing how to excavate pots to survive her own extreme branch of archaeology. It’s been a much touted strand of this release, and with the inclusion of Rhianna Pratchett on the writing staff it’s clear that Crystal Dynamics want to flesh out the character and for her to be taken seriously. Away from the gunplay and puzzles, though a strong personality, she’s rarely been explored to any depth.

And so, after her and her fellow crew are shipwrecked on a remote, mountainous island, what we see is her taking her first fledgling steps as an adventurer. Despite calling on her survival training, initial forays into dank forests and foraging for food by hunting deer are obviously traumatic for the youngster. With the mantra of “I can do this” she scales great heights – metaphorically and literally – and sees off her fears to get her through her first night alone. Though this is nothing to the dangers that present themselves when the stranded crew meet the natives.

Separated from civilisation for what can easily be classed as “too long” the locals are a group of religious zealots intent on including the crew in their bloody rituals. They round up the new arrivals and by the light of a burning village the first big chapter in the Lara tale is told. Panicked, pushed to the edge, and in fear of her life, she kills her aggressor.

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The impact is immediate. Covered in blood and staring at the smoking gun in her hands, her body shakes as she sobs at her actions. Despite the circumstances, knowing it was the only way to save herself, you can see the obvious regret. At this point you really feel for her. As with any film where they’ve drawn you in to the characters and has shown them beginning to grow, there’s empathy.

What this also provides, however, is a disconnect.

This tearful young woman quickly learns to deal with the horrific event and swiftly repeats the action time and time again. Over the course of the next dozen hours, tears may be shed over friends as they come and go, but with barely a second thought she’ll kill hundreds of others with some of the most brutal animations this side of Assassin’s Creed. This once shrinking violet soon can do things with an arrowhead that will make your eyes water and demonstrates another case of cutscenes and their sentiment being completely disingenuous and at odds with the gameplay.

Although disappointing, it doesn’t ruin proceedings. Away from what you make Lara physically do, the story is a confident one and helps motivate you through the strong mix of combat and adventuring that follow.

The former is a definite departure from earlier games in the series. Though still third-person, the auto-lock has gone and controls are much closer to Uncharted, with completely free aim as you wave rifles and pistols about. This allows a lot more freedom than before and offers a fluidity that initially felt quite strange as my reticule danced about the screen. It’s not as easy as just selecting the pouncing wolf that’s going for your jugular and as such Tomb Raider feels far more at home in the modern world.

Of course guns have always played a part in the Tomb Raider series but here new ground is trodden in a number of areas. For one, it’s not just firearms she’s pointing at the resident nutters; she’s a dab hand with a bow and arrow too. This is the first weapon you’ll have access to and it suits the survival nature of the opening act. Silent and deadly, Ms Croft uses it both to take out potential food and protect herself.

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Soon pistols, rifles, and then eventually shotguns and grenade launchers, become available, forcing you to fit a surprising amount of ammunition is such tiny shorts. And whilst each makes you a formidable fighter, there’s something about turning Lara into a one-woman army that doesn’t sit well with me. True, it’s effective, but between this and a series of overly dramatic set pieces there are points you feel that the developers are trying to ape Uncharted a little too much. I kept wanting to fall back to just using the bow or at worst the pistol to try and fit with my own portrayal of the character.

Thankfully this is a perfectly viable option if you’ve sure enough aim, but more so the bow is crucial in managing enemies. In each encounter, as long as you can stay hidden away and pick off the outlying soliders, you’ll be able to silently dispatch large numbers without retaliation. A hushed arrow between the eyes will take them out in one shot and prove incredibly satisfying given an ounce of patience and the will to act like a hunter.

However, should you be spotted then all hell breaks loose as all barrels train on you. Even in the pitch dark of a midnight forest, half way up a tree, all enemies will somehow psychically pick you out against the branches from hundreds of yards away. It’s a little jarring going from a cloak of secrecy to running around as though you’ve a glowing target painted on your head, but if you want to put a positive spin on it then at least it encourages a stealth approach.

With combat a mixed bag it’s a relief that the adventuring is wonderfully strong. Large sections of the island are given over solely to your exploration, with cliff faces, ledges and old villages all calling at you to explore. This is where Tomb Raider feels at its strongest, as you face off against the environment and attempt to come out on top. It may have borrowed heavily from Drake in many areas but here it feels assured and safe in itself as traversing long forgotten tombs all hold unique physical puzzles that yield golden treasures. At times it’s the reward for clearing areas of their crazed residents.

For a mostly linear game it has a delightful knack of skirting back round on itself and interweaving its tracks. Very early on you start out on a mountain path, the cliff face stretching high above you and impassable. Yet a few chapters later you’ll return further up the cliff and in possession of a tool that will now link the two. This progression suddenly opens up the island and turns an otherwise corridor adventure into a playground that see trinkets and collectibles hidden liberally about.

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It replaces the traditional Croft Manor, the training ground that provided an athletic diversion from the main campaign. Here these trials are worked into the environment itself and through use of a very liberal fast-travel system provide said diversion without breaking the illusion that you’re trapped miles from home. It’s easy enough to ignore the main plot for a short while and head off into an ancient village to plunder it for all the riches it hides away and yet just be feet away from continuing onwards.

This exploration is highly worthwhile too as hidden caches of salvage can be used to upgrade weapons or provide XP to unlock extra skills. Bows can be made stronger, guns more accurate and Lara more lethal. It’s a simple addition that means your wandering round darkened corners looking for hidden trinkets is rewarded with more than just a completion stat. Come the end you’ll have not only grown a more accomplished treasure hunter but all this foraging will have turned Lara into a seasoned survivalist.

And come the end, if you’re like me, you’ll want to go back and hoover up anything you’ve missed. Not just because of any sense of kleptomania but because it’s a world that you’ll want to experience again. To scale and unlock missing tombs, see the subtle tells placed in Lara’s animations to feedback on her surroundings and feelings, and to prove yourself against the elements once more.

Despite niggles about the lowest-common-denominator combat and the tear-jerking cutscenes giving way to scenes of mass genocide, Tomb Raider is a triumphant return for one of our most well-known faces. There are enough little touches to keep traditional fans of the series happy and yet these are balanced with aspects of levelling, sandbox play, and dramatic Naughty Dog-esque cinematics that bring the franchise screaming – quite literally at times – into the modern era.

Though it may be a world best known for its block puzzles and mythic lore we now have a new facet to place alongside that. She may have once been famed for her dual pistols but silently stalking her prey through the forest, bow in hand and drawn in anticipation, has opened up a whole new exciting side of Lara Croft that should not be ignored.

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Is Always On a Turn Off?

Examine my profile on Origin and it will try and assure you that I’ve played Sim City for a grand total of 11 hours. Bless. It’s being rather optimistic; in reality it’s been nearer 20 minutes.

On Friday I veritably skipped home from work. The optimistic thought in my head being that all the server issues were on the other side of the pond and that I’d be able to spend that evening constructing my metropolis. Cue many hours of me staring at a screen assuring me that I was in a queue but my call was important and that they’d be ever so grateful if I held. The server burden eased for just long enough for me to play through the tutorial but not long after I was kicked off and I’ve been staring at retry timers ever since.

I’m not angry. Channelling parents everywhere, I’m just disappointed.

Sadly it’s not a unique occurrence. It’s the second time in recent times that an “always online” game launch has caused such an outcry in twelve months. Last June Diablo III released with similar issues as the initial servers failed to cope with the demand and caused eager players to join digital queues. Legal cases in Germany and France were brought over the farce and whilst Blizzard responded quickly the damage to their reputation was notable.

Ubisoft may have taken note, for a few months later in September it withdrew its “always online” policy for its PC games. Until that point, even its single player experiences required a constant connection to the internet. Although it may seem like a sensible piracy protection measure, the fact most pirates could get around such restrictions meant that for the most part only honest customers were inconvenienced. The French publisher even went on the record saying that the company’s products had over a 90% piracy rate. In its place came a “one time online activation.”

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So if three huge companies can’t get it right, where does it leave this method of DRM? A question that’s worthy of note given the continual rumours surrounding the next generation of consoles. Many news stories have spoken of their drive to control not only piracy but the second-hand game market and online registration and unique always-on connections are continually touted. But how would that work?

Diablo III sold nearly 4 million copies in its opening few days and, although impressive, this is dwarfed by the number of concurrent users that could be possible on console platforms. Sony and Microsoft both command roughly 75 million users each, and if even a small portion of those decide to jump online at a single point in time they have the potential to provide the ultimate network stress test.

Now imagine that outcry should the strain not hold the weekend Call of Duty came out. You can possibly write off a mass movement of PC players as only occasional, citing only huge releases, but in the run up to Christmas you’re regularly likely to have multiple 5 million plus sellers that are going to touch the common man and not the hardcore. How will you get across to Joe Bloggs that he can’t play the latest Modern Warfare because the expensive box he’s bought is somehow reliant on another expensive box somewhere half way across the continent and that box isn’t working? Though the industry might be rightfully trying to protect itself from the nefarious, such strong arm tactics only serve to alienate.

Further to that, however, whilst my internet connection is extremely fast and reliable it does occasionally drop out for small periods of time. Not a big problem usually but the risk of being booted from my single player experience seems grossly disproportionate. In an environment where I am interacting with no-one but myself then does it seem just to tether me in such a manner? I’d argue no, which is probably why Sim City’s problems are more disappointing than Diablo’s.

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At least with Diablo I could (kind of) understand the want to keep the auction house secure. No one offline would be running mods and then signing on and flooding the market with cheap knock-off Yves Saint Lauren assassin blades. With Sim City the longer the troubles continue, the more I wish for a simple offline mode. Sim City is generally a very solo affair, and whilst I look forward to what Maxis have put in place with resource sharing and joint goals, the simple addition of an offline mode for people who don’t give a monkeys what the rest of the community is doing would have be invaluable. Currently my mostly finished tutorial sits on a server somewhere awaiting completion. Quite why this is taking up space on EA’s disks is anyone’s guess, unless the devs want to laugh at how I positioned my sewage plant.

What is the answer? If always on not only doesn’t work as intended in regards to stopping pirates and it pisses off a whole group of dedicated fans, where to go? Well if the system must be changed then I look to Steam. There’s no hoo-hah from anyone about the licensing and restriction available there as it strikes a happy medium. A managed marketplace that controls the licenses for its wares, yet also allows the freedom to play games offline. It may require some forethought in order to do so but it allows for that relatively easily. Is this the middle ground that IP owners, platform holders and the purchasing public all be happy with?

Almost ironically in this discussion, we mustn’t forget however Steam too was a joke at its inception. Poor initial experiences with the now go-to name in PC gaming dogged its early days and it takes a long memory to brush past the good feeling that now surrounds the Value flagship. Everything takes time to develop and mature. Some may grow quickly, others painfully, but the important thing is now that companies must start learning from others mistakes.

Whilst from my professional capacity as a developer I have the utmost sympathy for Maxis – how you can test multiple millions of users logging on and truly stressing your system is no easy feat – public sympathy will only last so long. We’ve now two huge launches hampered by the same issue. How many more before players turn their back completely on this model?

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Sim City ::: First Few (Real) Mins

Finally getting on the servers, we wander through the tutorial that introduces the City of Sim.

Sim City ::: First Few Mins

What’s Sim City like straight out the box… let’s take a look.

BAFTA 2013

So the industry’s great and good – and Boris Becker – gathered last night to celebrate the best games of 2013. Or, to be more exact, Journey.

Journey stole the show winning five awards. Trophies for Audio Achievement and Original Score were well deserved, Artistic Achievement a fine choice, but the most pleasing for me was their Best Online Multiplayer achievement. In a category that featured more than enough gunplay to satisfy any clichéd teenager, it was refreshing that a special blend of coop, sentiment and adventuring saw them all off.

I can get tea-bagged quite readily in pretty much every other online game and yet That Game Company made me want to go and play with strangers. It was a feature that defined and Journey. Seamlessly dropping others into your sandy world and communicating only through hooting and scarf twizzling, without it there would not have been the emotional bond that brought together sound and vision.

Its PlayStation stablemate Unfinished Swan deservedly walked off with Debut Game and, slightly more surprisingly, Game Innovation. Though I enjoyed it thoroughly, and very much appreciated the visual style, this category was the most contentious of the night as it saw off the likes of Sesame Street TV, Book of Spells and Fez. “Contentious” maybe cruel as this was possibly the most tightly fought category and I might be stuck far too much on the technical wonder of some of the other nominees.

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The Walking Dead justifiably took Best Story (seeing as it had no mention of Prometheans), Lego Batman won the Family category and iPad games The Room and New Star Soccer went on stage to collect Mobile & Handheld and Sports respectively.

Elsewhere the big guns that were FIFA 13, Mass Effect 3, Far Cry 3, Assassin’s Creed 3 were heavily nominated, but failed to make an impact. Only Dishonoured, taking Best Game, and XCOM, Best Strategy, flew the flag for triple-A gaming.

Although there was much to be celebrated, the disappointing aspect for me of the evening was when it came to those announcing the nominees and the winners. Whilst Dara O’Briain does a sterling job, brimming with enthusiasm, and can’t be faulted when presenting the show, the cavalcade of minor celebrities was a little disheartening. There were a handful of well-known game playing personalities, but for everyone one of those there was another stumbling their way along the auto-cue.

Those who I wanted to see up there were the figureheads for our industry, and whilst Randy Pitchford and David Braben were amongst them, they were the minority by quite some distance. Was this on telly somewhere? I was watching through BAFTA’s site, but were the celebrities bussed in for ratings? It’s hard to say, yet for my tuppence I think receiving such a hallowed object such as a BAFTA award would mean far more coming from your peers than a bird from Hollyoaks.

No matter who you were rooting for, however, what the show once again proved was the diversity and quality on offer in our hobby. Mainstream press may often paint a picture of our world being solely inhabited by gun-toting maniacs polluting the minds of our youth, but we saw the educational Sesame Street, the wondrous Journey, and the adorable Little Big Planet, to name but a few. And for us who know more than to rise to the bait of the Daily Mail, Dear Esther, Fez and Thomas Was Alone speak highly for the creativity around today.

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