Play Station Official Magazine - UK (2019-12)

(Antfer) #1
MULTIPLAYER MODES PUT
THROUGH THEIR PACES
online tests BY OUR TEAM OF EXPERTS

what we’re
playing now

CODE VEIN
Jess Kinghorn sinks
her fangs in once more
I decide to mess around in
multiplayer for the final
two bosses. After a few
knockbacks, I finally
acquaint myself with Code
Vein’s highly customisable
gesture system. My polite
curtsy and prim “Please,
lend me your guidance,” is
all but ignored by my online collaborator
as he charges off to paint the town
red. But what the revenant known as
‘Dienasty’ lacks in manners, he makes
up for in hacking and slashing. After
cutting a path straight through to the
not-quite-the-best-but-still-good-
ending, I’m considering answering a
few distress signals myself.

THE SURGE 2
Ian Dean’s glad society
is working (so far)
Jericho City’s brightly
coloured graffiti notes
could have ruined The
Surge 2’s atmosphere,
but the game’s social
system is a godsend. One
note warns me of a threat
around the corner, and as
I’m running low on health
I choose a detour. Another points to a
secret chest of Tech Scrap and
goodies. Thank you, Surge society.
What I love most, especially after more
people start playing and I’m running
through NG+, is to date no-one has
broken the trust. It would be easy for
bad ’uns to merrily point me towards
certain death instead of a bundle of
expected XP, but all is well. So far.

DESTINY 2 –
SHADOWKEEP
Can Oscar Taylor-Kent
change his fate?
There’s a lot to love about
Destiny 2, especially in its
revitalised form. The
latest paid-for update,
Shadowkeep, adds plenty
for long-time fans. Early
on, we get more pay-off
on some deep endgame
lore and it sends my mind reeling.
However, Destiny 2’s also a game
where simple acts like headshots
feel incredibly satisfying. There is
definitely masses to enjoy here, from
lore to those headshots. I just wish the
two had more to do with each other.

100


review


INFO
FORMAT PS4
PUB UBISOFT
DEV UBISOFT PARIS
REVIEWOPM#168,4/10

time. Though its matches
are plodding and the
brief moments when you
actually unload your gun
in the direction of
another player all too
fleeting, Ubisoft does
incentivise continued
play. For example, every
action you take
contributes to improving
your character.
Progression is shared
between the campaign
and Ghost War, so players
who prioritise PvP over
single-playergrinding

J


ust in case you missed last
month’s review of the main
game, we didn’t much care for
Ubisoft’s latest covert soldier.
Actually, we more or less
thought it sucked. Save for some
semi-strong gunplay, the publisher’s
latest open-ended effort is one of the
shabbiest sandboxes we’ve played on
PS4. Its PvP isn’t much better.
Ghost War isn’t bad, there’s just
nothing that makes it feel special.
Breakpoint introduces the Shrinking
Combat Zone, the most notable addition
to Ghost Recon’s take on multiplayer
since Wildlands. In non-nauseating PR
speak, that means: “Fortnite and PUBG
have decreasing play zone sizes. Let’s
copy that!” On the sweeping sandbox
map of a battle royale, a shrinking area
of engagement makes sense. In an online
shooter with boxy maps? It’s as logical
as installing solar panels on a nuclear
power plant... that’s mid-eruption.

Ghost War is split into
two modes: Elimination
and Sabotage. The
former is a pretty basic
team deathmatch where
every player is limited to
a single life per round.
The latter is similarly
vanilla, and boils down to
Breakpoint’s version of
a standard bomb defusal
mode. Both concepts are
as uninspired as the
half-baked, hugely
samey campaign.
At least Ghost War
triestorespectyour

Ghost Recon: Breakpoint


Uninspired PvP can’t save this open world


BOTH BREAKPOINT’S
PVP MODES ARE AS
UNINSPIRED AS THE HALF-
BAKED, SAMEY CAMPAIGN.
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