play station official magazine

(maximka346) #1

086


REVIEW


INFO FORMATPUB BLOWFISH STUDIOS PS4 ETA OUT NOW DEV BLOWFISH STUDIOS

STORM BOY:
THE GAME
No lightning; just cloud strife

W


hen a game features a pelican
called Mr Percival, you might (not
unreasonably) expect it to be GOTY
material. When you discover that it consists
of nothing more than walking left to right
and playing a handful of minigames, however,
your expectations are likely to change.
An adaptation of the 1964 children’s book
by Colin Thiele, Storm Boy is in principle a
wonderful idea. You, controlling the titular
bad-weather boy, cause paragraphs from
the book to appear on-screen when he hits
certain trigger points in the environment.
There are optional minigames^1 along the way
to keep young minds engaged. It’s a great
concept, but the execution is terrible.
Each book extract disappears from the
screen when your character moves too far
out of an invisible box, meaning you must
literally stop and read. This, however, is the
least of the game’s problems. The biggest,
which causes lots of other little issues, is
that the book is enormously, and bafflingly,
abridged here. Storm Boy is a very short
book, yet huge chunks are missing from
this interactive adaptation. As a result, it’s
possible – likely, even – that most people
will thunder through the entire thing in 20
minutes or less.^2 This is not an exaggeration.
Even worse, the text has been edited in
such a way that the final result is sanitised,
purged of anything with even a remote
chance of upsetting little kiddywinkles, with
one unavoidable exception. Some things are
poorly explained, and the ending is changed
significantly by omission and
visual misrepresentation. It’s
a shame but, even at a penny
shy of five quid, this is hard to
recommend. Luke Kemp

FOOTNOTES 1 A few of the minigames are pleasantly relaxing, but
they’re not going to keep anybody coming back for more. 2 Add
another ten minutes or so for, incredibly, a platinum trophy.

INFO FORMATPUB MILESTONE S.R.L. PS4 ETA OUT NOW DEV MILESTONE S.R.L.

RIDE 3
No gimmicks, just bikes. Again. Again

R


ide 3’s enthusiasm for its motorcycles
is infectious, and the detail of some
of the loading screen reading is
deliciously nerdy. It’s an enthusiast’s game,
no question. But that same enthusiast
will compare this riding experience to the
excellent TT Isle Of Man, and wonder why
that game feels so much more immediate.
Ride 3 does little wrong, but just doesn’t
provide the same rush as many of its peers.
The gameplay is nonetheless
commendably balanced. A pop-up message
gently nudges you into harder difficulties
when you’re winning too easily, and the usual
ultra-hardcore simulation handling is there
if you want it. The default riding settings are
supremely playable, making for a pleasantly
accessible racing sim.^1 You’re still guiding a
two-wheeled vehicle, though, which is much
less stable than a car and requires care and
discipline if you’re going to get anywhere.
The lack of commentary or music during
races affects the sense of the importance
of what you’re doing, but well-earned wins
or gold lap times still raise a big smile. Just
so long as the oddly premature ‘Race Over’
message doesn’t trick you into stopping 100
metres before the finish, that is.
Ride 3 is disappointingly scrappy on the
standard PS4,^2 but is still fundamentally a
solid and detailed racing sim. The absolutely
humungous career mode is packed full of
variety and customisation options. From
overtake events to drag races, the wealth
of unlockable events should keep you playing
for weeks, even before you take it online. But
in terms of the most exciting
bike racers on PS4, this isn’t
even in the top three – and how
many bike games do you really
need? Justin Towell

FOOTNOTES 1 Falling off because you accelerated isn’t the most
welcoming introduction to a videogame. 2 But has a very welcome
option for a much more convincing 60fps on the Pro.

INFO FORMATPUB RIPSTONE PS4 ETA DEVOUT NOW AUROCH DIGITAL

ACHTUNG! CTHULHU
TACTICS
The Old Ones are still the best ones

T


here’s a certain type of person for
whom the words ‘it’s like XCOM but...’
are gaming catnip. In the case of
Achtung! Cthulhu Tactics, the rest of that
phrase goes ‘...but set in a World War Two
where the Nazis unlocked the powers of
the Old Gods’. It’s an effective setting, albeit
one well-trodden by the likes of Wolfenstein,
Hellboy, and Overlord. You control a ragtag
squad from the Allied Forces’ own occult
division, as they push into enemy territory
in the wake of D-Day, discovering an
increasingly historically-inaccurate bestiary
of fascist monsters along the way.^1
This is presented through turn-based
tactical battles which handle very similarly
to... you guessed it! XCOM. The biggest
difference comes in Achtung!'s use of the
rather old-school Action Points.^2 Each unit
gets 12 AP to spend per turn, which can
be used for movement or combat abilities.
This allows each weapon to have a more
distinctive character – a 4-AP pistol might
be able to rattle off two shots, even if
you need to reposition, but an 8-AP heavy
weapon will limit your options considerably.
Opening up your options further still is the
Momentum system, a pool of bonus points
that can be spent on especially cool abilities,
like firing a bullet that can penetrate multiple
targets or using psychic powers to siphon
an enemy’s life force.
The result is a competent if slightly
unremarkable tactics game, which offers
plenty of options in a firefight but lacks
the cinematic flair of XCOM or
anything to make really it stand
out in a world where ‘like XCOM
but...’ is an increasingly common
promise. Alex Spencer

FOOTNOTES 1 The greatest monstrosity of all is the accent work,
particularly where the Germans are involved. 2 There’s also Luck, a
meter which protects each soldier but drains as they get shot at.
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