Tag Archives: Action Adventure

Dungeon Punks review

Some of my fondest gaming memories are of playing side-scrolling beat ‘em ups with my brother; Double Dragon, Turtles and Streets of Rage are just a few that we played together. We particularly enjoyed playing Golden Axe, and it’s this that Dungeon Punks reminded me most of.

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There are six characters to unlock and once available three teams of two can be selected. Rather than being tied to one tag team of characters, you can switch teams at any time. Unfortunately the teams don’t have any special tag abilities like The Simpsons arcade game, which is quite the missed opportunity, although each character does handle slightly differently, each one favouring speed, strength or magic.

With a layer of RPG elements that include weapon and spell upgrades, Dungeon Punks spans 12 environments. The game starts with a simple delivery mission that goes wrong and several precious vases get smashed. So begins errand after errand until the debt is repaid – if only it were that simple – the crew end up embroiled in a corporate battle for control over RezCorp, the sinister corporation behind the world of Dungeon Punks.

RezCorp sell insurance to bring folk back from the dead. Any death needn’t be permanent if you afford a small excess payment, made out in souls – the XP of the game. If your group dies mid-level before escaping via an emergency exit or by killing the main boss, a payment to RezCorp must be made. This can make leveling your characters a laborious task.

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Each level can be started over with most enemies resurrected ready to oppose you again, completed side missions won’t return so choose carefully as to whether you press on or escape after completing a side mission. Each room must be cleared before you can move on although retreating to the previous room is always an option.

Beyond the simple mash the attack button, there are simple spell combos and special rage abilities – each must be charged before use – with spells requiring mana from defeated enemies and rage earned from special crystals that are dropped. It all wraps up in a very simple package that will please older gamers who grew up on a staple of the games I previously mentioned.

The art style is fantastic and is the stand out accolade of the game. The story’s attempt to be witty and humorous eases the constant button mashing of the combat and although Dungeon Punks plays very much like Golden Axe, giving a great sense of nostalgia, I couldn’t help but want more.

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Level areas look the same and the layout of navigating through the foreground, background, left or right could have made Dungeon Punks the ideal game to use procedurally generated dungeons, making replay far more enjoyable, particularly during moments where you need to grind to get character XP higher. Enemies are the same reused character models and there is no online co-op.

What drove me on was not only to best the 12 areas and purchase the more powerful weapons, but also too see how the uncanny adventure of the Dungeon Punks panned out, plus I like games that riff off stuff I played in my youth.

If you’re a fan of titles such as Golden Axe, then you will really enjoy Dungeon Punks, otherwise you might just find pressing the A button just a bit too repetitive.

Thanks to Xbox and Hyper Awesome Entertainment for supporting TiX

The Magic Circle: Gold Edition review

The Magic Circle is more about games than it is a game. It’s a parody of game design, game testing, player entitlement and auteurism, and as such it’s a fascinating and captivating experience to play that’s like no other.

You step into the shoes of a game tester, entering the game The Magic Circle after it’s been in development hell for over a decade. Minimal staff remain, having been fired or driven off by the obsessed lead designer, Ish. Maze, a former esports star is trapped with Ish, having to lend her voice to the game as part of a contract signed years ago; she can’t quit but instead tries her best to be fired. Meanwhile, a new, plucky programmer has joined the team, having been a lifelong fan of Ish’s work, but her real agenda is quickly revealed. Then there’s the entity within The Magic Circle that needs your help in finishing the game so he can finally be free.

The small cast are superbly voiced and explore the aforementioned concepts with each other and you through tremendous writing. It’s smart, funny and entertaining throughout. Meanwhile, an aesthetic that shifts between black and white fantasy and brightly coloured pixelated industrial design, provides a strikingly unique visual playground to explore as you test the game for Ish and soon alter it for the mysterious entity.

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With the few remaining staff involved in their own personal battles or self-delusion, you are left largely unchecked. Before long, thanks to the mysterious AI entity within the game, you’re whisked away into a large area in-game that’s inaccessible to any normal tester. Here the ability to materialise previously deleted game assets, as well as edit objects and enemies, is introduced and the meat of the game is revealed: explore the game-world and hack enemies and objects to acquire the ability to get close to the in-game representation of the new programmer, hack her and gain god-like abilities in-game to allow you to finish what was started over a decade ago.

Editing objects and enemies is the crux of the experience. By changing their allies, foes and abilities you can create powerful friends to aid you as you explore the strange and hostile world. With no weapons and only the ability to edit, having an army of modified monsters follow you around to protect you is mighty handy. Meanwhile, imbuing them with the ability to fly, resist fire or shoot projectiles aids you in overcoming the puzzles set out before you. Before long you can search the world unimpeded.

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Additionally, thanks to the ability to edit objects and enemies, you can explore different methods to overcome obstacles. However, the scope is fairly narrow, usually with one primary way to solve your quandary and any other solution feeling exploitive. As such, once you’ve mastered this editing mechanic it doesn’t take long to fully explore the world and make you way toward the programmer’s avatar.

Beyond this point, The Magic Circle becomes an entirely different experience, and we wouldn’t dare ruin that for you here. Expect more excellent dialogue, enhanced versions of your previous editing abilities, and a delightfully entertaining and revealing glimpse at game design.

It’s unfortunately a short experience, and one that doesn’t lend itself to repeat playthroughs, however, it’s amusing and impactful whilst it lasts and should be at the very top of everyone’s ‘must play’ list. The Magic Circle’s parody approach and unique mechanics that change your role from player to developer are truly fascinating to explore and you absolutely must experience it.

Thanks to Xbox and Question for supporting TiX

Kerbal Space Program review

If you’re not a rocket scientist, then you’ll find Kerbal Space Program extremely difficult. It takes the science of rocketry, orbital mechanics and space exploration and challenges you to overcome them. And these obstacles will seem insurmountable at first. Simply building a craft capable of going straight up works your grey matter. But eventually you’ll find success, and this opens up tantalising new challenges to overcome. It’s compelling, forever difficult, always rewarding, and surprisingly fun.

The cute, green Kerbals that make up your staff, pilots and astronauts provide an excellent humorous balance to the otherwise serious science and challenge of space flight you’re tasked with. Seeing their faces as they fly through the atmosphere and beyond, turning gleeful or terrified depending on the smoothness of the flight, is funny and heart-warming. It also injects an important modicum of personality, something that drives you to keep them safe and rescue them if things go awry.

And things will certainly go awry. Tutorials teach you the basics of designing your own space craft and planes and flying them around the planet Kerbin and its solar system, but actually doing it is another thing entirely. Designing crafts that balance weight, with thrust capability and fuel enough to get where you want to go, is a constant to-and-fro between the launch pad and the assembly building as you tweak your crafts to perform at their very best.

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And you’ll feel forever compelled to better design your crafts, with the cosmos constantly calling to you until you’ve landed on every planet and successfully returned back home, and then even more challenging missions will flood your mind. The moons of all the planets need to be visited, Kerbals you’ve stranded need rescuing, space stations need constructing, satellites need launching, every biome needs exploring on Kerbin and beyond, indeed the options available to you are vast and fascinating.

In sandbox mode these mission are entirely driven by your own imagination. There’s no budget concerns or technologies that needs researching, you have everything available to you and are free to build any craft you desire, no matter how monstrous it is. Career mode and science mode restrict you, with career mode offering you contracts to be completed in order to gain more resources and science to unlock new technology. Here your progress is more tightly managed, making it an ideal place to start as you learn the ropes. But either mode you choose is still extremely difficult, but you’ll find you make just enough progress through failure to keep you hooked; it can get frustrating but it’s remarkable how enjoyable it is too keep failing time and time again.

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A big part of that enjoyment comes from the lack of penalties there are for failure. When something goes wrong you can revert to launch or the assembly building as if it never even happened. It’s an almost immediate restart too, with the only loading occurring at the very beginning of the game. However, performance often takes a dip when too much is going on on-screen. The larger and more complex your craft, the harder the framerate is hit. It’s common to see dips into single figures, and this can put a restriction on just how creative you are with your builds. Otherwise performance is admirable, leaving Kerbin and descending into the atmosphere of another planet is fairly seamless, as is shifting focus between multiple crafts once you have a copious amount of satellites and crafts exploring the solar system.

Controlling your fleet of crafts is initially tricky. Kerbal Space Program’s PC roots are still firmly attached and at no point does the controller feel at home with the experience. Many buttons double up on functions, with a tap for one input and holding down for another. Furthermore, you can, and indeed must, switch to a cursor to access the more advanced functions, such as setting manoeuvre nodes to work out required burns for orbits. However, surprisingly the controls turn out to be fairly intuitive, never ideal, especially when accuracy is required, but competent enough.

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Indeed, Kerbal Space Program is part hard-core space exploration simulator and part humorous disaster-scenario creator. It’s more skewed to the former, acting as an educational and fascinating glimpse into what is takes for our space agencies to achieve what they do. Yet despite its stiff challenge it’s still hugely enjoyable, and once you do manage to master some off the mechanics it’s also extremely rewarding. There’s always another challenge for you to overcome, and the journey to conquering it is full of explosive failures and delightfully gratifying successes.

Thanks to Xbox and Squad and Flying Tiger for supporting TiX

Blast ‘Em Bunnies review

Face wave after wave of unstoppable bunnies, yes bunnies, in this turret defence game from NNOOO. It’s a bright, colourful and cute little game in which you must protect your burrow from the invaders with deadly force. In an arena setting (the first arena is a farm in a canyon) you take control of a turret and face off against the waves of incoming enemies. They take eight different forms, such as the ‘Boss bunny’ – a tank style enemy, the ‘Runner bunny’ – a fast moving strafing bunny, and even a rather dark ‘Throat Slitter bunny’ – that, well, slits the throats…of baby bunnies. One of the bunny types can fly too, so make sure to watch the skies as well as the grass whilst sat in your turret.

Your turret comes in four different flavours, with each briefly attained by shooting crate drops. You start with the carrot turret rifle as your base, but as you kill bunnies they drop coins, which have to be shot to be collected and soon fill your wallet. With this currency you can choose turret upgrades, these include the ‘Runner bean laser’, the ‘Turnip mortar’ and the ‘Watermelon pip machine gun’. Each has a different type of fire with their own pro’s and con’s. for dealing with your fluffy foes.

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The arena have two different game modes: Normal and Survival. I personally found survival more fun, but it may just be my obsession with beating my own scores. Each mode has different difficulty settings which are unlocked through play. There’s also additional content available through the store, such as new arena types (five in total), character skin packs and modifiers to level up quicker.

It’s an easy game to jump in to for some quick play; perhaps you only have five minutes before heading out, or perhaps you’re in the mood for something a little less taxing than your usual game. I actually found it relatively challenging and for the first few attempts I didn’t survive long, less than 2 minutes in fact, but it soon clicks and the ‘your best scores’ table is wonderful at tempting you back in for another try. For anyone who gets locked in to the self-challenge of always trying to best yourself, Blast ‘Em Bunnies can certainly reel you in. I got locked into a survival loop for an hour just trying to beat my time. Perhaps it’s none of this that makes you want to play, maybe you just hate bunny rabbits with their cute little noses and their fluffy little tails, and you want to obliterate them in great numbers, and if so this is definitely the game for you, I don’t judge. Sit down, grab a carrot and send them to the furrier.

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However, despite my chirpy chatter through this game review, and a recommendation for the bunny slaughterers out there, I feel the game would be better suited to a mobile device. It would be perfect for a quick minute here or a short commute. The design is quite pleasing aesthetically, with cute characters and pretty smooth animations; its something that people who play Candy Crush or Temple Run might find appealing, but as a long-session gamer, its not really for me. The controls would also be fine for a mobile device, as they consist of simply turning your turret and shooting. As a full console game I’m not sure it carries the weight behind it, apart from competing with myself on time trials I found the whole thing pretty lacklustre.

Only having one arena to play was a surprise, as you’d think out of the six available you might get more than one with your base-game purchase. The ‘missions’ are just achievements really and add nothing extra to your play. It’s not that the game itself is badly made, I just wasn’t stimulated by the content and therefore lacked the encouragement to purchase the extra modes, arenas and themes. This may appeal to some, and maybe I just didn’t get it, but I’m not going to be putting any more hours on this myself.

Thanks to Xbox and NNOOO for supporting TiX

Mitsurugi Kamui Hikea review

If you’re in the mood for a no nonsense action title that’s singularly focused on combat, then Mitsurugi Kamui Hikea is right up your alley. This austere offering is severely lacking in story, and takes place in a number of fixed arenas, but redeems itself somewhat by its in depth combat, resulting in an experience that’s short-lived but satisfying if slicing up waves of enemies with skilful precision and speed floats your boat.

You play as schoolgirl Misa, and over the course of half a dozen stages, you’ll pursue her best friend, Suzuka, who’s been corrupted by a demonic blade. A handful of very short cutscenes with minimal dialogue sets the scene and drives the narrative forward, but exposition is kept short and sweet. The plot is clearly not the focus of the experience, instead it’s the combat that takes centre stage.

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In fact outside of this barebones story, there’s nothing but combat. Each stage is a small, closed arena with spawning bad guys to mow through before a boss fight. It’s entirely focused on these fights and feels very empty and featureless as a result. However, the combat shows some flair and complexity that rivals titles such as Devil May Cry, and once you start upgrading Misa’s move set, a great deal more strategy and technique creeps in.

What begins as a button-mashing affair, soon becomes a tense and frantic spectacle of highly skilled and satisfying swordplay. Basic martial arts fills a sword gauge which can then be spent performing samurai slices with your katana that do increased damage. Balancing the attack types to keep the gauge full and unleash some devastating combos when you need to, makes for a fun and tactical flurry of fights. Moreover, as you unlock new moves the combat becomes more varied and interesting, and your opponents follow suit with neat attacks of their own. It’s a challenging but enjoyable combat system and grows from humble beginnings to include parrying and counter attacks, juggling, and special moves.

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However, as solid as the combat mechanics are, there’s very little else here to entertain you and it’s all over within a couple of hours. Additionally, as well as the many foes you’ll be engaging, the camera likes to fight you as well and won’t lock-on to enemies making the more advanced techniques that require precision timing that much more difficult to perform.

Mitsurugi Kamui Hikea is more akin to a fighting game than an action adventure, but one with a roster of only one character. Indeed then this lack of content is hugely disappointing. However, the experience is certainly focused on the most impressive and polished aspect: the combat, which is superb.

Thanks to Xbox and ZENITH BLUE for supporting TiX


Reagan Gorbachev is as ridiculous as you’d expect it to be considering it’s name. You play as US president Ronald Reagan and General Secretary of the Communist Party of the Soviet Union Mikhail Gorbachev, captured during The Reykjavík Summit on 1986 by military extremists. The two must put aside their distrust of each other and work as a team to escape their captors.

In order to escape the extremists you must switch between both Reagan and Gorbachev to utilise their unique abilities. Certain doors are locked and can only be opened by a specific person, denoted by their colour. Meanwhile, Gorbachev can also hack computer terminals. Levels are also typically setup with puzzles and traps that require the use of both characters independent in order to proceed, such as pressure pads that opens doors. As such you’ll need to frequently switch between the two, which can be a bit frustrating if you’re playing alone as the friendly AI isn’t as responsive as the unfriendly.

Enemies patrol each level, some armed with guns whilst others just use their fists, and whilst it’s possible to sneak past many of them, violence is often the more efficient and safer choice. When not controlling one of the characters, the AI steps in, responding to your orders to follow and stop and reacting to threats, however, their reactions are slower than that of your enemies’ and yourself, often meaning the character’s death, and it only takes one of you to fall for that level to be failed. placing each character strategically and maintaining control of the one likely to face an adversary is certainly the best option – or bring in a friend to play via local coop – and both characters are well equipped to deal with threats.

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As Reagan you’re equipped with a katana and can slice and dice anyone you come across, Gorbachev meanwhile has a poison dart blowpipe for attacking at range, although with a slight delay whilst the poison takes affect. It certainly encourages you to switch between the two to deal with different combat situations, but either world leader can still knock an enemy out if they get behind them, so you’re never really cornered. Furthermore, weapons can be picked up and used and range from silenced pistols, assault rifles, grenade launchers and even rocket launchers powerful enough to destroy walls. Using what you find to best deal with a level’s layout and enemy placement is the title’s primary challenge and source of enjoyment, and figuring it out is certainly fun.

It’s all very reminiscent of the original Metal Gear titles on the NES, with it’s top down view, 8bit graphical and level layout aesthetic, and the on-site procurement of weapons with the option for stealth. And it works well to offer different options in completing a level. And with a timer and online leaderboard highlighted at the end of each level, you’ll certainly feel compelled to re-try levels and find the most efficient way through.

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It quickly becomes very challenging, though, with levels getting bigger and more complex, filled with enemies and traps. The traps punish those not paying attention but are creative and useful once you do conquer them, even to the point of offering an alternative way of dispatching the enemies on a level. However, the enemies themselves pose the greatest threat and some poor design makes them even deadlier. You can survey the area before moving forwards by holding X and moving the camera with the analogue stick, however, you’re restricted to how far you can look. This frequently leads to situations where long corridors house a group of enemies at the end that you simply don’t see coming, introducing a frustrating trial and error process to figuring out a level.

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Additionally, targeting enemies to shoot can easily backfire, as the auto-targeting will lock on to the nearest enemy on the map rather than the nearest enemy within the same room or corridor, often leading to you spotting an enemy and frantically trying to target them before they shoot you, only to instead target a someone harmless in the room next door. You can switch targets easy enough but in a pinch it’s not ideal, and with the aforementioned camera surveying issue you can’t see the threats coming a lot of the time.

Reagan Gorbachev is an odd premise but a welcome one, it’s interesting and pleasing to see this kind of crazy storytelling and situation in a modern title; it harks back to the days of yore on the Commodore 64. However, poor targeting and camera controls makes this a frustratingly challenging title that distracts from the otherwise fun use of stealth, action and puzzle solving.

Thanks to Team2Bit and Xbox for supporting TiX.

Just Cause 3 mission trailer

Just Cause 3Coinciding with this year’s New York Comic Con, Square Enix have released the new gameplay trailer On a Mission. The trailer highlights how JUST CAUSE 3’s sandbox gameplay flows into missions, as Rico makes use of his vast arsenal of weapons and abilities to defeat General Di Ravello’ forces.

In this mission, Rico must protect the town of Costa Del Porto from the General’s tanks before breaking his friend Mario out of prison and escorting him to safety. Di Ravello believes the odds are stacked in his favour, but with Rico the General may have bitten off more than he can chew.


EGX 2015 : Assassin’s Creed Syndicate Impressions

Assassins Creed SyndicateThe Assassins creed franchise has had its fair shares of up’s and downs. AC3, to many, was a lifeless, soulless husk that failed to capture the essence of the Ezio saga, while the technical issues of Unity left many feeling that the yearly iterations being pumped out by Ubisoft was a mistake. I freely admit, that I “was” one of the latter.

Rather than the cold hard ground that follows Unity’s failed Leap of Faith, Syndicate may well turn out to be the well placed hay cart.

With a setting that many have been crying out for since the series moved to Italy, and now with a female playable character which turned out to be a bit of a PR faux pas last year, Syndicate seems to be Ubisoft’s attempt to right past wrongs.

Actually sitting down and playing with the new characters, twins Jacob and Evie, shows first and foremost that the inclusion of Evie as a playable character is not just a superficial attempt to quell the masses. Each character plays according to their very different personalities. Jacob, brash and hot headed is a dervish in close combat while Evie, more reserved and contemplative is much more suited to long range and stealth approaches.

The inclusion of multiple simultaneous attackers is something that has been sorely cried out for as well since the game first released with the “gentlemanly conduct” one at a time combat being scrapped for a more visceral and exhilarating style of fighting, more akin to the Batman series, than to any of its predecessors.

Having been to London many times, it was a delight to recognise landmarks within the game and although limited in the demo, the scale of Victorian London is truly awe inspiring.

As I said at the start, I was one of those who believed yearly iterations were a bad idea, but if Ubisoft can get alternating teams to pull off games that look, play and remain true to the creed this well, Im willing to give them another chance.

Consider this well and truly back on my day 1 list.

Dishonored Definitive Edition review


I consider myself fortunate to have been able to play Dishonored before release at Eurogamer 2012, and upon release, to review in October of the same year. So when Bethesda announced the release of the Definitive Edition on current gen I was interested to see what they would do to improve on the release.

For those of you who missed Dishonored in the last generation, you undertake the role of Corvo Attano, Lord Protector and chief bodyguard of the Empress of Dunwall, Jessamine Kaldwin. Returning unsuccessfully from a mission to the Free Isles, to seek political aid and insight into a mysterious plague that is ravaging the citizens of Dunwall, you are embroiled in the assassination of the Empress and the kidnap of her daughter, Emily Kaldwin.

Captured by the Empress’ spy-master, Hiram Burrows, you are quickly taken to the prison of Coldridge, where you are held and interrogated for six months. On the eve of your execution, Burrows, now the Lord Regent, and Campbell, the High Overseer, leader of the chief religious faction in Dunwall, reveal that your early return had interrupted their plans to overthrow the sovereign and situate her daughter on the throne as a puppet monarch.

Returning to your cell, you are slipped a note from a group known as the Loyalists, who believe that you are innocent and correctly presume the murder of the Empress is the work of the former spy-master. Escaping the prison you find yourself in a rundown pub owned by the leader of the Loyalists, Admiral Havelock, who requests your aid in removing the corrupt government and recovering the future Empress Emily from their grasp.


Following your exploits is The Outsider (a supernatural being whose worship is outlawed by the Overseers) who offers you his aid in seeking your vengeance against those who have wronged you. During this meeting you are given your first taste of the powers The Outsider can bestow, when he grants you the ability to “Blink” from one point to another. Each of your spectral abilities require Runes to unlock and upgrade and adrenaline to use.

Combining these abilities with the array of weapons and devices you have available makes for an interesting and unique approach to each of the areas and enemies in the game. The options are there, and cater to your playstyle, be it primarily stealth, aggressively combative or a mixture of the two.

The Chaos system Arkane have created is a simple but elegant mechanic. Your choices throughout the story have an impact on the city of Dunwall as it suffers from the mysterious plague. Killing enemies will adversely attract more rats and certain side quests, such as sabotaging an illegal plague tonic distillery for rewards, will leave the less wealthy citizens more open to the infection and may introduce to future levels more “weepers”, the citizens infected beyond the point of no return. Although it only has two settings, low chaos and high chaos, which level you are on affects how others treat you. You may find that some of the quest NPCs will no longer assist you if you are too wanton in your destructiveness, and may even go out of their way to alert your presence to the guards.

Dishonored is a hugely enjoyable and accomplished game and how you wish to make your way through the story is the biggest choice you will make. Will you live up to your role as Lord Protector and remove the corrupt government who is destroying the city from the inside, and try to remove the plague threat that is decimating Dunwall? Or will you spurn the people who have branded you a traitor and cut a swathe through Dunwall to exact your revenge, leaving them to rot in the plague infested streets you leave in your wake? it is entirely up to you.


It is worth noting, this is not an enhanced release in the standard definition. Although there is a distinct improvement in the lighting used within the game, and a greater fidelity to the textures overall with sharper visuals and more vibrant colours, the improvements are discernible but not overwhelming. At the end of the day this appears to be a timely port to coincide with their E3 show and the announcement of a sequel rather than a planned redesign of the title.

Neither of the previous niggles I found when reviewing the title back in 2012 have been addressed in this release. Enemy AI can still break the immersion when it fails, (on occasion), to respond to your actions or the assembled corpses littering the environment, and the somewhat fiddly aiming of Blink can still slow down the pacing of the game making you feel clumsy and imprecise, rather than the agile master assassin.

It is worth mentioning the cost as well. For those of us who already have a digital copy of the game, Bethesda confirmed that we would be entitled to pick up the definitive edition at half price, but even to pick it up now without this discount is as little as £25. With the inclusion of all the DLC packs along with the main game, it has to be said that, regardless if you have played the game before or not, this is an extremely good price point for this title.

If you did miss out on this title in the last gen, now is the time to pick up what I consider an influential and must play title from the last generation. If you were on the fence in the last gen, it is unlikely that you will find much to appeal to you here.

Thanks to Xbox and Arkane Studios for supporting TiX

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Warhammer®: End Times – Vermintide trailer


Fatshark, the Swedish Independent developer currently working closely with Games Workshop to bring their fantasy property to life, have released a behind the scenes trailer for their upcoming title, Warhammer :  End Times- Vermintide.

Associate Producer Liam O’Neill and Game Designer Victor Magnuson talk about the fluidity of the combat and some of the upcoming features in this new series of Vermintide trailers.

Warhammer: End Times – Vermintide is a first-person 4 player co-op game set in the city of Ubersreik during the End Times of the Warhammer fantasy world.

When the players arrive in the town of Ubersreik the city has just been overrun by the Skaven army. So it is up to them to join the resistance and fight back. Selecting from one of  five heroes, each with unique abilities, play style, equipment and personalities, players are challenged with working together to survive this invasion of rabid, relentless Skaven.

Warhammer: End Times – Vermintide is due for release late 2015.