EGX 2014 | Game Previews: Part 1

<p>Last weekend&comma; thousands of gamers and developers from around the world descended on the Earls Court Exhibition Centre in London for EGX 2014&period; The UK&&num;8217&semi;s biggest gaming festival took place over four days and featured two floors of gaming in all its different forms&period; As well as playable demos of major unreleased titles there was also a cosplay competition&comma; an indie showcase&comma; fighting game tournaments and even a table top game area&period;<&sol;p>&NewLine;<p>The size of the event became apparent as soon as I stepped off the train&period; Sony had completely taken over Earl&&num;8217&semi;s Court station and there was PS4 advertising everywhere&period; The entrance to the convention itself belonged to Bethesda who decked it out in The Evil Within banners&period; The Sony&comma; Microsoft and Nintendo booths occupied much of the ground floor with third parties and indie titles mostly located upstairs&period; As Nintendo&&num;8217&semi;s booth was the one located closest to the entrance&comma; it was hear that I began my visit&period;<&sol;p>&NewLine;<p><strong>Captain Toad&colon; Treasure Tracker<&sol;strong><&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;10&sol;05070340&sol;captain-toad&period;jpg"><img class&equals;"aligncenter wp-image-67587 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;10&sol;05070340&sol;captain-toad&period;jpg" alt&equals;"captain toad" width&equals;"640" height&equals;"360" &sol;><&sol;a><&sol;p>&NewLine;<p>The first game I played was Captain Toad&colon; Treasure Tracker for the Wii U&period; As I have not played Super Mario 3D world this was my first experience of Captain Toad&period;  The gameplay itself was rather unique&period; Unlike his Italian friend&comma; Captain Toad cannot run&comma; jump or attack&period; All he can do is awkwardly waddle around the stage&period; The demo I played contained one small level that seemed to be from the early part of the game&period; The objective was to grab the star at the end of the stage although there were also coins to collect and three jewels to find&period; The level design was simplistic but was made in such a way that it was hard to tell where everything was&period; The central focus of this game is to tilt the Wii U&&num;8217&semi;s gamepad  in order to change the camera angle and gain new perspectives of the level&period; It&&num;8217&semi;s a novel game mechanic and one that I found to be much more intriguing than I originally expected&period; I left Captain Toad&colon; Treasure Tracker feeling much more positive about the game than I had been before&period;<&sol;p>&NewLine;<p><strong>Monster Hunter 4 Ultimate<&sol;strong><&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;10&sol;05070332&sol;tigerstripe-zamtrios&period;jpg"><img class&equals;"aligncenter wp-image-67588 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;10&sol;05070332&sol;tigerstripe-zamtrios-1024x563&period;jpg" alt&equals;"tigerstripe zamtrios" width&equals;"750" height&equals;"412" &sol;><&sol;a><&sol;p>&NewLine;<p>Next up was Capcom&&num;8217&semi;s Monster Hunter 4U&period; A group of four of us took on the Tigerstripe Zamtrios in the game&&num;8217&semi;s new desert map&period; The Zamtrios would catapult itself into  the air in order to come down and crush us&period; At other times it would inflate itself into a giant ball and roll around the place&period; The monster was labelled as an intermediate challenge and it did feel like an enemy that would appear in the early part of the game&period; As the map was so open there weren&&num;8217&semi;t many opportunities to try out the game&&num;8217&semi;s new mechanics&period; However&comma; there was one part of the fight where I was able to climb up onto a rock and then leap onto the monster&&num;8217&semi;s back&period; I had to use R to hold onto the monster as it was trying to throw me off&period; Once it got tired and stopped to rest&comma; I was able to then attack the beast and deal considerable damage&period;<&sol;p>&NewLine;<p><strong>Splatoon<&sol;strong><&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;06&sol;05094424&sol;Splatoon-bagogames&period;jpg"><img class&equals;"alignnone size-full wp-image-62864" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;06&sol;05094424&sol;Splatoon-bagogames&period;jpg" alt&equals;"Splatoon bagogames" width&equals;"970" height&equals;"552" &sol;><&sol;a><&sol;p>&NewLine;<p>I ended my tour of Nintendo&&num;8217&semi;s booth with their new IP for the Wii U&comma; Spatoon&period; The demo was an 8 player battle where we were split into teams of four &lpar;imaginatively called Team Splat and Team Toon by the Nintendo staff&rpar;&period; After a couple of minutes to let us get used to the controls&comma; we dived straight into a 4v4 battle&period; Unlike other third person shooters&comma; the goal of the game is not to kill people but to cover the stage in as much coloured ink as possible&period; At the end of the match&comma; the game works out which team had the most ink coverage and they are declared the winner&period; It reminded me of the Stamp Out&excl; minigame from Mario Party 4&period;<&sol;p>&NewLine;<p>Being so different from other shooters&comma; I found it tricky at first to get used to some aspects of the controls&period; For example&comma; whilst bullets fly in a straight line&comma; ink has more weight and so doesn&&num;8217&semi;t travel as far&period; There&&num;8217&semi;s no sniping from a distance in Splatoon&comma; you have to throw yourself right into the mix and get up close and personal with the other team&period; Another interesting feature of the game is the ability to turn into a squid&period; This not only  gave me a lot more speed and manoeuvrability but also allowed me to climb up walls and refill my gun&period; However&comma; you can only be a squid in your team&&num;8217&semi;s ink so territorial control was very important&period; The fact that the enemy can&&num;8217&semi;t see you in squid form also makes this feature perfect for setting an ambush&period; A  game mechanic I particularly enjoyed was the energy meter&period; Killing enemies and covering the stage in ink fills up the meter and when it&&num;8217&semi;s full you are equipped with an RPG style weapon which fires huge blasts gn ink&period; It&&num;8217&semi;s a rewarding and empowering mechanic that added to the game quite nicely&period; I walked away from Splatoon feeling that this was the sort of game that Nintendo needs to make more of&period; It&&num;8217&semi;s a project where young designers are able to build on the company&&num;8217&semi;s creativity and imagination to create something totally new and interesting&period;<&sol;p>&NewLine;<p><strong>Elite Dangerous<&sol;strong><&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;09&sol;05074132&sol;Elite-Dangerous&period;jpg"><img class&equals;"aligncenter wp-image-66264 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;09&sol;05074132&sol;Elite-Dangerous&period;jpg" alt&equals;"Elite-Dangerous" width&equals;"750" height&equals;"426" &sol;><&sol;a><&sol;p>&NewLine;<p>After Nintendo I then moved to the Elite Dangerous area that was situated right next door&period; The developer had a circle of 12 widescreen systems set  up in a circle so that it felt like some kind of command desk&period; Whilst keyboard controls were on offer I opted to use the joystick and  throttle&period; The firsr mission was quite easy and boring&comma; I simply had to pilot my craft behind an unarmed transport and destroy it&period; Having made short work of the enemy ship I was then allowed to try out a much tougher mission against two fighters&period; The game played a lot better once the difficulty and complexity were ramped up&period; The two enemies were fast&comma; manoeuvrable and hard to catch&period; I had to wear down their shields with lasers before launching my homing missiles&period; I was able to successfully destroy both enemy ships but only after taking a lot of damage&period;<&sol;p>&NewLine;<p><strong>Sunset Overdrive<&sol;strong><&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;09&sol;05072434&sol;Sunset-Overdrive-Rails-BagoGames&period;jpg"><img class&equals;"aligncenter wp-image-66846 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;09&sol;05072434&sol;Sunset-Overdrive-Rails-BagoGames-1024x576&period;jpg" alt&equals;"Sunset Overdrive Rails BagoGames" width&equals;"750" height&equals;"421" &sol;><&sol;a><&sol;p>&NewLine;<p>In Microsoft&&num;8217&semi;s booth I was most excited to play Sunset Overdrive&period; The demo took the form of a 6 player co-op mission called Night Defence where the objectivewas to protect out Overcharge Vats from three waves of enemies&period; A small meter in the bottom left corner of the screen showed us the remaining health of our Vats&period; The main hook of the game is its movement system which involves jumping from car roofs and grinding across overhanging wires&period; Whilst the controls were certainly intuitive the actual mechanic itself didn&&num;8217&semi;t seem to add much to the game as I just zipped  back and forth across the small map&period; The traversal system probably works a lot better in the open city  where you have an actual destination&period;<&sol;p>&NewLine;<p>As with any Insomniac game&comma; I had a huge arsenal of crazy weaponry at my disposal&period; TheHigh Fidelity fired out vinyl records Shaun of the Dead style whilst the Roman Candle uses fireworks as ammunition&period; My favourite was the TNteddy which shoots out exploding teddy bears&period; The Xbox representative told me that eventually the TNTeddy could be upgraded far enough to cause teddy shaped nuclear explosions&period; Whilst the guns do run out of ammo&comma; they never need to be reloaded which makes the gameplay very fast paced&period;<&sol;p>&NewLine;<p>Unfortunately that also made our team feel very overpowered&period; In the first wave&comma; enemies were being destroyed as soon as they got onto the map and our Vats were never in any real danger&period; It was the same story in wave 2 although we were each given a trap to place  which was interesting&period;  The game didn&&num;8217&semi;t really shine until the third and final wave which introduced new&comma; larger enemies&period; These hulking brutes could take a lot of punishment and my team really had to work together to take them down&period; I was quite disappointed at the unsatisfying gunplay and traversal of Sunset Overdrive but this may have been the fault of the demo rather than the game as a whole&period;<&sol;p>&NewLine;<p><strong>The Evil Within<&sol;strong><&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;04&sol;05114433&sol;The-Evil-Within-&lowbar;bagogames&period;jpg"><img class&equals;"aligncenter wp-image-60630 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;04&sol;05114433&sol;The-Evil-Within-&lowbar;bagogames-1024x576&period;jpg" alt&equals;"The-Evil-Within-&lowbar;bagogames" width&equals;"750" height&equals;"421" &sol;><&sol;a><&sol;p>&NewLine;<p>My first day at EGX 2014 ended with The Evil Within&comma; the newest game from Resident Evil creator Shinji Mikami&period; As Resident Evil 4 is one of my favourite ever games&comma; I am looking forward to this title immensely&period; From what I played at EGX&comma; Mikami will not disappoint&period; The first thing that struck me about The Evil Within was the openness&period; The demo took place in a spooky mansion &lpar;surprise surprise&rpar; and I was able to explore it at my will&period; Every time I died I took a different route and found different rooms to explore&period;<&sol;p>&NewLine;<p>With the lights dimmed and my headphones on&comma; The Evil Within did feel quite frightening&period;  The enemies were tough and my ammo was low&period; I felt much more vulnerable as Sebastian Castellanos than I ever did as Chris Redfield or Leon Kennedy&period; There was even a ghostly figure who snuck up behind me and gave me quite a scare&period;<&sol;p>&NewLine;<p>One game system I particularly liked but didn&&num;8217&semi;t get to really explore&comma; was resource management&period; In the demo I came across a carefully  hidden trap which I could to dismantle to gain parts&period; I was told that in the full game I would be able to combine the different trap parts I collect to craft my own weapons and devices&period;  It&&num;8217&semi;s a mechanic that both encourages exploration and forces you to use everything at your disposal to survive&period;  Of all the games I played on Day One of EGX&comma; The Evil Within was by far the best&period;  This is the direction that Resident Evil needs to go in and Capcom should be taking notes&period;<&sol;p>&NewLine;<p><em>EGX 2014 Previews&colon; Part Two Is Coming Soon<&sol;em><&sol;p>&NewLine;

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