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Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

E Win Racing Calling Series Gaming Chair Review

The E Win Racing “Calling Series” Ergonomic Gaming Chair is their second series of chair to arrive at Console Monster HQ. My overall outlook of their Champion Series gaming chair was very positive, and their suite of chairs have introduced me to the many advantages you get by spending a little bit extra for an office/gaming chair, of which you spend a vast amount of your working/gaming time in. So could the Calling Series gaming chair be just as good? Let’s find out…

The E Win Racing Calling Series gaming chair costs a little less than the Champion Series, whilst also offering less variety of colour options. The Calling Series retails at a RRP of €359 EU / £319 UK / $431 US, although it is currently on sale for €229 EU / £204 UK / $275 US, and you can knock off an extra 15% off with our voucher code ‘consolemonster’. I’ve seen chairs costing much more than this and still have less features and quality. So on paper, the E Win Racing gaming chairs seems a bit of a bargain!

Setting up the Calling Series chair was very simple. The two hex/allen keys included are all that’s required to assemble the chair. The helpful photo guide lists all the necessary steps needed to assemble it, and with most of the chair being mostly pre-assembled you just need to unscrew a few pre-fitted screws, attach the back rest to the seat portion, screw the base plate onto the seat, attached the wheels and insert the rising piston, then finally place everything onto the wheel base, and after just 25 minutes, voila, you’re done!

Just like the Champion Series, the Calling Series uses some good quality parts and materials, with the only let down being the plastic arms. There are many buttons, leavers and switches to help achieve maximum sitting comfort here, however there are slightly less features than the closely-priced Champion Series.

It’s important that the seat has a good amount of padding to it. There is nothing worse then having a thinly padded seat that last barely a year before you begin to feel the framework inside. Thanks to its fairly thick padding of 8 cm, the Calling Series will be supporting your derrière for a long time. The seat’s width is slightly narrower and the side padding is less diagonal than the Championship Series, so if you have a habit of sitting on your crossed-leg, the Calling Series makes this a little more restrictive and uncomfortable to do.

Like the seat, the back support is just as important, and thankfully the Calling Series caters very well in this department too. Although this Calling Series has a slightly smaller frame, just like the Champion Series, the back rest dominates this chair’s overall form factor. I was hoping for a slightly more low profile chair than the Champion Series, but sadly when comparing the two, I saw very little difference in both models.

Adjusting the back position is simply done by pulling on the right side leaver, that is located where the backrest meets the seat. The seat hinges have some fairly strong springs, so the backrest can jump forward fairly rapid if you’re not leaning back on it. Adding a little more pressure whilst leaning back moves the back of the seat backwards very easy, and as you keep leaning back you soon start to notice one of the chair’s key features – the ability to move the back almost fully horizontal! Great for that power nap or brief rest.

Very popular with gaming chairs these days are the lumber and head cushions. These are held on by a pair of elasticated straps and plastic buckle clips. The straps come pre-fitted, wrapped around holes located in the bottom and neck area of the back seat. The lumber cushion alone made a huge difference to my sitting experience; the neck cushion however, probably not so much. Whilst the chair is more reclined, I can see the neck cushion having more of a purpose. Like the Champion Series, the straps could be a little tighter too, or at least hold the cushions in their adjusted position, because I found the bottom lumber support always required adjustment every time I sat back into the chair.

On either side of the seat you’ll find the plastic arm rests. Just like most chairs, each arm-rest can be raised and lowered to your own preference. For me, I wish they could go a little more lower than these currently allow. Unlike the Champion Series, this is where the armrest features end for the Calling Series. So if you require many armrest adjustments, you should maybe consider the Champion Series instead. Each arm comes pre-bolted to the seat, however if you prefer, these can be unscrewed and remove them entirely.

After two weeks using the Calling Series, I found the general build quality maintained the same very sturdy and solid impression that I got when I first sat in the chair, so much so that I can imagine this chair would serve me well for many years. The pleather material used in the seating appears to be of a high quality, and it doesn’t look like it will flake-off for some time. The cushions and the firm seat padding feels like they contain a good quality and density of foam that should take the weight and reshape themselves after use for many sittings.

Once again though, I my only gripe mirrors the same issue I had with the Champion Series, and that’s with its general style. In a small office environment, the back of the chair can look almost monolithic. It was commented to me the other day that someone couldn’t tell if I was in the chair when viewing from the back. For me, the size of the back seat could be much smaller. Any portion of the seat from my neck upwards do not touch, so it feels all this area could all be trimmed down. At 5’8” I also found that my feet would leave the floor when I adjusted the seat to the correct height for my desk height (a standard 72 cm high), and this meant that I had to use a foot rest underneath in order to maintain a decent circulation to my feet and legs.

If E Win Racing took these same materials and build quality, and created a more smaller backed gaming chair, that would make THE perfect chair for me. Perhaps their Flash Series could indeed tick that box, and I hope I can sample that chair also soon. There is very little price difference separating both the Champion and Calling series of gaming chairs, so if you can live without the additional armrest features, you can save a little on the Calling Series. But because there is very little difference in size, the extra colour options and extra armrest features make the Champion Series a slightly better option for your money.

Recommended!

For an additional 15% discount off the final sale price of an EwinRacing gaming chair, please use our discount voucher code ‘consolemonster’ at check out.

Play PlayStation 4 on iPhone or iPad With R-Play

Download R-Play from the Apple App Store

Remote Play has been a welcome feature to Sony’s PlayStation 4 console. With Sony’s official Remote Play app downloaded onto your desktop PC/Mac, you can stream your favourite PS4 games to your computer. I find this feature very handy when at work, for a little lunchtime gaming session. It can also come in handy when away at friends or family and I just want to access my PS4 back at home. The sad thing about all this is not everyone has access to a desktop away from home, where as a mobile or tablet is more likely to be on your person whilst away from your PS4.

Remote Play on mobile devices isn’t anything new, Sony’s own PlayStation Vita has been doing this for years, but you may not be carrying your Vita as regularly as your mobile or tablet however. More recently, Sony’s own Xperia Android mobile devices came readily available with Remote Play support, allowing gamers to pair up with their PS4 controller via Bluetooth and game on the move; but Apple’s own iOS devices hasn’t received as much love in this department.

This is when R-Play – Remote Play for the PS4 app comes in to save the day. This little gem of an app has been tucked away on the Apple App Store since April 2017, and has seen a number of updates over the past few months that has addressed various bugs and improved the app’s connection and streaming quality.

The unofficial app has recently had a price increase this July, going from $9.99 to $11.99, and if you don’t want to jailbreak your iOS device, this is your only way to play your PS4 games via Remote Play on an iPhone or iPad device.

So how does it all work, and the all important question, is it any good? Let’s find out…

Simple setup and guides

Firing up the app greets you to a number of help slides to get your PS4 ready for Remote Play. There is also an extensive FAQ page in the app that should solve any issues you come across whilst setting up, however if you’ve already used Remote Play before with the official Sony desktop app, then you’re already halfway there.

Once your PS4 has registered your iOS device running R-Play, you’ll soon see your PS4’s home screen magically appear on your iOS device. You’ll first sit back in amazement of this sorcery, thinking of all the possible things you can do with this app whilst on the move. But, it isn’t too long until you realise the app’s limitations – on-screen controls.

The bane of on-screen touch controls

There has never been much success when overcoming the negative experience of playing mobile games with virtual on-screen controls, and this issue becomes ever present when you start to play specific games via the R-Play app and its on-screen controls. Things do improve when using a hardware controller though, and I’ll come back to that in a bit.

Navigating the PS4’s menus using the on-screen controls isn’t bad, and as long as your connection to and from your PS4 is solid, it’s quite responsive. The four face and four shoulder buttons are nicely displayed on screen, along with a large thumb-friendly virtual D-Pad. Simply tapping on either the left or right side of the screen, outside of these buttons, will popup the a virtual analogue stick. It is very intuitive to game with these virtual sticks, but for games that require more precise, fast reactions, you’ll soon be longing for a physical analogue stick and shoulder buttons.

Unless you’re gaming on a 5.5” iPhone 6/7 Plus, using R-Play on a 4.7” device can feel a little cluttered, with most of your display used up for the on-screen controls. I dread to think how much worse it is on a 4” iPhone 5 display. Luckily these can be toggled to auto hide when you’re not interacting with the screen, but they’ll mostly be visible, as you’ll be touching the screen most of the time whilst gaming.

This issue improves slightly on iPad, thanks to the extra screen real-estate that allows for a more ‘spread out’ interface. But still, with the thick bezels of the iPad whilst being held in landscape, you’ll have to have thumbs the size of ET’s fingers to be able to reach comfortably into an empty area to trigger the use of the on-screen analogue sticks.

Luckily, you can customise the location and size of each interface button (shown above), but the biggest downfall of on-screen controls is that the shoulder buttons require the same thumbs as the ones also using the on-screen analogue sticks. This makes playing games such as first-person shooters almost a turn-based experience – as you have to lift off the virtual-sticks and use your thumbs to press the R2 button to fire, which results in your character stoping from turning and/or moving. This regularly makes tracking and firing at your enemies at the same time almost impossible!

The desire to use a controller becomes almost immediate once you start to use the app more seriously, and with a controller connected, things do go from okay, to pretty great!

Night and day improvements with an MFI controller!

So we’ve already learned that on-screen virtual stick controls in gaming has never really been a success. Unfortunately, Apple is rather selective on what Bluetooth accessory it allows to pair with its iOS devices, so we’re out of luck pairing up a DualShock4 controller. R-Play does have a work-around for this, however it is rather complex and involves using two PSN accounts and being close to your PS4 – making this method kind of pointless when using your PS4 remotely.

The last breath of hope for the R-Play app comes with the support of Made for iPhone (MFI) hardware, such as our recently reviewed Nimbus controller from SteelSeries. With a wireless Bluetooth MFI controller connected to an iPad, the enjoyment of PS4 gaming on iOS improves greatly. The difference in enjoyment is night and day. No longer does the burden of on-screen controls become an issue, and playing without the clutter of fingers and on-screen controls all over the screen is fantastic! Going through the app’s settings you can set the output stream to run at 1080p at 30fps – 60fps is there too if your bandwidth can cope – but at 1080p/30fps over Wi-Fi, gaming looks and runs pretty sweat on my iPad Pro’s 9.7” display.

The one downside you’ll encounter is that the Nimbus doesn’t have L3 and R3 controls, and it is very likely that there are no MFI controllers out there that will support this either. R-Play also has this covered, with the ability to map at least two buttons together to trigger the L3 and R3 command in the game. I tried to bind L1 and L2 triggers together to activate L3, and the same with R1 and R2 for R3, but this took some getting use to after playing games with a DualShock, but at least there is support in the app for this.

PS4 gaming on iOS

I never did think I’d see the day, but it has eventually taken a third-party app such as R-Play to allow iOS owners a way to connect to their PS4 via Remote Play, all without the need of jailbreaking your device. It is a surprise Sony hasn’t done an official app for iOS, with the likely reason being the inability to connect a DualShock controller to an iOS device. But with that said, R-Play has filled this void very well.

The execution of this app is pretty stellar and at times, for me, it has proven to be worth its relatively small upfront cost. If you’re thinking of gaming regularly via this R-Play app, just make sure you’re prepared to pay a little extra for an MFI controller. The on-screen controls do nothing but frustrate the experience; to a point that it puts you off using the app regularly at all. But on the flip-side, pairing up with an MFI controller makes Remote Play on iOS an acceptable solution if you do not have a laptop or desktop around.

Your own experience with R-Play will vary. Wi-Fi is recommended, and 3G/4G is certainly possible, but as stable as mobile networks can be, it may create a loss in visual quality at times. It also helps to have your PS4 connected to ethernet, along with a decent broadband speed. The game that’s being played will also effect your enjoyment somewhat. If a game requires regular use of shoulder buttons, or the use of L3/R3 buttons, you might as well not bother, or get hold of an MFI controller and get use to the work around. R-Play can suffer with fast-paced FPS games, however games that have more of a slow-pace might work really well, even with on-screen controls.

For a quick game session away from home, or simply browsing PSN whilst on the move, until Sony offers an official solution with DualShock4 support (which seems very unlikely at the moment) you really can’t do much better than downloading the R-Play app.

Download R-Play from the Apple App Store

Recommended

SNK vs Capcom: Card Fighters Clash review

Released: 1999

Genre: Strategy

Format reviewed: Neo Geo Pocket Color

Publisher: SNK

Developer: SNK

A screenshot of R. Mika being placed on the battlefield

This review was originally published in Arcade issue 18, April 2000

SNK and Capcom deal a winning hand

Mental images can be funny things, but if you’ve always imagined card-playing sessions to involve a collection of knifescarred underworld hoodlums smoking cigars in the backroom of a seedy nightclub, then the bright, neon-lit, up all night world of Card Fighters’ Clash will fulfil your every fantasy.

It has to be one of the most addictive and original games ever to grace any console, with an engrossing mix of RPG and card game that gradually gets its hooks into you and won’t let go.

Basically, your character travels around the Card Fighters world collecting different cards, playing mini-games and battling other players with a pack featuring characters from SNK and Capcom games. If you defeat an opponent, you receive more playing cards to add to your collection.

Initially, the game can be daunting and quite bewildering, with a set of rules to learn and cards that have hit points, soul points and actions. But after a few battles you start to pick up the game and become determined to collect more powerful cards to build up a deck that can take on the hardest of Card Fighters.

The graphics are large, bright and colourful. All of the cards are plastered with comic book representations of videogame stars such as the lovely Jill Valentine from Resident Evil and gangly Dhalsim from Street Fighter 2.

The role playing game bit involves visiting numerous worlds, including Capcom Plaza, Neo Geo Land and Lost World, which features a very silly dinosaur exhibit that roars when you pull a switch. There’s even a spooky Resident Evil mansion in SC Park, full of cute zombies, hidden bonus cards and evil Card Fighter opponents.

The single-player game is superb, but also included is a twoplayer link-up, enabling you to battle against or trade cards with your friends. Card Fighters’ Clash is one of those rare titles that seems to appear from nowhere, but surprises you by delivering a game that’s fresh, fun and incredibly addictive. This is Top Trumps for the new Millennium.

Jamie Sefton

Uppers & Downers

Ace of Spades 

  • Good graphics
  • Tons of character moves
  • Addictive

Two of Clubs

  • Will take over your life.

Score

5/5

A screenshot of the Dust Dragon making a noise

No One Can Stop Mr Domino! - Play review

Released: 1998

Genre: Puzzle

Format reviewed: PlayStation

Publisher: JVC

Developer: Artdink

A screenshot of Mr Domino approaching a car

This review was originally published in Play issue 37, July 1998

DOUBLE BLANK OR DOUBLE SIX? JVC LAYS ITS CUTESY DOMINO CHALLENGE ON THE LINE.

sound like a game for people who wear furry, zip-up slippers and huddle under tartan blankets, but actually it’s a rather addictive (if short lived) psychedelic domino laying extravaganza. Before you turn the page belly-up laughing, just check out the screenshots – they’re absolutely gorgeous and if this game had a middle name, it’d be ‘originality’ – a word you can’t associate with the vast majority of releases.

PaRappa The Rapper grabbed attention and to a lesser extent, the same can be said for Mr Domino. Playing it is simple, but mastering it takes patience, dexterity and a smidgen of luck. You play a cute domino chappy, who is carried along a predetermined course and the idea is to lay down dominoes at specific points in order to create chain reactions. Hitting certain switches triggers off amusing cut-scenes (those crazy Japanese), but if you manage to link every switch without stumbling over one of the many obstacles in your path, you’re rewarded with a special ending for the level.

A screenshot of Mr Domino about to be intercepted by an enemy

DOUBLE BLANK
Each course is effectively a track, so that after making one circuit you return the same point. It’s unlikely that every switch will be triggered on your first jaunt, so there a plenty of time-extending First Aid crosses dotted around ensuring that you can do a few laps to complete the stage.

Unfortunately you only get to manoeuvre Mr domino left and right, there’s little else to do apart from adjust his speed, as everything is on rails. It’s great fun for a while, but there are only six stages and we finished them pretty quickly. The humour in each level makes you chortle at first, but the effect soon wears off after you’ve watched it a few times. There are bonus tiles, including Fast Forward, Slow Forward and the annoying Reset tile, but nothing can hide the short-lived challenge that Mr Domino represents. Although it’s original, stunning to look at and good fun to play, we have doubts about how long you’ll be playing it for.

Tom Sargent

Looks: 8
Sounds: 7
Gameplay: 7
Value: 5
Topples: 7

Overall: 72%
Original, but lacks lasting challenge

A screenshot of a woman finding a bomb in her oven

Preview Into Madness

Introduced to video games when he was only five, after dying somewhere around four thousand times while playing Star Tropics, he never looked back. Some of his favorites range from titles like Shenmue and Metal Gear Solid 3 to Half-Life 2, Manhunt, and the Dark Souls series. Justin has a passion for vinyl records, and loves to collect video game memorabilia. If he had one wish, it would be to travel back to 1984 Miami.

Yonder: The Cloud Catcher Chronicles Review

Not all games must revolve around a ‘failure’ system. A game over is not a requirement in a video game, as much as some would like to believe. Even combat isn’t needed if done properly. Yonder: The Cloud Catcher Chronicles sets out to present the player with a vast, vibrant, and very charming world prepped for discovery and adventure. Part Minecraft, part Harvest Moon; but does it pull it off?

You play the part of a young adventurer, sent away from their homeland and parents as an infant, with only a magic compass and a letter. In this letter your parents explain that they had to send you away due to a sort of plague called ‘murk’, that has infested the city. They sent you away in hopes that one day you can follow said compass to find the truth, and perhaps make the world a little brighter along the way. You are able to customize your character by creating either a male or female avatar, which can have various hair colors, skin tones, etc. While the clothing and hair options are limited upon creation, you will come across lots of options as you plunder the world of Yonder.

You are presented with an open-world where nearly everything can be crafted from everything. You’ll find yourself cutting down tall grass, trees, and mining to craft various items for yourself and others. You’re even able to build a farm in which to grow plants and house various adopted animals. These plants and animals then automatically produce items for both crafting and trading; and with the trading system this game uses, you’ll need the spare items.

Instead of the usual monetary selling system games use, this one is actually based on trading goods. You are required to swap goods for at least the same value as those you wish to obtain. These prices vary based on trader location and the player’s craftsmanship abilities. All of this will help you complete your ultimate goal of removing the ‘murk’ that has driven the people away from parts of the land, yourself included.

You can upgrade your crafting abilities by joining and completing various craftsmen “guilds”, each with their own master and challenge quests. Upon completing these guilds, you will be awarded a multitude of new blueprints for craftable items, along with a badge that you can adorn on your backpack. I found these quests to feel incredibly rewarding, and I honestly couldn’t stop myself from completing them all, if only to see all the goods I could create.

If I had to find a downside to the world, it would be within the map and fast travel system. Whilst fast travel does exist, you are likely to only “unlock” it once you’ve finished the game. I assume this is purposely done to encourage exploration, and I totally understand that, but I did find myself lost a few times and would have appreciated a quicker way back to my farm or village. This, mixed with the lack of a distance tracker on waypoints, means you may find yourself going towards a dead end more than once along your journey.

Visually the game uses an animated and vivid look somewhat similar to ‘Windwaker’. The world is a wonderfully vibrant and varied land, growing only more aesthetic with the changing of the seasons. Wind blows the leaves, the trees, and the brush. Rain and snow fall from the sky creating an almost living painting on your screen. The art style is both refreshing and suitable for what this game offers. You truly feel as if you are in another, a more simple world.

The audio is just as charming as the rest of the game. Lovely melodies play a calming, soothing song that adds to the overall atmosphere of exploration and discovery. Sound effects are also well done, such as random bird calls, or the crunching of snow and ice under your feet.

Overall, Yonder is a wonderfully charming and relaxing title that proves you don’t need death or combat to create a memorable game experience. You’ll fall in love with the locals, the wildlife, and everything else you discover on this love letter to adventure and beauty. If you’re looking for a game that will allow you to sit back and relax while still feeling extremely accomplished, then look no further.

Destiny 2: Forsaken – Gambit Gameplay Preview – Console Monster

Introduced to video games when he was only five, after dying somewhere around four thousand times while playing Star Tropics, he never looked back. Some of his favorites range from titles like Shenmue and Metal Gear Solid 3 to Half-Life 2, Manhunt, and the Dark Souls series. Justin has a passion for vinyl records, and loves to collect video game memorabilia. If he had one wish, it would be to travel back to 1984 Miami.

Trials Rising – Gameplay Preview – Console Monster

Introduced to video games when he was only five, after dying somewhere around four thousand times while playing Star Tropics, he never looked back. Some of his favorites range from titles like Shenmue and Metal Gear Solid 3 to Half-Life 2, Manhunt, and the Dark Souls series. Justin has a passion for vinyl records, and loves to collect video game memorabilia. If he had one wish, it would be to travel back to 1984 Miami.

The Walking Dead: The Final Season – Story Preview – Console Monster

Introduced to video games when he was only five, after dying somewhere around four thousand times while playing Star Tropics, he never looked back. Some of his favorites range from titles like Shenmue and Metal Gear Solid 3 to Half-Life 2, Manhunt, and the Dark Souls series. Justin has a passion for vinyl records, and loves to collect video game memorabilia. If he had one wish, it would be to travel back to 1984 Miami.

Skull and Bones – Gameplay Preview – Console Monster

Introduced to video games when he was only five, after dying somewhere around four thousand times while playing Star Tropics, he never looked back. Some of his favorites range from titles like Shenmue and Metal Gear Solid 3 to Half-Life 2, Manhunt, and the Dark Souls series. Justin has a passion for vinyl records, and loves to collect video game memorabilia. If he had one wish, it would be to travel back to 1984 Miami.

Just Cause 4 – Gameplay Preview – Console Monster

Introduced to video games when he was only five, after dying somewhere around four thousand times while playing Star Tropics, he never looked back. Some of his favorites range from titles like Shenmue and Metal Gear Solid 3 to Half-Life 2, Manhunt, and the Dark Souls series. Justin has a passion for vinyl records, and loves to collect video game memorabilia. If he had one wish, it would be to travel back to 1984 Miami.

Play PlayStation 4 on iPhone or iPad With R-Play – App Review – Console Monster

Download R-Play from the Apple App Store

Remote Play has been a welcome feature to Sony’s PlayStation 4 console. With Sony’s official Remote Play app downloaded onto your desktop PC/Mac, you can stream your favourite PS4 games to your computer. I find this feature very handy when at work, for a little lunchtime gaming session. It can also come in handy when away at friends or family and I just want to access my PS4 back at home. The sad thing about all this is not everyone has access to a desktop away from home, where as a mobile or tablet is more likely to be on your person whilst away from your PS4.

Remote Play on mobile devices isn’t anything new, Sony’s own PlayStation Vita has been doing this for years, but you may not be carrying your Vita as regularly as your mobile or tablet however. More recently, Sony’s own Xperia Android mobile devices came readily available with Remote Play support, allowing gamers to pair up with their PS4 controller via Bluetooth and game on the move; but Apple’s own iOS devices hasn’t received as much love in this department.

This is when R-Play – Remote Play for the PS4 app comes in to save the day. This little gem of an app has been tucked away on the Apple App Store since April 2017, and has seen a number of updates over the past few months that has addressed various bugs and improved the app’s connection and streaming quality.

The unofficial app has recently had a price increase this July, going from $9.99 to $11.99, and if you don’t want to jailbreak your iOS device, this is your only way to play your PS4 games via Remote Play on an iPhone or iPad device.

So how does it all work, and the all important question, is it any good? Let’s find out…

Simple setup and guides

Firing up the app greets you to a number of help slides to get your PS4 ready for Remote Play. There is also an extensive FAQ page in the app that should solve any issues you come across whilst setting up, however if you’ve already used Remote Play before with the official Sony desktop app, then you’re already halfway there.

Once your PS4 has registered your iOS device running R-Play, you’ll soon see your PS4’s home screen magically appear on your iOS device. You’ll first sit back in amazement of this sorcery, thinking of all the possible things you can do with this app whilst on the move. But, it isn’t too long until you realise the app’s limitations – on-screen controls.

The bane of on-screen touch controls

There has never been much success when overcoming the negative experience of playing mobile games with virtual on-screen controls, and this issue becomes ever present when you start to play specific games via the R-Play app and its on-screen controls. Things do improve when using a hardware controller though, and I’ll come back to that in a bit.

Navigating the PS4’s menus using the on-screen controls isn’t bad, and as long as your connection to and from your PS4 is solid, it’s quite responsive. The four face and four shoulder buttons are nicely displayed on screen, along with a large thumb-friendly virtual D-Pad. Simply tapping on either the left or right side of the screen, outside of these buttons, will popup the a virtual analogue stick. It is very intuitive to game with these virtual sticks, but for games that require more precise, fast reactions, you’ll soon be longing for a physical analogue stick and shoulder buttons.

Unless you’re gaming on a 5.5” iPhone 6/7 Plus, using R-Play on a 4.7” device can feel a little cluttered, with most of your display used up for the on-screen controls. I dread to think how much worse it is on a 4” iPhone 5 display. Luckily these can be toggled to auto hide when you’re not interacting with the screen, but they’ll mostly be visible, as you’ll be touching the screen most of the time whilst gaming.

This issue improves slightly on iPad, thanks to the extra screen real-estate that allows for a more ‘spread out’ interface. But still, with the thick bezels of the iPad whilst being held in landscape, you’ll have to have thumbs the size of ET’s fingers to be able to reach comfortably into an empty area to trigger the use of the on-screen analogue sticks.

Luckily, you can customise the location and size of each interface button (shown above), but the biggest downfall of on-screen controls is that the shoulder buttons require the same thumbs as the ones also using the on-screen analogue sticks. This makes playing games such as first-person shooters almost a turn-based experience – as you have to lift off the virtual-sticks and use your thumbs to press the R2 button to fire, which results in your character stoping from turning and/or moving. This regularly makes tracking and firing at your enemies at the same time almost impossible!

The desire to use a controller becomes almost immediate once you start to use the app more seriously, and with a controller connected, things do go from okay, to pretty great!

Night and day improvements with an MFI controller!

So we’ve already learned that on-screen virtual stick controls in gaming has never really been a success. Unfortunately, Apple is rather selective on what Bluetooth accessory it allows to pair with its iOS devices, so we’re out of luck pairing up a DualShock4 controller. R-Play does have a work-around for this, however it is rather complex and involves using two PSN accounts and being close to your PS4 – making this method kind of pointless when using your PS4 remotely.

The last breath of hope for the R-Play app comes with the support of Made for iPhone (MFI) hardware, such as our recently reviewed Nimbus controller from SteelSeries. With a wireless Bluetooth MFI controller connected to an iPad, the enjoyment of PS4 gaming on iOS improves greatly. The difference in enjoyment is night and day. No longer does the burden of on-screen controls become an issue, and playing without the clutter of fingers and on-screen controls all over the screen is fantastic! Going through the app’s settings you can set the output stream to run at 1080p at 30fps – 60fps is there too if your bandwidth can cope – but at 1080p/30fps over Wi-Fi, gaming looks and runs pretty sweat on my iPad Pro’s 9.7” display.

The one downside you’ll encounter is that the Nimbus doesn’t have L3 and R3 controls, and it is very likely that there are no MFI controllers out there that will support this either. R-Play also has this covered, with the ability to map at least two buttons together to trigger the L3 and R3 command in the game. I tried to bind L1 and L2 triggers together to activate L3, and the same with R1 and R2 for R3, but this took some getting use to after playing games with a DualShock, but at least there is support in the app for this.

PS4 gaming on iOS

I never did think I’d see the day, but it has eventually taken a third-party app such as R-Play to allow iOS owners a way to connect to their PS4 via Remote Play, all without the need of jailbreaking your device. It is a surprise Sony hasn’t done an official app for iOS, with the likely reason being the inability to connect a DualShock controller to an iOS device. But with that said, R-Play has filled this void very well.

The execution of this app is pretty stellar and at times, for me, it has proven to be worth its relatively small upfront cost. If you’re thinking of gaming regularly via this R-Play app, just make sure you’re prepared to pay a little extra for an MFI controller. The on-screen controls do nothing but frustrate the experience; to a point that it puts you off using the app regularly at all. But on the flip-side, pairing up with an MFI controller makes Remote Play on iOS an acceptable solution if you do not have a laptop or desktop around.

Your own experience with R-Play will vary. Wi-Fi is recommended, and 3G/4G is certainly possible, but as stable as mobile networks can be, it may create a loss in visual quality at times. It also helps to have your PS4 connected to ethernet, along with a decent broadband speed. The game that’s being played will also effect your enjoyment somewhat. If a game requires regular use of shoulder buttons, or the use of L3/R3 buttons, you might as well not bother, or get hold of an MFI controller and get use to the work around. R-Play can suffer with fast-paced FPS games, however games that have more of a slow-pace might work really well, even with on-screen controls.

For a quick game session away from home, or simply browsing PSN whilst on the move, until Sony offers an official solution with DualShock4 support (which seems very unlikely at the moment) you really can’t do much better than downloading the R-Play app.

Download R-Play from the Apple App Store

Recommended

EwinRacing Champion Series Gaming Chair Review – Console Monster

If you have a desk job, you will spend over five years of your life sitting down at a desk. You can double that amount if you game or browse on a desktop at home for a few hours a night. It’s a daunting statistic when you think about it. We all spend over a third of our lives sleeping on mattresses, of which we spend a few hundred, if not thousands, on. So it begs the question: Should we take note of this and invest in a decent office chair too? It is crucial to sustaining a healthy posture and eliminating any bad back issues you may face in your later years.

There are many varieties of office/desk chair out there, and the cost of them can vary, greatly. The old saying “You get what you pay for” rains very true when it comes to purchasing a decent chair that can consistently service your back and posture for many years to come. We shouldn’t scrimp on cost when it comes to purchasing an office/desk chair, but most of us always do – myself included.

I usually turn my nose up at any chair costing more than £100. “A chair is a chair. It doesn’t need to be complicated. All you do is sit in it”, I would say, but as the years tick on by, I soon realise how many hours I spend at a desk. If I spend hundreds on a mattress, then sitting at a desk for over seven hours a day justifies the same kind of investment for the sake of avoiding a bad back in my later years.

The EwinRacing Champion Series gaming chair retails for €349 EU / £279 UK / $349 US and it is currently on sale for €223 EU / £190 UK / $237 US whilst also using our own 15% off voucher code ‘consolemonster’. You could say that this is probably the lower end of how much you should spend on a office/desk chair, but I’ve seen chairs costing much more than this and still have less features and quality – I’m looking at you IKEA! So on paper, the EwinRacing gaming chairs seems a bit of a bargain, but how are they in practice? Let’s find out…

Setting up the Champion Series chair was very simple, thanks to supplying all the tools and the helpful guide that lists all the necessary steps needed to assemble it. During the chair’s assembly I noticed how good the general quality of the parts are, with the only let down being the plastic arms, but with that said, even these arms carry particular features I’ve yet to experience on my past chairs. In less than 30 minutes I had the chair fully built and ready for its first test.

As features go, the Champion Series offers many buttons, leavers and switches to help achieve maximum sitting comfort. For me, the base of a seat is important. There is nothing worse then having a thinly padded seat that last barely a year before you begin to feel the framework inside. Thanks to its fairly thick padding of 10 cm, the Champion Series will be supporting your derrière for a long time.

The back support is just as important and the Champion Series caters well in this department too. The back rest dominates this chair’s form factor. Once assembled, it was the first thing to trouble me, because my current chair it replaces (a 5+ old chair from IKEA) is one of those short-backed chairs. I was never a fan of large executive chairs with high backs. This isn’t the companies biggest chair either, but should this trouble you as well, I would look at the Calling Series, which has a slightly smaller frame. But with all that said, I could slow get used to a high backed chair for many reasons.

Adjusting the back position is done by pushing down on the right side leaver, which is located where the back rest meets the seat. Powered by some fairly strong springs, the back can jump forward fairly rapid if you’re not leaning back on it, so it helps to apply some pressure to it. Adding a little more pressure whilst leaning back moves the back of the seat backwards very easy, and as you keep leaning back you soon start to notice one of this chairs key features – the ability to move the back almost fully horizontal!

Now I don’t know who would want to do this in any office environment, but at home I can see the appeal – if you wish to relax and pretend you’re in a dentist chair, this feature can seem pretty great. I don’t think I will be using this feature much, but to know the back can go backwards further than most chairs, to enjoy a relaxed posture, it’s welcoming. I must say though, I didn’t feel too comfortable setting the chair back to its maximum lean position, because my back is beyond the chair’s centre position, it felt that my weight would eventually tip me over if I wasn’t too careful.

Very popular with gaming chairs these days are the lumber and head cushions. These are held on by a pair of elasticated straps and plastic buckle clips. The straps come pre-fitted, wrapped around the bottom and two holes located in the neck area of the back seat. The lumber cushion alone makes a huge difference to my sitting experience; the neck cushion however, probably not so much. Whilst the chair is more reclined, I can see the neck cushion having more of a purpose. For me, the straps could be a little tighter, or at least hold the cushions in their adjusted position, because they always require constant adjustment every time you sit back into the chair.

On either side of the seat you’ll find the plastic arm rests. Just like most chairs, each arm rest can be raised and lowered to your own preference. For me I wish they could go a little more lower than these currently allow. Pressing a small button on the side of the rest allows you to slide the top part of the arm rest forward and backwards, which is a nice feature. Another button allows you to slide the top portion sideways towards and away from the seat. Finally, you can also apply a little force to the rotation of each arm rest to pivot them diagonally inwards and outwards. So all in all, with these four adjustments, you should find the perfect sweet spot for how your arms rest on them. These arms come pre-bolted to the seat, however if you prefer, these can be unscrewed and removed entirely.

After two weeks using the Champion Series I am slowly getting used to its dominant size. The general build quality has always felt very sturdy and solid, and I can imagine this chair would serve me well for many years. The pleather material used in the seating appears to be of a high quality, that doesn’ look like it will begin to flake off for some time. The cushions and seat padding feels like they contain a good quality and firm density of foam that should take the weight and reshape themselves after use for many sittings.

My only gripe is that I felt that the size of the seat could be slightly smaller for me. At 5’8” I found that my feet would leave the floor when I adjusted the seat to the correct height for my desk height (a standard 72 cm high). Usually, I rest my feet on the wheel frame underneath, but with the rather generous seat depth, my feet would miss the frame and dangle beyond its reach. With my feet not resting on the floor, this isn’t good for the blood circulation to my legs, so I had to seek an alternative solution by buying a cheap footrest from IKEA.

As you can see from the photo above, the overall size of the chair has troubled me from day one. I guess I prefer a smaller, more compact desk chair. For me, if the Champion Series could come in a slightly more compact form factor, I think EwinRacing could be on to a winner. The Calling Series could indeed tick that box, and I hope I can sample that chair also soon. But for someone taller and more leggy than me, the Champion Series might be a perfect chair for you because, as features to price goes, you really can’t do any better than investing in an EwinRacing Champion Series chair. Give your back the support and comfort it deserves and check them out.

Recommended!

Late X-Men Origins: Wolverine Review

Notice

Stats:
Played on PS3. Released 1st May 2009. ‘Late’ly completed 20th January 2018. Socially behind – 8 Years & 8 Months

Stats:Played on PS3. Released 1st May 2009. ‘Late’ly completed 20th January 2018. Socially behind – 8 Years & 8 Months

It had originally been ages since I had watched the X-Men Origins: Wolverine film, but as I had just watched the new Logan movie teary eyed, I fancied playing this game next from my back log of PS3 games. Dust off your PS3, this is a must play!

I probably do owe it to the series and Hugh Jackman to watch all the X-Men movies from scratch to become re-familiar with the cannon events. Having read the manual for this game, which gave some explanation of the story, there was still too many plot holes in my recollection, so I did actually go back and watch the Origins Movie, which 9 years later, still stands up and is a great origin story for Wolverine, but I can see now why the critics were less than enthusiastic about the overall film. Nevertheless, the game edition is loosely based on the film, with some scenes acting out slightly different but the most noticeably difference is the galleons of blood that spills in the 18+ rated game compared to the 12A rated movie. The mutilations, as gory as they are, look fantastic, and really do showcase Wolverine more animal than man, which is one of the dilemmas Logan faces in the plot of the movie and game. Now this is labelled as the uncaged edition, and you can see why amongst the blood and swear words used throughout the game. I honestly wouldn’t have it any other way.

As much as there is an X-Men story to follow in this game, what I was really looking forward to was the experience of being able to play as The Wolverine. To be able to slash enemies up using claws, lunge from above and pull off some of the Wolverine’s most iconic moves, I couldn’t wait.

Booting up the game for the first time, daaammmnn. That opening sequence! Wolverine getting shotgun blasted left, right and centre, with the camera viewing the surprised enemy through the holes in Wolverine’s abdomen, before he then unleashes hell, metallic claws slashing off arms, lancing through skulls and tearing enemies in half. Half the time, the screen is just covered in blood. This is some R-rated shit that Marvel otherwise wouldn’t have pulled off in a movie for atleast another 5 years. The freedom of video games has given the developers and Marvel a fantastic opportunity to tell a much darker story, holding nothing back, which is probably more relatable to the original comic books though this was supposed to be based on the movie, but make no mistake, this wasn’t put together hastily in time for the movie as was done with many games at the time, this has been put together essentially really well, you could say the movie is based on the game.

Starting the first level alone, with our helicopter hit with a missile over the forests of Africa, Wolverine has to dodge the flying debris as he comes down for a hard landing on top of an unsuspecting militant. Standing up out of the Superman crater he’s just created, with his chest exploded to bits, organs exposed, Wolverine is already embroiled in the middle of combat, facing enemies with rifles point-blank. You go through a basic tutorial on attacking enemies and dodging. After messing around with the buttons for a while, learning the ropes with skills etc, you then traverse through a beautiful looking forest littered with lost ruins. Tomb Raider, eat your heart out.

They did manage to get some of the original actors to reprise their roles I believe, with Hugh Jackman and Will.I.Am adding some additional dialogue as well as using lines from the film. The script unfortunately though doesn’t make the most of sense at the times, with dialogue all over the place and then there’s the addition of Mystique to this game, which for whatever reason, Spoiler Alert, is pregnant with Wraith’s kid… don’t ask as no future reference is ever made. I’m not sure what was going on with Wraith, it felt like they wanted to keep Will.I.Am happy, but his character just seems to have rewritten a load of X-Men lore in the space of 5 mins of game screen time.

 

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Combat is either mashing square button and then finishing with a heavy attack that can attack multiple enemies in range at a time, or you can mix it up a bit by sending enemies into the air where you can attack them, or grapple and send them flying into environmental death traps. Moves are deadly and usually involved plunging claws into them somehow. The enemies range from gun-carrying troops, to machete masters, to mystic rock idols springing to life, mutants, transmuted giants and robots. Each enemy usually requires their own strategy to defeat, and boss battles usually involve either holding out for a long time with your health, making sure you survive the onslaught of attacks, otherwise jumping onto their backs when their pre-occupied. If you use Wolverine’s feral senses to locate hidden and useable objects in the vicinity, you will see many objects that are green coloured, identifying that you can use these objects in the humiliating killing of enemies. So there maybe spikes from a tree that you can throw and impale someone on, it could be forks of a forklift truck, or maybe an electrical panel on a wall to fry them on. How about shoving them ass first into a cement mixer, snapping their back as they now spin round for an eternity. Having said that, it’s also just as easy for Wolverine to be impaled on such objects if the enemy manages to throw him onto them, requiring him to now have to pull himself off the stake. Fucking brutal man.

You can upgrade Wolverine’s skills in a multitude of ways. You can either level him up, which rewards you with skill points that you can use towards boosting health, attack, or skill stats. You can attach mutagens which you’ll find hidden on levels, these provide additional passive boosts to Wolverine. Another is to face up against particular enemies, which raises your reflexes against these enemies, allowing you to unleash stronger attacks. In my playthrough, I probably unlocked about 80% of the available updates, requiring either playing on Hard mode or revisiting areas to unlock the last few which would have also unlocked some trophies. I did find early on I was always low on health, so I started off maxing any health stats out first. Also accessible from the upgrade screen are the attacks and combo moves for learning up and recapping on moves available. I also recommend reading the hint page from the pause screen.

One of the cooler attacks is Wolverine’s trademark lunge, crossing from one side of the terrain to another in a flash, pouncing from enemy to enemy, unleashing heavy attacks. Whilst looking great, especially when slowed down at certain points, it is vital for getting to certain areas, and there was only the one time, after defeating an army of enemies, that a particular enemy didn’t spawn on the other side of a gap, meaning I had to reload back to the checkpoint to be able to lunge across onto the enemy that eventually did spawn. Now amongst the attacks, one thing that always results is that blood sprays out of enemies when attacking, even if its blue blood, pain is delivered. If you complete a finishing move fairly well, you’ll manage to slash limbs off enemies, leaving them squirming on the floor until they eventually die. I managed to get upto 2 legs and an arm off a few guys, leaving them rocking about with one arm before their life’s gave out. Beheading and splitting enemies in half from the torso is also a move that Wolverine accels at. The game is just absolute brutal and there’s no holding back. Something that I also loved in particular to swinging your claws around, was that whilst enemies over the course of the fight would be covered entirely in bloody slashes, if wolverine hit the environment accidentally, he would leave behind red hot claw marks, the mark of a beast. Fantastic attention to detail.

Level design is fantastic. There are I believe 5 different locations to be explored, the African jungle, the adamantium laboratory, the snowy outdoors, the underground lab facility and the casino, including an island that you explore for 10 minutes. Each location looks great, unique from one another, with again that attention to detail on even the smallest of things, which for the PS3, handles mostly fine. The textures look great, reminiscent and similiar at times to the movie. As said, the jungle level could honestly give Tomb Raider a run for its money, having to solve puzzles, explore ruins and yet being the Wolverine in these scenarios is fantastic and much preferred to being Lara Croft. My favourite level is the underground laboratory facility. Taking the elevator down, to then see the vastness of the underground high tech facility was breath-taking, and a great place to unveil Sentinels. I’ve been looking forward to taking on a Sentinel as Wolverine as seen in the cartoons from the 90s, and the only other time I’d been up against one was as Deadpool in his PS3 game. The draw distance is great, and the game handles fine at 720p. There was only a few times where the game tried to bite off more than it could handle, with choppy frames rates, normally only occurring when you would try to do a precise manoeuvre to bypass some terrain. Other than that, the game was completely immersive and a joy for the eyes.

Character models look great, specially of course, Wolverine being based on Hugh Jackman looking very realistic. Enemies looked great and animations of interactions and combat was spot on. Each enemy has their own counter attacks that Wolverine can act upon them, again, just looked fantastic. One of the craziest things I’ve ever seen in a game is the amount of damage Wolverine takes, exposing muscle, bone and organs, especially on low health. The amount of times his back was flayed of any flesh was absolutely gross, seeing blood-red muscles exposed. Honestly, seeing his metallic rib cage exposed whilst he’s still fighting is something I don’t think I ‘ve seen even in movies, he frighteningly looked like a man possessed. If any character is ever deserving of a regenerative health bar, such as Call Of Duty protagonists etc, Wolverines makes the most sense since regenerative health bars were first introduced some 30 years ago.

 

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Throughout the levels, there are collectables to be had. Some of these collectables will unlock trophies, and are easy enough to collect along the way, though obtaining them all will probably require a guide as they are either well hidden or you end up accidentally advancing into the next area, which then closes off the previous zone before being able to fully explore it. You can acquire either skin unlocks for Wolverine, collecting figurines which unlock a fighting challenge in which you face against a Wolverine bot, going toe-to-toe with yourself in which your bot self which essentially wipe the floor with you. The only thing I had going for myself in this fight was that I was up against an AI bot that isn’t able to change up strategy, meaning after 10 minutes of running away constantly trying to heal, I managed to find a move that outputted high damage whilst keeping myself safe, which I just then repeated over and over. Not my proudest moment but it atleast worked. You could learn a lot about how to control Wolverine going up against these in practise. The skins are the old-school outfits that Wolverine wears in the comics such as his yellow and black outfit, which were OK to wear through the game though cutscenes would refer back to Logan wearing his vest. Also to collect on levels are mutagen medals which unlock skills, and there are also dog tags to collect from dead corpses scattered about. I managed to get 92 out of 95 which was gutting, as I had no idea where the other three were, just missing out on a trophy.

Did I already mention that you could remove both arms off an enemy in a single slash? Just still can’t get over how fucking brutal this game amazingly was. (I’m not an advocate for unnecessary violence in games, but sometimes there is a time and a place still.)

The game utilizes the Unreal Engine, which I think turned out to be a fantastic choice. The physics were great, AI spot on, animations were as they should be and the game just behaving fantastic with very little bugs. This engine provided the previous generation of consoles with so much, and I’m grateful to it for providing many fine gaming memories. Whenever I ever see the Unreal badge come up during a game’s intro, I know I’m in safe hands.

I found the normal mode difficulty is fine for a first playthrough. There were plenty of times I was absolutely low on health and yet somehow unexplainably managed to survive. Luckily, I didn’t die once in combat, usually it was just falling off platforms that killed me, otherwise it does take the course of the game before becoming absolutely familiar with combos and attacks on particular enemies before you would even want to attempt hard mode on another playthrough, which as usual and sadly in relation to this particular game, I won’t be doing as I need to use my time to get on with other games already.

Really liked the names of the missions, usually a pun and play of words of what was required of Logan to do. Some that stand out in my mind was “Helping Hand”, after having cut some scientist’s hand off and using it to bypass a fingerprint biometric scanner as well as “Heads Up”, which involved using a dismantled Sentinel’s hand to blast a laser beam at its head counterpart.

The only part I didn’t like in the game involved having to sky dive after the Sentinel’s falling body. It took me a while to understand how the R stick worked in relation to this minigame, thus taking me numerous attempts to complete this as debris from the robot took me ages to catch up to it, and even then, when I did get onto it, it required having to mash the fuck out of the circle button, and I mean mash the fuck out of. It again took me numerous attempts having sweated my tits off before finally managing to succeed. Also, I felt both the game and the movie was confused what Gambit’s abilities were. In the cartoons, I recall him just throwing explosive playing cards, yet in the game at one point, a massive letter from a signboard comes down on top of him, which would have crushed anyone else, yet he manages to make it explode off of him.

The scale of the fights in the game constantly escalate, with more and more enemies increasing in complexity being thrown in, requiring you to stay on your toes to succeed. I liked the number of encounters, thinking it was at a good number for the game, breaking up the exploration and cut scenes. It was only the ending which felt rushed, with the island feeling that it was thrown together, now facing against The Blob, Creed and Wane within 10 minutes of each other considering the pacing of the rest of the game. It means that the overall playtime of the game comes to about 10 hours whilst going after those collectables, which isn’t bad, but the ending did leave a bit of a sour note after having played what was perfection for most of the game. The ‘Deadpool’ Wade fight at the end wasn’t the most thrilling, essentially smashing the fuck out of Wade in minutes as I made the most of my Beast Rage mode, maximizing damage and healing. After the credits, we then see a scene which I don’t think is revealed in the X-Men films for the next 5 or so years later, which I’m sure would have been interesting back then when the game was first released.

Overall, playing as the Wolverine has been a fantastic, fun experience. I’m so grateful to the medium of video games for giving me this opportunity, being able to essentially unleash claws from my arms, even if it is just on a screen, I still walk away feeling as though I had done all that, especially during parts which required me to mash those buttons, I essentially put the same effort as Wolverine did during those parts. Just as I enjoy having the opportunities of playing as Spider-Man, being able to web sling through the streets of New York and then go to bed dreaming of such things, I essentially felt the same thing whilst playing Origins. If there had been more to the game in regards to challenges and story rather than playing another playthrough of something I’ve already completed, I’d continue playing as the Wolverine even now. Which is why I’m now looking forward to a Marvel X-Men game I’ve also got in my backlog that appears to allow you to play as Wolverine aswell as a few other characters, so I’ll see how that stacks up against this one. Origins I feel is so overlooked, I’ve never heard anyone ever mention it, yet it smashes most of the genres it comes under, and that gore that Raven tapped into, is so deserving for a Wolverine game. Whilst Logan might have pushed boundaries for a Marvel movie in terms of gore, this game had already achieved this years ago. It deserves all the praise it can get. And just as a side not, mysteriously all my notes for this game has been written in red ink, which has never happened before for any other game I’ve reviewed, and not sure if subconsciously it’s in relation to the blood shed. All I know is that everyone at some point really needs to give this game a go. It’s graphics still stand up to the test of time, and this could easily be re-released for the PS4.

 

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Late Spider-Man: Shattered Dimensions Review

Notice

Stats:
Played on PS3. Released 7th September 2010. ‘Late’ly completed 17th December 2017. Socially behind – 7 Years & 3 Months

Stats:Played on PS3. Released 7th September 2010. ‘Late’ly completed 17th December 2017. Socially behind – 7 Years & 3 Months

Welcome back Spidey-fans, to another amazing web-slinging adventure of not one, but four of our favourite hero, split across time and space, as The Amazing Spiderman and alternative versions team up to take on the might of Mysterio and co, powered by the power of a mysterious tablet.

I’ve always been a fan of the Spider-Man games, being able to web sling through the streets of New York, whilst acrobatically taking out enemies. Super heroes like Iron Man/Batman do appeal to me being self-made heroes, relying on semi-technically possible technological advances allowing them to wear suits ready for anything, whereas Spider-Man, whilst gene splicing is still in its infancy and not quite fully understood, still gives Spider-Man some factual standing of possibility, and for me, he has the greatest slogan that relates to us all, “With great power, comes great responsibility.” Something that many of us need to live our lives by.

I’m not personally a fan of comics, but I watched plenty of the Spider-Man cartoons back in the day, alongside playing the video games, for PS1, gameboy, Xbox etc. It’s going on record today that the original films are the best, with Tobey Maguire playing a fantastic Peter Parker, during a time when Spider-Man was the only avenger single handedly saving the world before the Avengers were even a glint in Marvel’s eyes. I would say it’s thanks to the original Spider-Man movies that kick started Marvel’s explosion of movies in recent years, which is why I find it difficult to watch the multitude of movie remakes Spider-Man has since undergone for no reason over than Tobey Maguire getting on in age, but I found he was and will always be the best at portraying a geeky, pathetic Peter Parker during the day and strong, slick Spider-Man at night. So I now only play the games for my Spider-Man fix.

The games in the past have been absolutely fantastic, always immersive and always made it believable to me that I was actually webslinging. I used to go to bed dreaming of casting webbed ropes to skyscrapers on either side as I swung by, and since I’ve always desired to capture such moments again. So I’m always happy to play a Spider-Man game and Shattered Dimensions was no letdown.

It has to be said that Spider-Man: Shattered Dimensions looks fantastic on the PS3 console, benefiting from mostly cell-shaded graphics ensuring smooth frame rates even during intense action scenes. I’ve yet to play any other Spider-Man on the PS3 at the moment, but even previous generation of Spider-Man games have always made the most that generation’s consoles had to offer, even the original Spider-Man on PS1 still looks fantastic in my mind’s eye. The art-style per dimension is fantastic, from the dark and light theme of the Noir dimension to the bright, colourful, electric neon look of the 2099 dimension.

Getting onto dimensions, the idea is that a tablet has been split across alternative dimensions and realities, in which the enemies of Spider-Man are finding these shards of the tablet and using them to boost their powers, causing wreaked havoc. Mysterio, the Master of Illusions, having found a shard, realises it’s potential, finally able to cast real figments of terror, desires to gather more shards to increase his power. It’s up to Spider-Man and his alternative versions to team up and take on Mysterio and other enemies that have their hands on this dangerous artifact.

So the dimensions we have is the original universe, containing the original Amazing Spider-Man and is also the dimension that Mysterio and Madame Web reside. The boss enemies you fight in this dimension are Kraven, Sandman and Juggernaut. Next we have the Ultimate Spider-Man universe, in which Spider-Man has the power of the symbiotic black suit, now under control and providing Spider-Man with an additional rage ability to be used during fights. Ultimate Spider-Man’s nemesis are Electro, Deadpool and Carnage. We then have Spider-Man 2099, the Spider-Man of the future who fights on in the name of the original Spider-Man against enemies that are also inspired from the original Spider-Man time. A fantastic neon future which I’d love to have the opportunity of exploring further – this is why video games exist! To give us a glimpse at worlds we can only dream to explore! Enemies faced against in the future are Hobgoblin 2099, Scorpion and Serena Patel as Dr. Octo, alongside being hounded by the corrupted police of the future. Finally we have one of the latest additions to the Spider-Man Universe, the Noir dimension, in which we have a Spider-Man who acquired his powers from a magical egyptian tablet of a Spider God rather than being bitten, now taking on freak shows of enemies including Hammerhead, Vulture & Hobgoblin. To be honest, Madame Web and the alternative Spider-Man are new to me, but the game supplies plenty enough of lore to get me up to speed on who each of our heroes are.

A nice surprise is that Stan Lee narrates most of the story, keeping us avid spidey-fans up to date on the plot and of hidden intentions. His voice is always fantastic to hear for drumming up excitement and it’s great to see that he has some involvement with the game.

The game is split into 3 acts, the first act more easier in difficulty to some degree as you still get used to controlling each Spider-Man whilst even on Normal mode, having said that, the first level with the middle boss fight against Kraven was actually difficult as hell and took numerous tries. Funny story, when I finally managed to beat him, I then turned the game off deciding to pick up where I left off the next day, only to boot up and find that the game had reverted back to a checkpoint before the Kraven boss fight, to which I was pissed having only just managed to accomplish previously, and so I gave up and didn’t bother playing the game for over a year and when I did finally come back to it, I was able beat Kraven in my first go not even remembering half of the controls. Crazy but atleast being thrown into the deep end early on helps with learning what to do, fast!

The game essentially plays very similar to Arkham Asylum, with a combat system reliant on combo attacks, counterattacks, evading and using skills whilst surrounding in a shit show of enemies with varying abilities and strengths of their own that you have to tactically fight against. Combat is fluid, using Spider Senses to know when to dodge and counter. The use of terrain during combat is fantastic, web slinging around the arena to stealthily creep up behind unsuspecting enemies to achieve strong damaging attacks and takedowns. Exploration is pretty linear, with hidden side rooms for collectables whilst taking in some breath-taking sights. Through the game, you acquire skill points that can be used to unlock and upgrade additional skills for Spidey just as in Arkham Asylum. Now I believe there is a sequel to this game, but it didn’t garner the positive reviews as this is, which probably nipped the series in the bud for those hoping for a myriad of games similar to those of the Arkham series which is a shame as there was plenty of potential. But regardless, for those fans of Arkham, this game will most definitely be right up your alley (Maybe not the best choice of words in regards to Batman).

To be honest I’m surprised that Shattered Dimensions isn’t more raved about in today’s climate, considering plenty of games have reverted back to cel-shading in a time of graphic superiority, yet games like Fortnite still rely on cel-shading and seeing how everyone raved for the new Spider-Man game to be released on PS4, I just don’t understand why people aren’t reverting back to this in the mean time for a fantastic gaming experience that doesn’t involve 50 hours of gathering collectables as most games have become these days.

Having said that, there are some collectables in the form of hidden spiders or spider credits to be picked up in each level. Acquiring them all in a level completes challenges and contribute to unlocking Spider-Man’s abilities. During levels, there is a set list of challenges to complete, whether this is trying to get a boss to destroy a certain amount of environmental objects or complete an area within a certain time limit. Completing these challenges will reward credits and unlock the next set of obtainable upgrades depending on how many challenges you have previously completed. Challenges are the hardest to complete, I think I did atleast 80% of. It’s just remembering when and where to complete them whilst in the middle of some intense action. There are a few that will take a few attempts to complete, unless you were to follow an online guide on how to complete, but that does take some of the fun out of playing a game.

 

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Completing levels will be rated bronze, silver or gold depending on how efficiently you completed the level taking into consideration time to complete, combos obtained whilst dispatching enemies and collection of spider credits. You will then receive credits based on your score. I wasn’t too fussed for the ratings, but there’s a challenge there for anyone that wants to go after it and a good way to earn additional credits if you replay the levels enough time to unlock miscellaneous items. Otherwise, playing through the game will unlock character models and info on enemies previously faced.

Having obtained enough credits, you can then spend these on upgrades. There are two forms of upgrades, combat and character. These upgrades can either apply to a number of Spider-Man protagonists or just individual ones, such as special moves or additional skins. The skins I believe can come with a passive ability applied, so they can help in situations as well as break the tension with some of the more funny ones.

Swapping between the four Spider-Man keeps the action fresh, each having their own fighting style essentially as well as having alternative ways to traverse the different styles of levels. Having said that, I would have been happy to play entire games in each Spider-Man dimensions alone. Mostly due to the levels only allowed to be so big due to constraints, there isn’t any webslinging and travelling through New York as previously allowed in past games which was missed, but the layouts of the levels that are included make it so it’s not entirely missed and you can still do some fun stunts using web slinging in small areas.

Spider-Man humour is as ever on point, fantastic one-liners that could give Deadpool a run for his money, especially the highly boring Deadpool movie. (I’ll say it if no one else wont! and to be honest the video game installment is more fitting and better than the movie was, Nolan North for the win. I’m surprised he didn’t get the gig considering Deadpool for most of the film was CGI and atleast genuine. I’m sure Renold’s Twitter account is managed by a bunch of Marvel’s writers directly.) The best one liner that still stands out in my mind is when he refers to a real life show, saying ‘That’s so Kraven’, whilst in the middle of an intense battle, I nearly laughed and died due to loss of attention during the match. Deadpool’s appearance in the game was fantastic, his level being fantastic to explore as well as Deadpool injecting a touch of mayhem for his cable TV show. A great touch I felt was Deadpool still breaking the 4th wall, as whilst I had paused the game to write some notes up, Deadpool’s commenting in the background that I pause too much.

The boss fights in the game really do deserve a humongous mention, seeing as the level was designed around them in the first place, and the fights do require time, working out a strategy and plenty of patience for the ones that are hard as hell. One in particularly being Vulture in the Noir dimension. The fight could 10 minutes, in which you would get him down to low health, he would then jump onto you, trying to eat your face. You’re supposed to use the joysticks simultaneously to punch him in the face and to avoid him snapping his face of, but for whatever reason, I kept failing at dodging his attacks, having to then do the entire fight again. It honestly took 6-7 attempts and I’m surprised my controller remains intact. The Electro fight in the Ultimate dimension was pretty funny, Spider-Man and Electro trading blows and one liners.

Game extremely well designed. Didn’t see or experience a single bug but for the smallest of texture glitch for a wall panel in one level. Games today you’re lucky if you don’t fall through the floor every 5 minutes. No public beta phase of games back when this was made and sold as a pre-build edition, waiting for sales to flat-out before finally releasing the full edition. Really do enjoy the cel-shaded comics and the realism of the future. Ultimate Spider-Man’s original skin has a great effect of the venom suit having an atmospheric aura swirling around Spider-Man as it showcases its volatility and wildness. For all dimensions, particle effects and auras activated from using combat moves look great, filling the screen with colour and essentially the authenticating details of a well polished game.

One experience to note was how I nearly got stuck at one point in the game, trapped in a room full of mercenaries whilst being on low health, even after loading a checkpoint, so it took some time to carefully pan having to take out each enemy one by one, all whilst in the middle of a one-sided gun fight, until I could finally advance to the next zone. You may be asking why I didn’t just restart the entire level and replay the previous 20 minutes, but there was no guarantee that I would get back to this spot with the full health desired. A challenge that was overcame that does go towards making a better player in the long run.

Also honourable mention to the Noir dimension, traversing those levels where great, having to avoid light, hiding in the shadows to sneak up on enemies. For one level that was set at the carnival that looked fantastically atmospheric, at times fireworks would go up into the sky, lighting up the entire ground beneath, potentially revealing your position to watchmen, so a great additional challenge in trying to sneak around at a fast pace, otherwise requiring you to dive into cover.

You will really want to give this game your full attention so that you don’t miss any of the dialogue, otherwise you’ll miss story and pun, which did happen to myself a few times due to having noisy twitch streams playing in the background on my second screen. I’m wondering if it’s becoming a bit of a bad habit putting streams on automatically whilst playing games, as my attention becomes spread out, and so I struggle to focus on either source, though it does normally help in most modern games that are nothing but 50 hours of grinding. Shattered Dimensions on the otherhand is anything but a grind, so unless you’re playing some light music, I would advise turning that stream or catch-up service in the background off.

The end boss fight against Mysterio wasn’t the hardest on normal difficulty, due to it essentially being a combination of previous experienced scenarios that I had already mastered, so it wasn’t really much nothing but a replay of challenges. The game is of a very good length, it says it took me 10 hours to complete, but doesn’t take into account replays of each time you die. I’d say it’d be a couple of hours more than what’s rated. The voice acting throughout the game was fantastic, as well as the sound and music design, getting two thumbs up.

Fantastic game overall, definitely recommended for all. The sequel wasn’t rated as high by reviewers at the time, but I’ll probably give it a go some time in the future alongside the other PS3 Spider-Man games that are out there. The only issue is having to acquire these games on disc as there are no downloads available, which is a shame. Apparently something due to licensing agreements between Marvel/Disney and Activision, so all those physical collectors out there are probably chuffing about the value of their discs going up in price as well as the idea that downloads are unsustainable as a long-term source for games. As mentioned previously, definitely a shame it didn’t take off like the Arkham series did, as I’m sure there’s plenty of potential for this series, but Marvel aren’t new to releasing Spider-Man remakes as with the new Spider-Man game coming out this year on PS4.

 

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