Tag Archive: PlayStation 4


We’ve been waiting for that one killer game to really help virtual reality take off since the technology hit the market last year. Sure, there have been some good experiences, and some okay games, but nothing that really grabs you and makes it seem like you need to run out and buy any of the three major headsets immediately. Farpoint was hoping that maybe it would have what it takes to help launch one of them (PS VR) into the stratosphere, while also bolstering VR in general. Unfortunately, we’re going to have keep on waiting at least a little while longer.

Farpoint takes place in a far-off future during a routine mission to a space station orbiting Jupiter. Everything is normal as you are piloting your ship, the Wanderer, to one of the station’s docking bays. As you begin your approach, however, a massive wormhole randomly opens up just outside the station, sucking it, your ship, and a pair of space-walking scientists into its gaping maw. After coming out on the other side, you crash land onto an alien planet’s surface, unsure of where exactly you are. There is one thing that you do know for sure: you must try to explore and survive the strange world while trying to figure out what exactly happened.

The hook for Farpoint is evident from the second you’re able to take control as the Wanderer’s pilot, stepping foot into the desert sands of this barren world. The appeal of exploring the unknown fits perfectly with the space theme, and when combined with the natural drive to find out what exactly happened in the opening scene, you have more than enough narrative gravitas to carry you through the first half of the game. Furthermore, breadcrumbs are provided in the form of holographic messages left by those space-walking scientists who also survived the ride through the wormhole somehow, fleshing out all the characters in the story except the most important one: yours. Although it’s not the first time a FPS game forgot to make the player’s character interesting, matters only worsen when the mystery is solved at about the game’s halfway point—in a couple of quick cutscenes that spell everything out for you far too neatly no less. When the window dressing of the story fades away, Farpoint reveals itself as nothing more than a dressed-up shooting gallery.

The first red flag with the gameplay is that your character is initially set to a locked forward position. You can move around with the left stick, and easily strafe like this, but you’re constantly looking forward and can’t do anything with the right stick. I imagine this is for people who easily get motion sickness, because there is an option in the menu to unlock the right stick to then aim and move like a more traditional first-person shooter. It’s disappointing, however, that the AI doesn’t respond to what options you choose.

Every enemy you fight against comes at you from your front facing direction, defeating the purpose of occupying a 3D-space like this. In fact, if an enemy should somehow end up behind you, it’ll go out of its way to not attack you until it gets back into your line of sight. A perfect example of this came with the first enemy type you encounter—knee-high spider-like creatures—that likes to leap at you. If I were reloading, I’d duck out of the way. As soon as they got behind me, though, they would skitter back in front of me before making their leaping attack again; the AI was programmed as if you never change the options to spin around. Farpoint isn’t on rails, but that locked forward feature, combined with the fact you can’t jump up ledges, or fall very far without dying, sure makes it feel like an on-rails experience, which really took the wind out of the sails of my deep space adventure.

In a lot of instances, it felt like the developers were trying to keep you in the PS VR headset for as long as possible. The entire campaign is only five to six hours long, and many of the design choices seem as if they were spent worrying about combating motion sickness so players could experience the story all at once (like a really long movie). It would also explain why there are so many infrequent saves. Sure, the game has a pretty solid checkpoint system if you die—but if you want to turn the game off? If you haven’t just beaten one of the game’s arbitrary markers for what it constitutes a level, you might lose a lot of progress—like I did when, after two hours, I needed to get out of the headset. Usually, these are marked by long, drawn out cutscenes, but there’s never any telling when they’re coming, especially with only one real boss in the game. Most sections end with just more and more regular enemies coming after you.

Farpoint also constantly goes back and forth between looking great and looking like a game from two console generations ago. Enemies quickly fade from view after dying, and some will explode into comically large polygonal chunks, or ragdoll ridiculously around in the environment after you kill them; others will spill blood that unnaturally puddles into a matte lump. Or, characters talking with you look like they’re looking just past you, and never right at you. But then, you look at some of the environments, the planet’s indigenous hostile arachnid/crustacean hybrid creatures (before they die), or turn upwards and look at the starry sky of unfamiliar space, and there are moments where you can’t help but be impressed.

At the very least, the gunplay in the game actually felt really good, even if it was little more than glorified target practice. Aiming down my sights to pick off enemies, or running around as waves of spider creatures moved towards me and I had to blast them back with my shotgun, felt as good as any other experience I’ve had from a FPS game in VR. I played the beginning of the game with a standard PS4 controller, and once I unlocked the options, it felt like just playing another FPS. But then I switched to the Aim Wireless controller, and that took the experience to another level.

The Aim Wireless VR controller is actually one of the best-designed peripherals I’ve ever used, and succeeds in adding a sense of realism to the experience. Bringing the gun to your face to actually look down the sights and snipe hostile targets is fantastic, and the peripheral is light enough to use for long periods of time but still feels natural in your hands. Excellent button and joystick placement only seal the deal, and makes it a far smoother experience than you might expect. You can buy Farpoint on its own for fifty dollars, but without the Aim Wireless controller, it feels like you’re missing one of the more important elements of the experience. But—since it’s not being sold separately yet—if you really want just the controller, you’ll be dropping eighty dollars on a mediocre game and a toy that we’re not even sure what other games might use it yet.

Should you be looking to Farpoint to be your excuse to put your PS VR headset back on, it does at least offer a few replayability options. Besides the campaign, there’s a challenge mode that pushes you to get through levels of the game as quickly as possible, with an arcade-style scoring system for every enemy you kill along the way. There’s even a high score leaderboard you can etch your PSN handle onto if you rack up enough points. You can also play the game in co-op with a friend online, which ups the intensity, but also lets you be a bit more reckless since your buddy can revive you if you focus on just running in guns blazing.

Farpoint is like so many other early VR games that came before it. There are some solid ideas being kicked around here, and even a couple of gameplay aspects that might wow you, but not enough comes together into a cohesive package to make it a truly compelling experience. The gunplay is good, and the new Aim Wireless controller is great, but beyond that, Farpoint quickly comes undone. All we’re left with in the end is an excuse to try some target practice with Sony’s newest peripheral—and that’s only if you choose to spend the extra thirty dollars on that bundle. As it is, Farpoint is just another experience that can be chalked up to the growing pains of new technology, and should be looked at warily because of it.

Publisher: Sony Interactive Entertainment • Developer: Impulse Gear • ESRB: M – Mature • Release Date: 05.16.17
6.0
Farpoint is another perfect example of a VR game with solid ideas and spotty execution. There is a core of good gunplay and decent story, but the game quickly becomes one-dimensional in its approach, and finds a way to feel like a grind despite its short campaign.
The Good Strong narrative start, solid gunplay.
The Bad Gameplay quickly devolves into a cheap shooting gallery.
The Ugly That moment when I realized I could move around on the menu screen and smash everything around me, which led to me accidentally doing just that with a nearby glass of water in real life after I wildly swung the Aim Wireless controller around.
Farpoint is a PS4/PS VR exclusive. Review copy was provided by Sony for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

When Knack launched alongside the PlayStation 4 back in 2013, it didn’t exactly take the world by storm. Although it was a pretty game that showed off some of the power of the system—with Knack being able to shrink and grow as he absorbed or lost relics over the course of a level—many found the gameplay severely lacking. So, when I had a chance recently to go hands-on with Knack 2—and have the game’s director, PlayStation 4 architect and legendary game developer Mark Cerny serve as my co-op buddy—I was curious to see firsthand what changes the series had undergone from its initial entry (and hear about them from the man himself).

Knack was a very different concept. I was focused on making a game that was accessible to people who had never played a video game before, and thought that would be an interesting part of the PlayStation 4 as a launch title,” explained Cerny as we loaded up the first level. “That ended up being a pretty heavy focus, which meant no platforming and a fairly small moveset. Knack 2 is very different title from that; the focus here is more squarely on gameplay.”

And Cerny wasn’t kidding about that. He ended up showing me seven sections of the game in our demo that highlighted not only a wide variety of different gameplay challenges, but also an expanded moveset for Knack punctuated by four skill trees. It should be noted that some moves are story based, and only by advancing so far in certain levels will Knack unlock them—like a super-strong punch that can shatter enemy shields. Collecting energy in each level can unlock many others, however, and then you can invest that energy into new moves or improve upon those you’ll obtain via progress.

Easily one of my favorite things I experienced in the demo was how expanded Knack’s moveset had become as a whole. Knack can now create a shield that, if timed properly, will deflect bolts and blasts back at enemies. He also has a bola-like projectile weapon that can ensnare foes, making them easy targets for a combo or removing them temporarily from a fight as you focus on other targets. Kicks, body slams, and yes, even more punches round out Knack’s repertoire. One of my favorites was a Fist of the North Star-style flurry of fists that sees Knack move super quick, rapidly punching an enemy several times.

Co-op also sees some combat improvements. Cerny mentioned in our conversation that something he and his team noticed amongst younger players is they’d often take a whack at each other as often as they would Goblins. So, a new move incorporated into co-op is if you hit your buddy, a single relic will fly off like a bullet at an enemy. This way, even if you’re simply messing around, movement isn’t wasted, and can still serve a purpose in gameplay and combat.

As great as it is to see the depth of combat now present in Knack 2, the biggest additions probably come with the breadth of gameplay now available to you. Entire sections of levels are dedicated just to true platforming, exploring, and puzzle solving. In fact, by changing sizes at will, I would have to shrink to Knack’s smallest from to fit into onto smaller ledges and platforms to reach certain areas, and then quickly switch back to a larger from for combat. Knack’s smallest from is all necessary to navigate tiny crevices in cliff sides or Goblin fortresses and discover energy for leveling up, or pieces of technology that can bestow Knack with even more in-game abilities.

There’s a bit of a lottery to the item pieces you’ll discover, however, so there’s even a social aspect added to discovering treasure. If friends of yours have received items you’d rather have from the same treasure chest in their playthrough of Knack 2, you can trade what you received to get the same item they snagged. And, if you don’t have a lot of friends playing Knack 2, don’t worry: there will be some computer explorers that can offer up some options, too.

Other levels, meanwhile, add a stealth element. For example, you’ll have to push crates around with Knack to avoid searchlights while hiding in the shadows to prevent alarms from being set off as you infiltrate a certain someone’s home. You’ll also have to use the size-changing ability—which now features the added bonus of always letting you know just how tall Knack is at a given moment thanks to a height counter in the game’s HUD (if visuals weren’t enough for you)—to shrink and hide under awnings or canopies to avoid robots on patrol.

Knack 2 even brings driving segments to the series. One section of our demo saw Knack get in a tank and drive around destroying enemies and encampments; when playing co-op, one player drives the tank while the other operates the turret. Some other levels also have turret emplacements scattered about, and Knack can climb into one to really whittle down Goblin forces with some green energy blasts.

As the demo was winding down, I admit I was sad to see my time with Knack 2 coming to an end. I hadn’t had this much fun with an action-platformer in a while; the variety of gameplay was stellar, everything handled very tightly, the game looked great, and the writing had me chuckling in my chair. Cerny was quick to point out that bringing on Marianne Krawczyk, writer of the God of War series, to write Knack 2 was a critical move. Although the game is still very much gameplay-driven, having her veteran hand come in for key narrative moments—like where an ally of Knack makes fun of him (and the first game) for only having three punches—was a big boost, and allowed Cerny to focus on directing the gameplay that has made such hugely evident strides.

Although it’s scheduled to release during what’s looking like a very busy second half of 2017, if you’re searching for a fun, high-quality action-adventure that the whole family can enjoy, don’t sleep on Knack 2. With its new depth of gameplay and tight controls, it’s like Knack has finally found all the pieces to turn itself from a pipsqueak PlayStation 4 exclusive into a game to be reckoned with—one that can hold its own with the big boys of the system.

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When Kerbal Space Program first rocketed onto the scene, I missed the shuttle. I openly admit to my preference of console games over those on PC, and thusly I’m usually late getting on board with every Indie darling that finds its way onto Steam. It’s not that I’m living under a rock and don’t hear of these games, to be clear. It’s just that, when not reviewing the occasional PC title for EGM, I instead often wait for them to inevitably go on sale—or, in this case, get ported to a different platform. So, it was with great zeal that I got a chance recently to finally try the fun, yet educational, game that has the likes of Elon Musk and scientists at NASA buzzing alongside the gaming community on the PlayStation 4.

For those completely unaware, Kerbal Space Program puts you in charge of a new space program on the planet Kerbin, modeled after that on our own Earth. You must construct rockets and other spacecraft in a state of the art space center, using those creations to then explore the solar system and its various planets and moons. Along the way, you’ll have to complete challenges that further the Kerbal people’s quest to better understand their universe, while also furthering your own space-faring knowledge.

As soon as the demo kicked off, I was tasked with building my own rocket ship. With far more parts unlocked for me than what you would start with at the beginning of the game, my creation could be described as nothing short of Frankenstein’s monster-like as I mixed and matched through the various ship component categories. Small thrusters connected to giant fuel tanks, with a mid-sized cockpit and a radar dish on the cone just for kicks. With his mouth agape in horror at my concoction, KSP producer Jose Luis Vives shakily told me to take it for a test drive.

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Surprisingly, my rocket actually made it off the ground. With absolutely no balance, however, and my inexperience with the controls, the ship quickly came back down to the ground and began pinwheeling almost instantly. I found my abomination bouncing along the terrain before shattering into several pieces, and the thrusters flying off into the horizon before exploding.

For better or worse, though, I was hooked. I wanted to know how to make the proper spaceship. I wanted to learn and create in this universe laid out before me, and bring my newfound knowledge to the green humanoid masses of Kerbin. And if a few explosions happened along the ways of my trials and errors, well, so be it.

It was then decided I should instead see what a fully functional ship could do, so one of the team’s saved designs was loaded up—and this only made me fall more in love with what KSP was doing. This was a rocket ship, the kind you see in history books and old footage from the Apollo landings. After being walked through the controls, I took off, heading for the great unknown. My own personal mission, though, was just to make it to the moon.

As I jettisoned used fuel canisters and unnecessary sections of the ship, it wasn’t long before I had broken atmosphere. It was here, though, where my mission went awry. I found myself fighting with the controller often during my demo, the actually piloting portion of the gameplay for KSP requiring a more delicate touch than either the PS4 controller or I could provide. I wasted a lot of fuel course-correcting on my way up into orbit, and because of that, just as I kissed the blackness of deep space, I found myself being pulled down towards the ground faster than I left it due to Kerbin’s gravitational pull.

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Human error was clearly a factor in my failure, but after having had a chance to familiarize myself more with the controls, I felt this was one area that the port was lacking. I’m fine with a port between systems simply repackaging the same game and just including previous add-ons and what not considering it’s the first time a new audience may be seeing it. But optimizing your controls for that new system is critical, and the more I learned about KSP, the more I saw that this was still an experience where a mouse and keyboard holds far greater appeal than a standard controller.

The button layout was not intuitive to what I needed to perform well, and while a deeper look showed some controller options, the defaults felt unnatural. Again, playing the game from the start might alleviate some of the difficulty I continued to have over my hour with the title, but clicking down on the controller’s sticks even brought up a mouse reticle to select different options on screen—showing that as far as the Kerbin people might travel into space, KSP had not traveled very far in its port over to consoles.

Poor controls aside, I refused to be deterred. I hopped into a new version of the previously saved ship, conveniently reconstructed for me by the Kerbal people, and again took off for the stars, this time breaking free of Kerbin’s pull. With enough fuel—and a straight enough trajectory—to steer towards a celestial body, my original goal of the moon was within sight. Once in the emptiness of space, I could finally truly plan my course. Pulling out to map view, I set a maneuver node—a device that would automatically correct my ship towards a particular path (great for deep space exploration)—to plot a course for my ship and my ragtag three-Kerbal crew. What I failed to take into consideration, though, was that the moon would continue to orbit as I made a beeline for it. And I had, again, run out of fuel. I drifted harmlessly by the moon, set off on an endless course into the abyss, having never reached my goal by the time my session finished up.

So, besides me being an awful astronaut, what did I learn during my experience with Kerbal Space Program for consoles? That it’s true in capturing the spirit of the original game, and is coming over with all the bells and whistles that had slowly been added over time on PC. Unfortunately, the controls are also a little too true to form, and had me longing for a mouse and keyboard. Still, it has me chomping at the bit to grab my space helmet and suit up alongside the Kerbin again when Kerbal Space Program drops sometime in the first half of 2016 on Wii U, Xbox One, and PS4.

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