Showing posts with label ps4. Show all posts
Showing posts with label ps4. Show all posts

Friday, January 17, 2020

Yakuza Kiwami 2 mini review

Yakuza Kiwami 2 is a comprehensive remake of Yakuza 2 for the PlayStation 2, and to be honest it was sorely needed. The first two games were really starting to show their age but the story in each of them was still worth experiencing, so Sega took the new Dragon engine that they built for Yakuza 0 and Yakuza 6 and used it to build these remakes.  The director of these games has gone on record to say that if Yakuza 0 hadn't performed so well in the west then these games wouldn't exist at all, but the series has experienced an well deserved increase in popularity outside of Japan since the prequel game was released.  Being able to experience the entire Kiryu saga on one single console is fantastic.

As usual for this series, the main protagonist of Yakuza Kiwami 2 is is Kazuya Kiryu, an ex Yakuza with a heart of gold who always manages to get mixed up in their clan squabbles and whatever schemes are going down.  This time a group has split off from the Omi Alliance in Kansai, led by the intimidating Ryuji Goda and are aiming to wage war with the Tojo Clan (the group that Kiryu is aligned with).  They have joined forces with the Jingweon Mafia from Korea, whose survivors are out for revenge after the Tojo patriarch tried to have them wiped out in the 80's.

The Yakuza games always manage to tell an interesting and believable (for the most part anyway) story with a compelling mystery at the centre of each one, and Yakuza Kiwami 2 is no different.  The production values are always extremely high too, with lengthy cut scenes, full voice work and attention to detail like no other series. I am always impressed with the foley work in these games, with even the smallest thing getting its own realistic sound effect.

Outside of the main plot is where the series takes the opportunity to get a bit wacky.  There are dozens of side quests to be found dotted around the districts of Kamurocho and Osaka.  These include one mission where you meet a bunch of burly Yakuza who like to dress up like babies and be nursed.  When Kiryu refuses to take part the inevitable fist fight ensues.  That's my one main criticism with all of the Yakuza games actually - nearly every quest will result in a fight at the end, which can make them a tad predictable. I do wish they would get a bit more creative sometimes.

On top of all of the side missions there are tons of other mini games and distractions, like the arcade games that you can find in Club Sega, gambling in the casino and a full underground fighting tournament.  For this remake, Sega have brought back two mini games from other games - the Cabaret Club Grand Prix from Yakuza 0, and the Clan Creator from Yakuza 6.  The Cabaret Club mode is really addictive and a ton of fun to play through, but I found the Clan Creator to be less so.  It's a kind of tower defence style game and I've never really found that genre to be very fun anyway.  Both of these modes do have a fairly lengthy campaign for you to get stuck into though complete with stories and cut scenes, so there's plenty to get stuck into if you do enjoy them.

All in all, Yakuza Kiwami 2 is another solid entry in the series.  I don't think it's my favourite - so far that would have to go to Yakuza 0 for the brilliant way it tells Goro Majma's backstory, or Yakuza 5 for the way it offers you five different characters to play as, each with their own city to explore and unique mini game to play.  For fans of the series, it's a bit of a no brainer that you would play this game.  For newcomers, start with Yakuza 0 instead and work up to this one if you enjoyed the games before it.


Monday, September 03, 2018

Game Diary: Big Game Season

It's been a few weeks since my last update, so I thought I'd better let you all know what's going on.  Since I uploaded my review of Cosmic Star Heroine, I'm afraid I've dropped the ball with the Summer Backlog Challenge a little bit and have been playing other things, so this is just a regular game diary. As of today there's only three weeks left to go before the challenge ends, so I need to get on with things and try to finish Pyre at the very least, plus Hob if I can possibly manage it.  I do also intend to finish Battle Chasers, Odin Sphere and Growlanser: Wayfarer of Time but they will be outside of the challenge at this point. I can take my time with those but I do want the get to them sooner rather than later - I really don't want another 5 or so years to have gone by before I finish them.

I had a week off work last week though, and the busy gaming season really got underway, so today I'm going to go over what I've been playing recently.  Before my break, I got back into Assassin's Creed: Origins - particularly the DLC.  I finished The Hidden Ones, which I thought was solid but rather dull, and also pretty brief.  Then I started Curse of the Pharaohs which is much more exciting, and pretty huge as well.  You're looking at least 20 hours of gaming if you intend do everything.  I haven't quite finished it yet - I still have two Pharaohs that I need to lay to rest which involve exploring the afterlife and completing some quests before doing battle with them.  The boss fights in this DLC have been pretty challenging so far - they have a lot of hit points and hit hard, so you really need to be patient, use arrows to charge up your meter and then let loose with a powerful attack, then rinse and repeat.  I was struggling because I kept running out of arrows half way through one of the fights, but then I realised I had two other bow types which each had their own unique arrow counts.  The arrows do negligible damage but they do charge up your meter from a safe distance which is the key factor.

I also got the urge to play a Diablo style game again, but I didn't really want to just play Diablo 3 again, as I have done that to death at this point. I almost chose to play Grim Dawn, and I still want to eventually, but for now I returned to Path of Exile.  While I played through the single campaign a few years ago on the PC, a great deal has changed since then, with a whopping six new acts being added and loads of new features. I'm also playing on the Xbox One X this time, which has been great.  The game runs really well and Grinding Gear Games have done a great job in making the controls work on the Xbox controller.  I didn't really enjoy the Incursion league and it's new feature where you go into the past and open up rooms within a Vaal Temple, as you only get a very limited time to try and take down a boss and open some doors before you're wrenched back into the present.  If you don't manage to open the right doors within the temple, it's pretty much a waste of time exploring it for real when you finally get the opportunity because you won't be able to get to the boss.  The brand new Delve league begins today on consoles though and I would like to check it out - it involves exploring an infinitely generated mine with only the protection of torch that trundles along beside you on a cart.  Move too far away and you will be consumed by the darkness, though of course the best loot can be found just out of the safe zone.

Moving on to brand new stuff, Two Point Hospital was released last week, and it's every bit as good as I was hoping it would be.  Anyone who played Theme Hospital 20 years ago and loved it should rush over to Steam and buy a copy right now - it's only about £20 which if you ask me is a bargain! I've only played the first level so far but I have heard there are about 25 in the game total which is loads of quality gaming right there.  It does play pretty much identically to the classic game but with much nicer graphics and plenty of quality of life improvements.  The in game radio stations are great too with some really catchy, cheesy music and hilarious dialogue from the DJ's. The terrible puns and dad jokes are also in full force and will have you groaning and chuckling in equal measure.

The other new game that I've been playing an absolute ton of is Yakuza Kiwami 2.  This may be the fourth Yakuza game to be released in the west within the last two years, but I have been waiting patiently for my chance to finally play Yakuza 2 and here it is at last.  I was tempted to start the PS2 version last year, but I'm glad I waited because this enhanced PS4 remake adds a load of extra content, such The Truth of Goro Majima mini campaign, hostess club management, a tweaked version of the Clan Creator from Yakuza 6, and a saucy photo shoot mini game.  Just playing the hostess club mini game is enjoyable enough, let alone all of the other content! This game is my main focus at the moment, but I will have to cut back on my play time a little bit in order to finish off the Summer Backlog games.

Looking to the future now, another two massive games are just about to come out.  Tomorrow finally sees the arrival of Dragon Quest XI in the west, a game that I have been longing for since before it was announced.  We didn't get Dragon Quest X as that was an MMO released on the Wii and Wii U, two consoles that were either being phased out or weren't successful enough for Square Enix to bother bringing the game over, so it's been years since a new mainline game in the series was released outside of Japan (VII and VIII on the 3DS were nice, but they weren't new). While it will be extremely tempting to dive in to the game as soon as it arrives tomorrow, I shall try and resist until I have the Summer Backlog Challenge is over, and I have wrapped up the AC: Origins DLC and Yakuza Kiwami 2.  It will be tough but I can do it!

Finally, at the end of the week we have the release of Spiderman on the PS4. I wasn't planning on buying it just yet, but the hype has gotten to me so I have pre ordered it from Amazon. While it does looks like a very good game, I am less excited about it than the other games I've already mentioned today, so it will probably go on to my backlog pile for a while.  After that I have a bit of breathing room until October. There is also Shadow of the Tomb Raider in September but I still haven't finished Rise of the Tomb Raider yet, so I don't really feel compelled to pick it up just yet.  If I can hold out until the Christmas holidays I expect it will have come down in price by then (something I really should have done with Spiderman, but oh well). Let me know what you're playing at the moment, and what you're looking forward to from the months ahead. There will be another video up on the channel tomorrow, and hopefully another Summer Backlog Challenge update here on the blog quite soon. That's all from me today though, so I'll see you again later, and in the meantime, take care!

Tuesday, August 14, 2018

Summer Backlog Review #5: Cosmic Star Heroine

Welcome back to my fifth review for the Summer Backlog Challenge 2018! With this, I have successfully completed the challenge, which I failed to do the previous two times I attempted this.  I'm not going to stop there though, we still have over a month left which should be plenty of time to complete at least one or two more games from my list.  For now though, it's time to review Cosmic Star Heroine.  First of all though, like always, let's go over a bit of the history.

Back in the glory days of the Xbox 360, Microsoft had their Indie Games program where talented (and sometimes not so talented) amateur developers could create their own games using the XNA platform and make them available for others to enjoy. Two of the best and most popular games on the service were Breath of Death VII, and Cthulhu Saves the World, from Zeboyd Games (aka Robert Boyd). These were classic 16-bit style RPG's with a very strong sense of humour and plenty of fun gameplay. Eventually, Zeboyd were handed the reigns to the Penny Arcade RPG series and make the third and fourth entries, which I thought were a big improvement over the first two.  Then, in 2013, a Kickstarter campaign was launched for Cosmic Star Heroine, which would be developed in Unity and released initially on PC and PS4. Since it was released the game has been well received by the sales haven't exactly set the world on fire, unfortunately.  The game is just about to be released for the Nintendo Switch, however, so hopefully it will get into the hands of more people.  I think it really does deserve to do better, so let's get into the reasons why...


Plot & Character: 8 out of 10
Cosmic Star Heroine puts in you in the shoes of Alyssa L'Salle, a talented super spy in a futuristic science fiction universe.   The first mission of the game sees her rescuing hostages and defusing a bomb in a skyscraper with the help of her friends, the "gunmancer" Chahn and hacker, Dave. Rather than being the sort of spy who keeps their identity a secret from all, though, Alyssa is famous across the entire system of planets and has plenty of fans.  This fame comes at a price though, and after discovering something that may threaten the safety of everyone, Alyssa finds herself in the crosshairs of would-be assassins, chased by bounty hunters and double crossed by her own agency. From there it's up to her to conduct her own investigation, gather a rag tag bunch of allies and take down the evil that's threatening the universe.

The game has a lot of characters that you will recruit over the course of the roughly 12 hour long campaign, 10 not including Alyssa herself in fact.  All of them are interesting and have their own part of play in the story, but I found that I didn't really use the later ones very much. Not only was I near the end of the game by the time they came along, I was also quite used to my set up of Chahn, Sue and Psybee (an insectoid alien guy). This is partially down to me though - more adventurous types would probably revel in experimenting with various power combinations, and it certainly is possible to come up with some creative and powerful attacks if you play around a bit.

On the whole I enjoyed the story, it moved along at a brisk pace, and the writing was very good with plenty of jokes as well as more serious moments when required. 

There are plenty of pop culture references that you may recognise.

Graphics: 8 out of 10
The visuals of Cosmic Star Heroine definitely evokes the look and feel of a PlayStation RPG, such as something by Working Designs, except in full widescreen to make the most of modern TV's, of course. The environments are nice and colourful with plenty of different types of location to explore, from swamps to space ships, and tropical planets.  The character sprites are nicely defined and animate well, and there are also nicely drawn character portraits whenever someone speaks. Also, during key scenes there are animated sequences, and quite a lot of work has gone into these.  A particular highlight was the concert where you meet Lauren, and she performs an entire song.  There is definitely a high amount of care and polish that has gone into the graphics which I really appreciate.

Sound & Music: 9 out of 10
While there is no voice acting at all in Cosmic Star Heroine, I really don't feel that the game needs it. What it does have instead is an absolutely fantastic soundtrack thanks to Hyperduck Soundworks.  Highlights here include both the regular battle music and the boss music, and the song from Lauren's concert once again which does include vocals.  I've used each of these pieces of music in the background to my review, so I hope Zeboyd / Hyperduck don't mind!

The other component here are the sound effects, which are also very well done.  Each ability, such as Dave's Zap or Chahn's Purification Torch have their own sound associated with them which are well crafted and sound suitably sci fi.

Here's Chahn in her introductory cut scene.

Game Mechanics: 9 out of 10
In battle, Cosmic Star Heroine adopts the Chrono Trigger style of encounters where enemies can be seen wandering the map and you actively engage with them, rather than the classic random battles. Then, the characters and the enemies take turns biffing each other depending on their speed statistic. Alyssa and friends have up to eight abilities that they can choose from at a time, most of which can only be used once before you have to defend and recharge them. Some of these abilities will be purely offensive such as Alyssa thwacking something with her bo staff or Dave zapping something with electricity, others could be buffs to boost defense or offense, and others still can have some interesting effects.

Take Clarke for example, the disco dancing robot who joins your ranks roughly half way through the story. He has an ability called Mortify, which means that the rest of the party does more damage while he's dead.  You activate it, then on Clarke's next turn you either choose an ability that kills him and heals the rest of the party, or kills him and does massive damage to all the enemies.  He's dead for the rest of the battle but everyone else is now stronger.  This is probably something you want to save towards the end of a boss battle, but it's an interesting mechanic.

Equipping new weapons and shields can also give you access to new "programs" in battle which are additional abilities that can be used. The battles themselves always move along at a brisk pace, with animations playing out smoothly and responsively which is very much appreciated.  Those who have experienced the terrible PlayStation versions of various Final Fantasy games will attest to just how annoying it can be when it takes ages for a simple animation to load, but there's none of that here thankfully.

For roughly the first half of the campaign, your party is preset but different characters will be swapping in and out as the story dictates, which means that you will have to learn and adapt to new skill sets quite frequently.  This keeps things interesting.  Eventually though the game will open up and you will have free reign over who you bring with you.  You also get your own spaceship and can travel back and forth between the three planets in the game at will, though the main story does remain linear - this just allows you to go off and do some optional quests for your various party members should you wish to.

Cosmic Star Heroine features a large and diverse cast of recruitable characters.

Value & Replaybility: 7 out of 10
While Cosmic Star Heroine is hardly the longest RPG, I do feel that you get your money's worth. If you just focus on the critical path then it will probably take you around 12 hours to complete on the standard difficulty setting, which is a decent amount of time.  There are some extra challenges that can be sought out though, such as boss battles with Dem Bones from Breath of Death VII or Cthulhu himself.  These are likely to require a bit of grinding before you will be able to take them on.

There are also four separate difficult options, ranging from Tourist for people who want the game to be a cakewalk, up to Heroine for those who want a steeper challenge.  I found that the normal difficulty was about right for me - it was a perhaps a little on the easy side for most of the game as long as I didn't avoid too many fights, though I did still die a few times during some of the boss battles.  This was usually a case of me either trying to rush through the fight too quickly or not knowing the best strategy, and usually a simple change in tactics or a more patient approach would see me through.

The game isn't terribly replayable really - the story is going to play out the same way regardless of what you do, though you could start over on a higher difficulty.  It is well written and entertaining enough that I could see myself coming back to it again after a while, I guess.  This gets less likely the bigger my backlog gets, unfortunately.

Innovation & Cleverness: 6 out of 10
While the plot and setting are not terribly original, Cosmic Star Heroine deserves some points in this category because of it's well thought out battle system.  Each character has their own palette of abilities that have been very well thought out and often work in conjunction with the abilities of the other characters in interesting ways. Limiting the palettes to eight active slots and giving out new abilities as you level up really forces the player to think hard about what they will leave out.  It is quite easy to quickly swap out a party member or an ability depending on the type of enemy you're likely to face in a given area, however.  Very smart stuff indeed.

Overall: 8 out of 10
I had a lot of fun playing through Cosmic Star Heroine - so much so in fact that when I finally did start playing, it only took me a few play sessions to reach the end because I didn't want to stop. The writing, graphics, music and compelling battle system all combine to deliver an extremely solid RPG that will keep the majority of players amused for a minimum of 12 hours, potentially longer if they decide to increase the difficulty or seek out all of the optional challenges that the game has to offer. If you own a Switch and you enjoy a good RPG then do seriously think about picking this up - it would work very well in handheld mode.  I look forward to seeing what Zeboyd Games does next!



Saturday, July 28, 2018

Summer Backlog Review #4: Journey

Welcome to the fourth review from this years Summer Backlog Challenge.  After this, I'm just one game away from successfully completing it.  I don't intend to stop there though, I'm going to try and get through as many of the ten games as possible before the deadline of 23rd September.

This time I'm shifting my attention away from the Xbox One and over to the PS4, to play the Sony exclusive, Journey. Of course, it was originally released on the PS3 but I have shied away from playing it for all these years because it got somewhat overhyped and I tired of hearing how amazing it was, and how it proved that games were art.  Some of us don't need proof, we know that games are just as valuable as books, movies, paintings and sculpture, but this game was held up by those insecure in their hobby as some kind of miracle. So now, all these years later, I can finally see what all the fuss what about.  Let's begin!


Plot & Character: 7 out of 10
The plot of Journey is not explicitly spelled out for the player like all of the other games I have reviewed as part of the Summer Backlog Challenge so far, but it is present if you're paying attention.  Every so often you will get a glimpse at a mural that depicts part of the back story, with the full picture coming into focus by the time you finish the game. This hadn't fully sunk in for me during my first time through, so I ended up going to YouTube to watch a very well made video explaining it all. It's not really the fault of the game that I missed certain details, it's more a symptom of my own ADD.

The gist of it is this: once upon a time there was magic in the land and resources were plentiful - life was good for the people who called this realm their home.  Gradually over time the resources started to be depleted, so the people invented machinery to speed up and automate the process, as well as fearsome guardian robots to protect their riches. This inevitably served to speed up the downfall of this society, as the resources finally ran out.  The once great civilisation ended up in ruin and the people died out, with the many gravestones scattered through the land their sad and lasting legacy.  Just before all hope was gone and all life was extinguished, the last bit of magic created a new life, which is you - Billybob.  Now it's up to Billybob to reach the top of the sacred mountain and sacrifice himself, which in turn will bring the magic and resources back to the world. The people will not learn from their past mistakes though, and eventually the whole cycle will begin again, and again, and again...

This was one of my favourite sections in the game - triggering giant scarf bridges to appear

Graphics:
8 out of 10
Journey is a game that is not flashy, but does feature some impressive vistas and environments nevertheless. During your relatively brief time with the game you will travel through desserts, amidst the ruins of the old world and the many graves of the people who sadly died there.  Then you will go under ground and encounter those deadly guardian robots, before coming out the other side into the bitter chill of the mountain.  Finally, when Billybob's life force has been spent and he succumbs to freezing death, his life force will be released and he will be given access to Heaven, or Nirvana, or whatever it is known as in this fantasy world.  This last part of the journey is full of vibrant colours, sunshine and waterfalls and is a great contrast to the bleak whiteness of the mountain that you were struggling through just minutes before.

Sound & Music: 9 out of 10
While there is no voice acting at all in the game, Journey really doesn't need it. The decision to show you story rather than tell you it means that dialogue would serve little purpose, and may have even detracted from the experience.  Instead what you get is an absolutely amazing soundtrack by Austin Wintory, one that won him two BAFTA Awards upon the games original release in 2013.  There are also some sound effects as well which fit in well with the overall atmosphere of the experience.  Billybob can emit a cute little chirping noise which he can use to communicate with the magical scarf creatures he meets and other players should you be lucky enough to meet some, and those giant snake like robots make some really intimidating noises.   For me, the sound was my favourite part of the Journey experience, but it works in tandem with the visuals and the game play to make the game as special as it is.

Billybob getting ready to scale the mountain and make the ultimate sacrifice.

Game Mechanics: 7 out of 10
Unlike most of my reviews so far where this section is pretty long, this time I can be fairly brief because the game play of Journey is fairly simple at heart.  It's really an adventure game, or something close to a "walking simulator" (a term that didn't really exist when the game first came out).  There are a few sections of light platforming, puzzle solving and stealth (when you try and avoid the gaze of the guardian robots) but nothing is ever very taxing and it should be possible for the vast majority of players to reach the end without too much trouble.  While the game is fairly good fun to play, it's really the presentation and the themes that elevate it to something special.

Billybob in the cave network, hiding from the guardian machines.

Innovation & Cleverness: 8 out of 10
I feel that Journey really does deserve a fairly high score in this category because we had not really seen anything like it at the time. Of course other similar games such as Abzu have come along but back in 2013 this was a pretty unique experience.  The subtle way the story is told and the fantastic presentation are hallmarks of just how clever thatgamecompany are at crafting amazing interactive experiences - Flower hinted at this but they truly perfected their craft with Journey in my opinion.

Value & Replayability: 4 out of 10
It can take a scant two hours to get to the end of Journey, which may well be a dealbreaker for some.  If you are quite hard up for funds I can understand where you're coming from.  If this is the case, then probably the best way of experiencing this game is the Journey Collector's Edition package, which also includes Flow and Flower.  This can be had on Amazon for about £20, which is a decent price in my opinion.  The game does have a little bit of replay value because there are hidden scarf upgrades dotted around the environment, and finding all of them will give you access to a special white robe which grants unlimited flight, as well as a trophy.

Overall: 8 out of 10
It may not take you very long to complete the Journey, but it is one worth taking. It's a shame that I put it off for so long because I was unable to experience the online mode when I did finally get around to it.  I'm not sure if that would have enhanced the experience overall but it would be nice to see it for myself.  At any rate, this is one game that will stick in my memory for quite some time, and one I shall probably return to before too long.  If somehow you also haven't played Journey yet, then you really should - it does deserve all of the praise that was heaped upon it years ago.



Tuesday, July 08, 2014

Watch Dogs review

Watch Dogs finally arrived towards the end of May 2014 after missing its originally planned release date of November 2013.  This combined with the amount of hype surrounding the game has meant that the final product has been a huge disappointment to some who were expecting it to be their first genuine "next generation experience".  There are those who are outright hating on the game, which I feel is unwarranted.  For me, Watch Dogs was an incredibly solid game with tons of optional material to keep you busy for hours, should you enjoy it.  I did, so let's break down the reasons why...


Graphics: 7 out of 10
Initially the graphics didn't impress me all that much.  They're only marginally better than those seen in GTA 5 and that was running on an Xbox 360!  However, the more time I spent with the game, the more I appreciated the visuals.  Chicago is an interesting city to explore, and the condensed version in this game does a good job of cramming in significant landmarks (complete with some history if you take the time to check in and read it).  Wandering through the park with the various sculptures was very interesting to me and helped make this version of Chicago feel real.

Most of the time things run smoothly, though the game did get a bit juddery sometimes after I had just completed a mission.  This is a bit disappointing, as I was playing on a PS4 which should have more than enough power under the hood to run this game without hitching.  If the PS4 version runs like this, what's the Xbox 360 version like, or the Wii U for that matter? Strangely though, when playing online I didn't notice the frame rate take a significant hit. Minor technical issues aside though, Watch Dogs is a game that can look quite beautiful at times. Granted, elements like the day/night cycle and rain that progressively makes the roads and pavements appear wet have been done before, but they're still effective here.

Sound and Music: 7 out of 10
The licensed soundtrack features some great, recognisable tracks which I really enjoyed for the most part, and the music that was specifically composed for the game is also of very high quality and helped ramp up the tension when the situation required it.  Sound effects are well implemented for the most part featuring custom hacking noises (for lack of a better description) that help give the game its own unique flavour and identity.  The only minor let down for me is the voice acting for Aiden. Maybe they wanted him to be a kind of everyman character that the player could easily identify with, but I frequently found his performance somewhat dull and lifeless.  Some of the other side characters like Clara and T-Bone do help spice things up a bit though.

It's always fun causing people to crash into bollards.
Game Mechanics: 8 out of 10
For me, by far the strongest aspect of Watch Dogs is its gameplay, and specifically the combat and stealth options available to you as a player.  Scoping out a gang hideout through the use of CCTV cameras, tagging enemies, and remotely detonating their grenades never gets old!  There are a number of different ways to approach a given situation and the missions play out slightly differently each time, so I was happy to replay some of the tougher missions over and over again until I got things right.  Near the start of the game Aiden is quite weak, so carefully taking out bad guys with a silenced pistol is usually the way to go.  As you level up though and gain access to more and more perks, like disabling a soldier’s ability to call for reinforcements, the game does get significantly easier.

There are a ton of different side quest types and hundreds of these missions spread out across the map, which I think is the game’s biggest asset.  The main story line for me was a just OK and a bit clichéd overall, so it was the sheer variety of optional things to do that kept me interested.  You can line up parts of QR codes painted onto different buildings and scan them with a specific CCTV camera for hidden messages, play a round of the shell game, challenge a random stranger to a drinking competition, track down a serial killer, and many more.  Then there's another bunch of optional online modes for you try, like hacking another player without being spotted, racing others through the city, or joining a team of four in an attempt to hold onto and decrypt sensitive documents.  The online modes are well implemented into the single player as well - sometimes you will be invaded by another "Fixer", but never when you're already in the middle of a mission.


Value and Replayability: 8 out of 10
If you were to plough straight through the main story of the game without participating in any of the optional content, you could get through the entire thing pretty quickly - I would estimate about 10 hours.  Throw in all the other missions though, and there's enough there to keep you entertained for a long time (as long as you enjoy the missions of course).  Watch Dogs follows the same addictive template as the Assassin's Creed series and Far Cry 3 in this regard, and I love it!

Overall: 7 out of 10
Watch Dogs is definitely not the mind blowing showcase of what the next generation consoles are capable of that many were hoping it would be (and Ubisoft were touting it to be in the early days, to be fair). It is however an excellent open world game.  Despite the weak plot and dull main protagonist, I had a great time exploring this virtual version of Chicago and would welcome a sequel that would almost certainly be an improvement now that they have the basic structure in place.  I'm not sure the series can support a yearly release like Assassin's Creed though, so please Ubisoft, don't do that.  Take your time on the next game and put it out in a few years’ time, when it's ready.