Video Game Reviews

Because there are many video games out there, such as Pikmin, Mario, and Animal Crossing, some people decided that writing and complaining about them was a good idea.

So, video game reviewers were born. Of course, everybody decided to do it inlcuding me :)

Visit my reviews

Office Duties

Developing concepts and artwork, creating graphic design solutions from concept through to completion.


From the Adobe Suite

  • Adobe Photoshop
  • Adobe Illustrator
  • Adobe Dreamweaver
  • Adobe InDesign


  • HTML & CSS
  • Powerpoint

Contact me!

UDK Beginner's Guide

UDK is used to create a wide variety of games ranging from amateur to professional standard next generation AAA titles.

Purchase the book here

About me

Designer by day, gamer by night who is interested in this streaming lark...

Download my Resume

london town

This is why we cannot have nice things.

Here is a new IP that takes existing stories from legend and history, wraps them up with an interesting spin that looks and plays wonderfully. Yet is getting blasted by criticism from all sides.

Yes compared to some games it is short. But then some games have a massive amount of padding to increase their length. I have yet to finish Skyrim’s main campaign as I lose interest, there is too much to do and the focus is lost. I recently got Dragon Age Inquisition and although I am enjoying it immensely, I do wonder if I really need to wander or ride about the Hinterlands collecting shiny shards or drawing pictures in the sky.

Compared to others though the length of The Order is comparable or even longer. It took me longer to finish this story than any of the Call of Duties. An unlike the Call of Duties and their ilk I found myself engaged throughout the entire story.

Yes, there are QTE's but those do not bother me. People complain about QTE's but what is the alternative? They provide interactivity to what in the past has been just a cutscene and when you think about it really an entire game is really just one long QTE, i.e. you press a number of buttons in sequence to progress. God of War titles use QTEs excessively and those games are always well received why does this game get dragged over the coals for them?

Additionally I will always prefer a well-crafted QTE than "shoot the inexplicable weak point until it dies" mechanic that even now developers fall back on.

I really enjoyed this game. I found the story interesting and it was provided in an engaging way. Visually this game is stunning. Characters are well crafted, yes they are based on existing tropes, but they are tropes that work and slot into the setting well. The voice acting is brilliant and the music matches the pace and tone of the scenes perfectly. I liked the weapons, thoroughly enjoyed zapping enemies with the arc gun and found the thermite gun to be a very interesting take on the remote explosive weapon.

Perhaps if this game had a multiplayer option it would have been better received. Perhaps like many recent titles it is a victim of hype.

If you want a nicely presented story with nearly all the chaff cut from it, if you like short, sharp gunplay sequences that do not out live their welcome and even a nice little stealth section thrown in for good measure, then get this game.

If you judge the value of a game by the length of time you spend playing on it or if you prefer your action to be non stop with the story taking a back seat to battling enemies then you might want to give this one a miss. It is likely not your cup of tea. But that is OK, there are plenty of games that are.

if it bleeds we can kill it!

Ever played games and wondered what it is like to be that huge hulking boss with multiple stages and takes a finely tuned strategy and skill to take down? EVOLVE finally gives players the opportunity to not only play as the human heroes trying to save humanity by killing that disgusting monster but the chance to FINALLY be the bad guy, and OH DOES IT FEEL GOOD!

Evolve is an experience that can be described by the phrase "Easy to learn, difficult to master". There is a learning curve, mainly that deals with proper movement management for the Hunters and Monster, as well as teamwork. It is absolutely necessary that the hunters work together, at least outside of fights with inexperienced monsters.

Chasing down the monster and working together with a team of four unique hunters that have synergy in hugely varying ways is fun and exciting. While playing as the monster is a completely different and unique experience ranging from paranoia and fear of being caught early at stage 1 to evolving to stage 3 and feeling like a god raining down rock and electricity on unsuspecting humans, and its FUN the whole time.

The first available monster is the Goliath who is all about jumping in and pummeling as many humans as possible before making a quick exit. The second is the Kraken, which is my personal favorite of the three monsters floats above the battlefield dishing out electric shocks aplenty but once it is pinned down it is relatively weak. Finally we have the Wraith with its toolbox of tricky and stealthy tactics makes this monster extremely difficult to pin down and deal damage but with its weak armor is the easiest to inflict maximum damage.

Each of the hunters has their own fun bits of dialogue, and their designs are fantastic. All characters have a distinct personality. Lazarus is a stubborn, grumpy old man; Markov's a jolly, optimistic man who's obsessed with dying a glorious death in battle; and Cabot's the optimistic, great leader of the group.

The game looks beautiful because it runs on Cry Engine; the art is very well done. Occasionally the maps seem a bit too similar, but they each have defining features that make them unique. The monsters and hunters all look great.

The sound is clear, and is essential to finding the monster. The voice acting is excellent and witty or relevant lines will be keeping you on your toes the whole time. The sound also functions as cues for the players on both teams.

Evolve is an amazing game, a unique masterpiece that deserved all of its awards at E3 etc. The progression system manages to be enticing without feeling too grindy. You will not get bored of Evolve anytime soon.

**** the police!

Normally, Battlefield titles are played close to the chest by the developers and EA at large. Battlefield: Hardline changed that the moment it was announced at E3 2014. Not only were fans treated to a sizzle trailer of fast-paced action, but also they were then told they could go and download the beta at that very moment. Now here we are, six months later and just over a month until the full release and Visceral Games are eager to fine tune their first-person opus with another, even more expansive beta.

Battlefield: Hardline’s second beta allows users to try their hand at three modes across three maps. There’s the returning Heist mode from the previous beta that has cops trying to protect a vault, while the opposing criminals attempt to blast it open and extract the loot. The high-octane Hotwire mode, which plays out a lot like a scene from ‘Fast & Furious’ is where cops chase criminals around a map at high speeds for points. Finally, there is the Battlefield classic Conquest, rewritten to fit the Hardline universe where cops and criminals fight for control over various landmarks on the map.

Heist is an interesting mix of attack and defend, with a bit of a capture the flag feel thrown in for good measure. Players will find themselves camping the vault if they are the cops, and criminals will be the ones trying to get in there. It is a constant battle that is never completely one-sided thanks to various entrances. There was even an instance where a criminal decided to get into the vault forcefully, simply by blowing a hole in the roof of the vault to gain access. Various angles of attack come from everywhere and even though the bank heist map that is available is a tad small, it offers varying heights that benefit various styles of play. It all culminates in the late part of the game where criminals attempt to extract the cash via helicopter and the cops attempt to stop them. Every minute is tense and oh so fun. The level of detail in the environment is interesting as vaults can be closed and doors can be shut, so that the criminals have to maneuver, either around them or to the controls, which allows a bit of strategy for the cops. It is definitely one of my favorite new modes in Hardline so far.

Hotwire attempts to take players on a wild ride where marked vehicles act as makeshift mobile control points for opposing factions. As each team controls the varying vehicles which will then go into ‘hotwire’ mode as long as you keep the vehicle moving, it consequently scores points for you and your passengers as well as depletes the enemies respawn tickets. The mode itself managed to keep me on the edge of my seat and is a great way to level up your vehicle stats.

Conquest is the classic Battlefield mode that fans love and the beta lets you try it out for some intense full-on sixty-four player cops versus criminal action. Like always, players will vie for control of marked points on the map to deplete the enemies’ respawn tickets and secure victory. The large maps make for a variety of tactical scenarios with air and ground vehicles thrown into the mix. It’s still great fun and leaves no question as to why it is a fan-favorite mode.

Battlefield: Hardline takes the military formula that many fans were accustomed to and turns it into a cops versus robbers type of game, which manages to take the best of both worlds and mold them into something unique. New modes not only show evidence of creativity, but also Visceral Games’s goal to not create a half-assed Battlefield game, but one that old and new fans alike can enjoy. During my time with the beta, I found a lot to enjoy, such as the fast paced momentum of all the modes and the variety of weaponry and gadgets at the players’ disposal. Even the small little touches like entering a vehicle and having the ability to change the radio station to throw on the classic RKO jam, ‘Sound Of Da Police’ made me giddy with anticipation for Battlefield: Hardline’s March 17th release. Until then, I will see you on the battlefield.

They mostly come at night mostly

Have you ever wanted to play in a zombie-infested wonderland? No? I have. Techland gave me exactly what I’ve always wanted in an open-world zombie game: streets filled to the brim with zombies, loot everywhere you turn, terrifying zombies that only come out at night, a fun upgrade system, and an enjoyable story that explains why the zombies are where they are.

Dying Light’s story is a fairly simple one. You play as Global Relief Effort (GRE) undercover operative Kyle Crane, who’s on a mission to recover some important data somewhere in the fictional city of Harran, which happens to be overrun by zombies. This of course doesn’t give you a whole lot of reason to care about what’s going on, as you don’t know what the “important data” actually is. However, throughout the first few missions of the story, due to the GRE acting stupid over the radio and Crane figuring out that there are still humans in Harran that need help, he decides to take matters into his own hands and help the people instead. Players will see the gradual change in Crane’s heart as the story progresses, making them actually care what happens to many of the characters surrounding him.

It also doesn’t hurt that Techland’s writing has vastly improved since their previous games in the Dead Island franchise. While I did enjoy those games for their zombie-killing fun, the writing always felt bland and just there to move things along. Kyle Crane’s personality was shown beautifully through the writing and excellent voice acting. Players get to see him struggle with the reality of what’s going on in Harran, mourn the loss of new friends, grow to hate one of the local faction leaders, all while still keeping his sense of humor in tense situations.

What really surprised me about the storytelling in Dying Light was not its main story, it was the level of detail in some of the side quests. Of course, just like many other games, Dying Light has its fair share of vague fetch quests that are only there for the sake of keeping players busy. But if you can look past those, there are some truly amazing and sometimes even hilarious side quests available.

Dying Light also showed a huge leap forward in Techland’s graphics. Gone are the days of blurry, poorly textured environments. It looked beautiful throughout the entire game. Their experience shows even more if you have played Dead Island when you realize that there is literally no slowdown. Dying Light constantly throws hordes of 20+ zombies at you, requiring you to either swing your weapon or run like a mad man to get away.

So how is the gameplay? Good news! Dying Light’s gameplay is incredibly fun! I really mean that too. All joking aside, Techland’s decision to add parkour into the game was a fantastic idea. Dying Light sets itself apart from every other zombie game by giving players the ability to sprint, vault, jump, swing, roll, etc. to their heart’s desire. This made traversing the huge city of Harran extremely fun, and made me not even care that there wasn’t a fast travel option.

Aside from the parkour element being fun, Dying Light’s combat was also very satisfying. While it’s a simple system, I never got bored. The slow motion kill cam and the deep upgrade system made every bout with my undead enemies very enjoyable. Dying Light was also one of the few zombie games that come to mind where staying as quiet as possible is extremely key to staying alive. So what if you have a kickass police rifle? The second you fire it into a crowd of zombies, you will have alerted the strongest and fastest zombies in the area to swarm to your position. This made the “Zombie Experience” feel as real as I’ve always imagined it would be.

The day and night cycle is another interesting feature in Dying Light. Traversing Harran during the day is a cakewalk compared to doing it at night. Zombies become much more aggressive and special “super zombies” called Volatiles only come out at night. Volatiles can take an extraordinary amount of damage, even from the highest level of weapons, and they are able to deal out damage really fast, so it’s better to just never be seen by them or never let them catch you.

Dying Light is the zombie game I’ve been waiting for.

red vs. blue

Before getting my hands on the Halo 5 beta, like many others, I was sceptical. The videos of gameplay I watched didn’t look like the Halo I loved to play, there was aiming on all guns, parkouring, boosts and all around faster paced action. I really wasn’t excited for it, until I played it.

I’ve been loving and playing Halo since Halo 3 and I’ve enjoyed each game, some more than others. As a confident and avid Halo player, I can safely say this faster paced FPS still feels like an awesome Halo game.

Although people can hop over ledges, boost and sprint, map and weapon control is still the most important aspect when it comes to winning games. Locking down certain areas of the map and working with your party is still necessary, even if you can go from either side of the map in a matter of seconds.

The aiming seen in the game play videos isn’t a problem. It has been said all over the place, firing from the hip like in traditional Halo games for most weapons is still a way you can use the weapons. It may be off-putting, knowing you can aim an assault rifle but it really isn’t bad, I think it’s an improvement. Being able to kill someone with the AR with a little bit more accuracy isn’t bad and it allows for kills at medium-short range.

So, the Halo 5 Beta is a lot of fun and it runs pretty well but Its a Beta for a reason, it has some issues but judging from what I’ve played for about a week now, Its going to be a great game overall.

The Halo 5 Beta is more stable than Halo: MCC ever was in its first and second month. Finding games is relatively fast. The current matchmaking works great, I’m finding games within minutes, solo or in a party of 4. The matchmaking seems to be OK when placing you with enemy players of an even skill level but it could certainly do with improvements.

There are unfortunate but expected issues within the Multiplayer Beta, expected because it is a Beta. Occasionally my party and me were getting trapped in the searching for players lobby every 3-5 game searches. Pressing ‘B’ doesn’t give the option of backing out and we won’t find the game. It happens occasionally but it isn’t game breaking, a quick dashboard and quit does the trick.

One major thing I’m worried about when it comes to the full retail release later this year is how this fast paced, running and jumping action that is focused on E-sporty competitive play will fit in with the casual players and the more casual Big Team Battle game types.

I’m a gamer that likes to get drunk a lot but I’m also a gamer that loves to play competitively and climb ranks to show off how awesome I am and how much free time I have. Mixing both of my beloved habits isn’t a great combination, and usually leads to frustration. I’d love to see a less competitive playlist much like Halo 3’s Social playlist so I’m able to play without the fear of dropping rank. Overall, any long-term Halo multiplayer gamer will most likely enjoy the Halo 5 beta if they have not already downloaded and tried it themselves. The Halo Beta runs smooth without many problems. The competitive play reminds me of climbing for my 40 Highest Skill in Halo 3 and the Multiplayer seems to be an improvement on what I enjoyed for a time on Halo 4.

Violent Honey Badger

Far Cry 4 is a good game that continues in the same spirit and style of its predecessor but is letdown by a few disappointing flaws. Far Cry 3 was one of the biggest surprises of the old gen as it delivered a fantastic and vast FPS experience against very competitive games within the genre but this outing struggles to deliver the same impact in quality and gameplay.

Firstly, the game looks absolutely fantastic. The visuals, draw distances and effects all look superb and mold the beautiful and thriving world of Kyrat on a grand scale. The island itself is massive but it often feels too cramped with narrow paths, tons of trees and elevated surfaces boxing you in on the ground - it's not as open as the island seen on Far Cry 3 and this may disappoint even die-hard fans. There is a greater focus on elevated gameplay here and scaling heights through climbing which can become a bit of a chore when reaching difficult areas. Despite the size of the map; everything feels more claustrophobic and the general layout of Kyrat and the map seems poorly put together.

In terms of the gameplay; this outing utilises the same infrastructure of Far Cry 3 which isn't a bad thing. The skills, crafting and general mechanics are all the same which is fantastic as the structure is familiar and works incredibly well.

There are animals galore to hunt and avoid plus vehicles to move around easier once again. Guns are aplenty with full customisation options and there is plenty of loot to hunt.

Sadly, despite its familiar style and stunning backdrop; Far Cry 4 just lacks in a few key areas. The story is rather bland and boring, most of the characters are dreadful along with the acting plus the core gameplay just feels rather uninspiring. Everything on offer in this game may ooze Far Cry 3 but the overall execution is not quite up to par with that game and the above issues really hit home.

Overall, Far Cry 4 is a good game that follows in the footsteps of it's predecessor but fails to shine in some key aspects. Fans of the series will probably enjoy the experience but may be left a bit underwhelmed with some lackluster features.

In the Club

Driveclub has been shown off ever since the debut announcement of the PlayStation 4, but does it live up to what was promised? Well as many complaints go they're along the lines of no customization, there's no dynamic weather as of yet (which has now been realeased), and how it's not Forza Horizon 2. Anyways getting back on track (pun intended), this game offers everything that was promised and shown so if you're looking for something that wasn't shown, you best look elsewhere for a racing game.

The driving and handling feels like somewhere between a sim and an arcade racer which is great for those that want a semi realistic yet fast paced racing game. The graphics are stunning and probably are the best on any next-gen console. However, some maps don't particularly look "stunning" during certain times of day where they might look ravishing at another time of day. This game really is all about the little details though. When I was driving in a race when the other cars went past some leaves on the ground they actually flew upwards and back. The headlights and taillights also are very impressive as they capture so much detail. The cars are arguably the best looking feature of this game but the environments are also gorgeous, especially around sunset.

The AI in the offline mode is also very fascinating. In the Forza entries that I've played, the AI was very weak and the other drivers never seemed to be trying all too hard or they were psychotic at times. Here with Driveclub, the AI is very consistent yet unpredictable. Many times in a race I would find myself having cars trying to get ahead of me but not in a programmed way, almost as if it were another player playing as them making human-like decisions.

The soundtrack is lackluster since it's not diverse and it is solely performed by the electronic artist "Hybrid" who have created some of breakbeats best albums. The soundtrack isn't bad by any means but if you're looking for a multitude of genres and artists, you're not in luck here. The presentation to the game is good, not great, but good. I wish to see more models for your characters and I hope they'll add more American and Japanese cars as future DLC.

The only major problem I have with this game is that the controls aren't explained very well. They're self informative but I wish they would've added some sort of training or practice mode that would you become better at the game instead of using trial and error to learn new techniques to better your driving. I also wish the courses were more diverse blending city and countryside versus it being all countryside. I hope to see in future DLC a United States or United Kingdom location to race in offering cities and countryside. Other than that, those are my only problems with the game that actually make me not enjoy the game as much. The hype level wasn't high so it wasn't disappointing for me as I knew what I was getting into days beforehand. This game is meant for more of a casual racer and those who just want to have some fun while racing.

For those of you who are worried about no split-screen, worry not because the developer said they would add that feature if enough people asked for it, so just keep your voice heard. The menus are slick and easy to control and the interference and loading times are quick and responsive.

Despite all the above the game isnt for everyone, I would recommend testing out the free version if you're even slightly interested and judge for yourself, because who's opinion matters more on what you think of something, yours or everyone else's?

EXO Changes Everything

A cinematic summer blockbuster spectacular delivered in videogame form. Call of Duty Advance Warfare advances the action of the game just enough to inject something new and fun while still maintaining the familiarity of the Call of Duty franchise.

Year in, year out I see the Internet haters comment on franchises such as COD and BF, where people's main criticism is 'more of the same'. Whilst this is an entirely valid comment, I'm not sure what people expect from a well-established franchise that sells millions of copies every year. If the formula is kept the same - people complain about repetition. If the formula is changed too radically - people complain that the game is no longer the series they know and 'love'.

This is where Call of Duty: Advanced Warfare get's the balance spot on without straying too far from the well-trodden path of the COD franchise, there isn't much wiggle room for a new developer to innovate. However, Sledgehammer games have found the gap and exploited it beautifully with the new movement mechanics of the EXO suit.

Make no mistake, the new changes in movement style results in a much harder FPS experience for the standard, casual gamer. The pace of the game is fast, and mastering the dashes and boots to effectively traverse maps and areas is difficult to become accustomed to. But with some persistence, the game becomes very rewarding, but most importantly FUN.

I find the word 'fun' to be the key one here. For me COD has not been at all enjoyable since Black Ops, with the disappointing Ghosts being the lowest troughs the series has seen. AW on the other hand, drags the series out of the muddy valley and at least onto the hillside of a peak, if not quite the apex.

Note this game is far from perfect. Still Activision have decided not to provide dedicated servers for the franchise, cue issues with lag, connectivity and the much-hate 'bendy-bullets' persist. Sadly, this seems to have become somewhat of a trademark to the COD series.

There are some odd implementations from the developer, which are being patched such as equipment that can only be used for a limited time, and incredibly hard to acquire camos but overall, many of the new implementations work.

You may have noticed that I have been almost exclusively dedicating my writing towards multiplayer here, however, I have completed the campaign and there's not much to say here. It's the standard story line of most COD and modern FPS games, with token missions and segments aplenty.

The game looks gorgeous visually, and the character performances allow you to become immersed in what has been, a coherent narrative. The "Advanced Warfare" also helps keep missions fresh, providing new toys to play with and experiences that aren't exactly identical to previous COD's. 

The game as a whole looks nice, but this is to be expected of a AAA title nowadays. The sound and music are solid and fairly immersive; especially when in an intense battle online or solo.

In spite of the glitches, mild gripes and standard online issues COD: AW is a well-built FPS with a new edge for the series. Don't be fooled, this is not a revolution in gaming in any way shape or form. But it does what it says on the tin, it's Call of Duty, and all in all, AW is fun. For me this is the most important thing; after all, isn't that what games are meant for?

Leave your Limits

One of the things that continues to blow my mind every time I am playing this game is just how deep the game is, the way the cars handle, the attention to detail in everything and the incredible physics all play a part into just how much fun this game is.

Why, oh why has it taken developers so long to realize that there is absolutely a market for a game like this? As I mentioned, the handling in this game is geared more towards simulation than "arcade" handling and as a result, you have an incredibly deep "easy to learn, hard to master" approach to this racing game. Each of the cars feel truly unique, especially if you are racing them at their stock settings and upgrades. I can feel every detail in the in the cars (of which there are more than 200 of) and how they handle and it's easily one of the most fun driving games out there.

The setting of FH2 is based on the Southern European area of Italy and France, the world feels fresh and large due to the new and unique setting, and the activities are plentiful with more than enough in the single player alone to keep you busy for more than 80 hours. There many types of races to keep you busy and even the killer Showcase Events, which put you up against jets, trains and even hot air balloons, and then there are the out of race activities. There are billboards to smash, RPG Elements, old run down cars to find and restore, and so much road (and off-road) to explore.

Graphics should always come after gameplay, but in this game it is incredibly hard not to talk about how beautiful it is. The car models themselves are impressive, with each and every single one of them featuring a beautifully detailed cockpit, but the biggest difference I have noticed with this game and it's new generation of visual effects are just how much love has gone into creating every single last detail and making it beautiful. The paint has depth and detail, each individual rain droplet is beautiful, even when you go into photo mode and zoom in, it's obvious it's not just a low res texture, the chrome on the cars sparkles beautifully in the sun and when you are driving off-road, the dirt kicks up and goes all over your car and wheels in a way that's beautiful and realistic, and then the rain can actually wash it off and make the car clean again.

I could go on and on about the features and details of this game and I haven't even mentioned the incredible player based AI and the online component yet, but I need to wrap this up.

This game is one of, if not the best racing game I've ever played, I will be coming back to this for years to come. If there is anything left to be desired, it's more open-world, more cars and more activities, not because there is not enough, but because I cannot get enough.

Lock and Load

Sunset Overdrive is a furiously fast take on the open world third-person shooter that delivers high-quality gameplay and good times through all of its excessively loud silliness

You are meant to traverse around the city as fast as possible by using your super human ability to turn an entire Metropolitan city into your own personal skateboarding park. Enemies move at you very quickly, so you have to use your physical talents to zip-line, grind-rail and bounce to both escape and attack enemies. The action is almost like a rail shooter, except you still maintain control of your character at all times.

It did take a little longer than normal before I really got into the swing of the game and some people will be turned off because of that. The game feels like it controls a little stiff and difficult out of the gate, but as you become more and more familiar with the game mechanics, you soon realize that it always handled amazingly and you just had to work on technique.

The campaign and side quests don’t take that much time as I completed them in less than 20 hours and there’s nothing that really makes me want to go back and play any of the missions over. The game does have replay value, but it comes from going after the collectibles hidden throughout the open world. Because of how much fun it is to move through the city like a superhero, collecting scraps of toilet paper and stinky shoes becomes more fun than tedious.

There is multiplayer, but it didn't do a whole lot to make me want to play it for very long. All you do is complete missions while working together with 8 players while also simultaneously competing against them for points.

Most of the humor in the game comes from breaking down the fourth wall and simultaneously pointing out the foibles and absurdity of Sunset Overdrive and all videogames in general. This is not the first game to do that type of humor, but they are one of the better ones at it, as most of the time the jokes land.

Overdrive is a game that above all knows how to have fun at all times and just like the poisoned energy drink in the game that turned everyone into mutants, it's contagious.

It is your destiny

Here is the thing about Destiny; it’s like a Strawberry Daiquiri. Sure you have people that love fruit and don't drink, and then you have people that drink but don't like fruity cocktails. But there are whole bunch of people who like their booze blended with fruit and served with a little umbrella. Hell, sometimes the people who only like booze or only like fruit try a Strawberry Daiquiri and realize they've been missing out this whole time.

To that end, much like Strawberry Daiquiri’s, if you have enough of Destiny, you are going to have a great time (even if you don't remember all of it).

I will admit that Destiny has repetitive aspects to it but what FPS or MMO doesn't? Now a crowd of people who viewed 'Destiny' as a 'game changer' are probably stamping their feet and howling at the cracked moon about it not being radical enough. Destiny is not a game changer but what it is, is a gatekeeper to a new land of games. I have never seen a game that has blended so many elements from so many different game genres to create something of its own.

Now at this point I should be getting the digs about this game is copying Borderlands or copying Mass Effect or yaddya yaddya yaddya rabble rabble rabble. Well you guys must hate cars because every game borrows elements from others to create their own somewhat unique version. What Destiny does is take some of the best elements from those other games and mashes them together in a wonderfully diverse package. Many will point to the loot diversity and say Borderlands, others look at the MP and say Halo, some point to the RPG elements and say Mass Effect and yes, its fun to point at origins and go 'Simpsons did it!' but the bottom line is those other games don't have all the elements together and that is what makes Destiny such a strong offering.

In the end, Destiny will create its own fan base much like Borderlands and Mass Effect did. It may not be as broad or as far reaching as Halo, COD or BF because if they wanted it to be that far fetching they would've just made another shooter. What Bungie did, was raise the bar for the level of depth and content that we should expect from FPS games moving forward.

No, its not that revolutionary, its not a totally new experience or idea but its something we've never seen available for mass consumption with such an interesting mix of ideas and gameplay."

Contact me

Muswell Hill

Mobile: +44 (0) 7891661094

Drop me a Line