Metal Gear Survive: Not A Hideo Kojima Game

Aaaaaaaand it really does show.

So I’ve come back to the realisation that it has been a while since I have posted anything here. Hi guys. How are you all? I’m good, thanks for asking. I’ve had two months of being totally not productive (being employed and feeling productive are apparently not correlated) and it has brought me to the brink of insanity, so I feel it is time to be productive again.

So, how am I going to be productive? Metal Gear Survive. I bought this game because I got a money off voucher to use which brought the price to around £20 and though “well, it’s not done by Kojima, but it’s also around £20… I reckon I can justify it.”

And honestly when all is said and done… it was worth it. For £20. Not more.

So why do I say that? Well, it was a good bit of fun, honestly. There are some huge, glaring problems with the game and how Konami have released it, but I feel that the game has enough people pointing these flaws out already, so I will go into them later and focus on the positives first. As I said, it has been a bit of fun. I have enjoyed exploring the world of Dite, venturing into the dust to find containers and playing co-op to farm some easy level ups. I had fun making my character and pretending to be a member of Diamond Dogs who got separated from my idol, Big Boss. (shut up, you’re a nerd!)


An army without a nation… We are Diamond Dogs!

On the topic of going into the dust, I will say that I actually loved the idea of having your map just stop working while you are inside, meaning you have to largely remember which direction you have gone and actually use the lights in the distance to navigate while running out of oxygen. It’s great.

The multiplayer is sufficiently challenging (especially with the new hard daily/weekly missions which are very tough!) where I keep returning, though the same cannot be said about digging for Iris energy at Base Camp. I generally just sort my defences to overwhelm whatever force is attacking and just make sure I’m not present for the defence. It’s not that I can’t do it, it’s more that I can’t be bothered. In multiplayer there’s that slightly competitive aspect of not wanting to be an obvious leech on the group, but in single player it’s just a bit boring.

Similarly, I enjoy the base / barricade building aspect of the game. Having certain containers being only obtainable if you bring a supply of watchtowers or sandbag piles with you adds an extra layer to the game. Also, it gives useful defensive options for that early game where you are literally starving, dying of thirst and have nothing but a sharpened stick with which to fend off the wanderers. True, as you get further in the game (and obtain the bow blueprint) it becomes less useful outside of mining singularities in single player and co-op, but I still like it.

While I do not mind it now and actually quite like the fact that I have to keep well fed and watered in order to maintain peak performance, the start of the game is incredibly frustrating as you cannot build a campfire with a metal pot until around chapter 7, meaning you cannot purify any water you get until this point. It’s a game that centres around exploration, however the start of the game essentially urges you to rush content so you can start being a bit more self-sustainable.

With that I suppose I shall move onto the negatives, as that last point was a bit of both. My first main negative, though it was expected and thus not too disappointing, is that the story is weak. I will not go into spoilers here because spoilers are the worst but I called it. I knew one of the big plot twists was going to be a thing before it became apparent, the story was just plain lazy at points and it felt like it was trying so hard to be “a Hideo Kojima game” but it failed so hard at it. To further this point, I cried in MGS1 (PSX), MGS3 (PS2), MGS4 (PS3), MGS5 (PC) and MPO (PSP). I loved and was wholly engaged with the story and it hit me on such an emotional level when certain things happened. Not once did I feel attached to any characters in Metal Gear Survive. True, I loved that Reeve was voiced by Matt Mercer, one of my favourite voice actors, but the characters just weren’t deep enough for me to really find myself getting attached to. I love the heavy cutscene approach of previous games and long dialogues that, to some people, would seem wholly irrelevant; how many other games have a roughly 7 minute long dialogue between the defeated boss, the main character and his nerdy sidekick that gets strangely philosophical and causes one’s eyes to start leaking? Wasn’t even the final boss of that game either. I’ll let you figure out which one I mean by just saying “okay hero… set me free.” Metal Gear Survive’s story is sub-par at best and the characters feel a bit rushed and the typical over-the-top parts don’t feel the same.

Also, I have issues with the game from a design perspective. Konami decided that a way to win people over was to charge real life money for save slots. Wait, what? You heard me right; if you want a single character you are fine, but much like extra FOBs in MGS5 (which I also didn’t agree with) you have to pay real life money for in game currency to unlock a second, third or fourth save slot. It’s dumb. It’s ridiculous. Konami what the hell are you doing? I refuse to buy coins on principle, and I can be a real sucker for microtransactions; just ask Blizzard or my credit card provider…

Overall would I rate Metal Gear Survive as a game? Yeah, it’s good fun for £20.I wouldn’t pay more than around £20 for it, but for the money it was decent enough. I have managed to squeeze out 59 hours so far and I don’t see myself stopping in the immediate future, though maybe lessening my time in it now that Vermintide 2 is on the horizon. Would I rate it as a Metal Gear game? No. Absolutely not. It’s nowhere near as good as the other Metal Gear games. Apart from the Fox Engine, it doesn’t feel like a Metal Gear game and it certainly doesn’t feel like a Hideo Kojima game (because he wasn’t behind it, so I guess that’s obvious).

I will be looking forward to Death Stranding, as that should be a proper Kojima experience. It may be another game that actually makes me buy a console if it only comes out on PS4.

Shadowrun: Hong Kong – Final Thoughts

So, having finished Shadowrun: Hong Kong, I feel as though I should shed some new observations on the game. Now that I have completed the game once, though I will be doing another play through straight away, I must say that my opinions are not as high as they were walking into it for the first time. Please note: there will probably be minor spoilers, though I will stay away from specifics where I can! I’ll start with the good.

The music throughout was very good. Is it better than the Dragonfall or Returns soundtrack? That’s down to individual preference and it fitted the theme and locale very well. That being said, I loved the soundtrack of both the original Shadowrun Returns and Dragonfall, so it’s hard to say which is better, if any. In my opinion, the music in this game is very, very good, but the previous games set a rather high bar to meet. It has at least done that.

Animations and effects also stayed better across the board. Full-auto and burst fire now feel like they really are spraying bullets everywhere with the occasional hit, as it should be. Magic effects are greatly improved from the previous games too, spells like powerbolt and manabolt feel far more magical and less… sparky. The bouncing spell mechanic is good fun as well and makes standing on dragon lines far, far more useful. I had instances where I cast aim on a character and it bounced to the whole crew.

Cybernetics have been greatly improved. Now, you need to take the cybernetics skill in order to take a lot of the more powerful cybernetic options rather than everyone being able to take whatever they want. I like this as it means that you actually need to invest in body and the cybernetics skill if you want to build a chromed up cyber-warrior rather than just every non-mage character taking all the best options. Added to that is the much larger selection of both cyberware and positions to put them, as well as extra essence given from the skill in cybernetics and you can really chrome up to the max!

There are... a lot of extra cybernetic options...

There are… a lot of extra cybernetic options…

Last but most certainly not least, possibly the best change in fact: decking. I just want to scream to the high heavens about how awesome this is. Before it was very simple, you jacked in, did some combat, activated some nodes and then jacked out. Now, when you jack in you are not automatically in combat. Combat-based IC aren’t always present, though there are usually trackers that patrol specific routes that you need to avoid.

Matrix combat is still unavoidable in the later parts of the game and trace can build quickly!

Matrix combat is still unavoidable in the latter parts of the game and trace can build quickly!

There’s a new trace mechanic which will start to increase if any IC detect your presence; while in combat with IC your trace will generally increase by 5 each turn (per IC that sees you), though if a tracker IC sees you it will increase by 20 each turn.

Avoiding tracker IC patrols is the new way to glide through the matrix without any issues

Avoiding tracker IC patrols is the new way to glide through the matrix without any issues

You get to most nodes by hacking blocker IC, which you can either force through at the cost of a large amount of trace, usually around 50+, or you can do a small minigame where you have to remember number patterns to increase your hacking time, then deduce a symbolic password as characters are periodically and very briefly revealed to you.

Sometimes there's a password option too, though most of the time it's either hack or force!

Sometimes there’s a password option too, though most of the time it’s either hack or force!

Because of this, you can largely get by in the matrix on the starting cyberdeck, though I will say now that later in the game the decking parts have actual IC and some brutally difficult tracker IC patrol webs, so don’t expect to be able to hack systems late game with a shoddy cyberdeck. I really, really love what they’ve done with the matrix portions myself; also, the music track for when you’re in the matrix is much better than the previous one. Definitely part of the soundtrack that improves upon the previous.


You don’t have to do all of the number sequence memorisations. Each successful one gives you more time to work out the password in the next part though.

However, this game definitely has some drawbacks that I would like to visit. Firstly, I’ll go with the temporary one: bugs! As the game is a new release, there are a decent number of bugs which can be really frustrating on a play through of an RPG. There were some that were merely conversational, with NPCs saying silly things, but there were others that hampered my progress through the game. Also, there are typos aplenty. I think I counted at least a dozen on my first play through.

Where's my cyberdeck? Uh... It's right on my back. Are we both blind here?

Where’s my cyberdeck? Uh… It’s right on my back. Are we both blind here?

I also did not like the crew quite as much as the crew from Dragonfall. I got a really good idea of where Dietrich, Eiger and Glory came from and really enjoyed their story arcs and Blitz was comical enough that his otherwise insufferable bravado turned into a bit of comic relief for me. However, I don’t get that same feeling with the current crew. Duncan is your non-blood related brother and comes across fairly hollow. He’s an Ork who grew up with you and had anger management problems, eventually joining Lone Star with your foster-father’s help keeping him on task and under control. I don’t feel that there is a huge amount of depth to his character. Gobbet is one of the more interesting characters, a rat shaman with a special connection to Rat, or so she says, who grew up on a cobbled together raft with a bunch of friends. She’s probably the deepest character and her character arc is certainly the most enjoyable and simultaneously dark one to play through, her voice lines are generally the most enjoyable to read and post-run conversations with her were among my favourite. Is she on par with the Dragonfall crew? Debatable, but at least it’s up there! Is0bel is insufferable for me. It’s fortunate that I often play a decker and didn’t need her that much in this play through because I do not like her character. Anti-social deckers who claim to be the best just aren’t my cup of tea, especially when their background is sort of hollow and you have to ask a different crew member to fill in the details. During her mission you find out what an over-sensitive little brat she really is, though I won’t go into the details as it would most certainly be a spoiler. I do not like Is0bel and I dread my next playthrough when I’ll be running a mage character and will need her on my team. Racter is the other interesting member of the crew, though he falls short when compared to Gobbet and the Dragonfall characters as his personal run is just an optional objective to a run you do anyway. His conversations are interesting and he definitely has mental issues, but that’s part of what makes him interesting. His dialogue is well-written, portraying what he is quite well and he manages to narrowly avoid crossing the line where he becomes insufferable. Finally, there’s Gaichu. He’s interesting to a point and his character is good, but I feel that he might just infringe upon special-snowflake territory. His character mission is short and also brings up some fairly dark themes, but I didn’t find myself as emotionally invested as I did in Gobbet’s. Definitely not the best, but certainly not the worst.

I would also like to highlight the player character and the conversational choices that you are given throughout the game, as this drawback is related to the previous one about your crew. The character you play in this one felt as if I was being shoehorned into a type of character that I do not necessarily wish to be. In Dragonfall any lines of dialogue related to your character’s background were left wide open and there were definitely some varied inferences drawn from the various lines of dialogue, allowing you to role-play as a wide range of characters. In Hong Kong, it’s very black and white; you were a street kid who got taken in by a guy and then left for a job that, three days later, put you in a corporate prison for the rest of your life up until the present. From that point onwards, it always tries to push you into that role of a shady, either gang, thug or shadowrunner criminal type, shunning the megacorporations and the type of life working for one would entail. For example, my character was a very corporate, very businesslike decker who I played through Dragonfall with no issues, however in Hong Kong the same character feels contradictory; there are so many instances where I don’t feel like that type of character is even considered. To me, this was a real disappointment, especially given that there was a very corporate looking elf portrait in the character creator, and was only reinforced throughout the game.

Mega spoilers for Dragonfall and Hong Kong in the paragraph below, as I will now be talking about the ending. Highlight the paragraph to reveal the text and do so knowing that there will be major, major spoilers here. You have been warned!

Suffice to say, I am disappointed. In Dragonfall, you find Vauclair and he talks about his plans and why he’s doing what he’s doing; he sees the dragons as manipulative and controlling and wishes to get rid of them through a biological weapon that only hurts dragons. You can, through dialogue options, talk him out of it, fight against him or even join up with him! It was a really well done sequence of dialogue and Vauclair was a great antagonist for the game; he honestly believed that what he was doing was right and for the good of the planet. Siding with him doesn’t seem like an utterly moronic idea and I did do a game where I ended up siding with him, bringing about the near extinction of metahumanity due to the dragons being responsible for keeping some eldritch horrors at bay. All through the game, however, there are hints as to this consequence, especially if you play a mage or shaman and frequently speak to Absynthe and Aljernon, and you can use this as ammunition to talk Vauclair out of it, where he realises what a blind fool he has been. In Hong Kong, however, the choice felt really stupid. You track down Qian Ya and fight her twice before she offers you a deal where you can leave and let her have the Walled City in exchange for fourteen years of good fortune, or you keep fighting and eventually shut her out. There was no real reason to accept her deal, there was no feeling of “this is a good idea” when contemplating it, unlike Vauclair who put up a very good argument for his cause. If I missed something, it must have been due to a bug because I frequently spoke to Crafty and had enough points in conjuring to cast simple buffs and perceive things on the astral plane. I read through all of her notes and made sure to pay attention to everything about the Yama Kings, but nothing seemed that relevant. I’ve heard that you can avoid some fights through conversation options, but I did not see them. However, that is not the point I wish to make. The point is that the end of the game falls flat. There is no real reason to make a deal with the demon-goddess unless your character has large amounts of selfishness and stupidity and this disappointed me after the build up was very good and Dragonfall’s ending being so solid.

Overall, would I recommend Shadowrun: Hong Kong? Yes. It’s still a solid game with a good story and decent enough characters. However, I am a little disappointed overall. I enjoy the game and have already started playing through it a second time, though looking at it as a whole I would say that it simultaneously took steps forwards and backwards.

A Few Hours of Shadowrun: Hong Kong and What I Think So Far

I’ve been waiting for this to launch for months now. I’ve replayed Shadowrun Returns and Dragonfall. I’ve brushed up on my cyberpunk style. Now it has finally come out. Shadowrun: Hong Kong released a few hours ago and I’ve only just managed to hop on, being in a Cyberpunk 2020 pen and paper session for most of the evening. I will not be giving any spoilers and I will not have an in-depth knowledge of the game just yet, only having played a few hours into it. What I can offer though are my first thoughts.

So, what is Shadowrun: Hong Kong? It’s the third game in a series by Harebrained Schemes, though it is not directly linked to the previous two, just as Dragonfall was not a sequel to the Dead Man’s Switch story in Shadowrun Returns. It is a totally stand-alone cRPG set in Hong Kong. It’s top down and set in the Shadowrun universe, cyberpunk with traditional fantasy elements, such as magic, elves, dragons etc. For a combination that does not sound as if it would work, it’s a pretty solid formula. So, I hopped into the character creator and had a bit of a play.

First thing I noticed was a small, personal thing: there’s a very corporate looking elf portrait which made me cheer and instantly know which one I was going with. My first playthrough is going to be a port of my own character, Renée Laurent, into the Shadowrun universe, so having a corporate looking elf portrait is just something that I really like. Give her a pair of pointy ears, change a few details in her background and she’s basically ported. Done.

Second thing I noticed was the general quality of the new portraits. The older portraits from Shadowrun Returns and Dragonfall are still there, but the new portraits up the ante yet again. The portraits in Shadowrun Returns were decent enough, then Dragonfall stepped it up and gave us some cleaner, nicer looking portraits. Now that Hong Kong is here, we’ve been given another set of excellent portraits that just raise the bar once again. Personally, I really love a lot of the new portraits (trolls and orc dudes / dudettes don’t look particularly ugly either) and will certainly be using the new pictures in my playthroughs of Hong Kong.

Corp Elf in Character Creator!

Just look at how much business that portrait means. You don’t mess with -this- corporate elf!

Third: the music. The music in the Shadowrun games by Harebrained Schemes has always been solid and so far, Shadowrun: Hong Kong is keeping the standards as high as I would expect. The music is definitely solid in this and, combined with the art book, makes me very, very pleased that I pre-ordered the deluxe version. I have not heard a large number of tracks so far, as I am not far into the game at all, but so far I am not disappointed.

The combat is definitely solid, though if I were to be picky there is not that much that is new. Dragon lines have replaced ley lines, though I am still unsure of exactly what differences there are. There most certainly are differences as one gave my shaman health regen after casting some spells, which was nice, but I have no idea why. Also, it appears that losing control of elementals isn’t a massive pain in the backside any more, meaning I may actually play a player-character shaman, as it seemed like my water elemental just disappeared after a few turns; it should also be mentioned that I did not have to choose how many AP to give it, having a constant 4 AP until it vanished. Whether or not this is a good thing I will leave up to the veteran shaman players as I never gave it much thought in the previous games myself. Gun play, melee and spells all seem to work the same, cover is still super-important, flanking is a good way to put your enemies in the ground and armour is incredibly useful, though this was all true in Dragonfall as well. The animations in combat are smoother and seem more real than before, where the animations used to be a little clunky and robotic the new animations seem to flow quite naturally.

My main criticism is tiny and easily fixable. Starting armour is horrible. I will be buying new clothes as soon as I can because I hate the starting armour. If you’re playing a Lone Star rent-a-cop or some kind of contractor who would wear such armour, then it’s great. However, I’m playing a very corporate, private investigator style of character who I’d much rather be in at least a long leather coat like the previous games’ starting armour. Small, easily dealt with gripe, but a gripe nonetheless.

I will write more once I have gotten further into the game. There are a few things that I really want to try out, for example the supposedly revamped matrix experience as I always seem to play a decker, as well as the new cyberware options. Body is no longer just an arbitrary health statistic, there’s a cyberware skill tied to it now! Super excited to dive further in, but it’s 2:40am in the UK and I definitely need to sleep. At least being a teacher gives me stupid amounts of holiday!

Children of the Stars – Craftworld Eldar Week!

The new Eldar codex is here! I went into town to pick up my codex and data cards this morning and just got home, having a quick flick through the book and a look at the data cards. Throughout this week I will be writing both what I think of the new codex as well as some tactics articles and theories on army builds, both using the normal Combined Arms Detachment as well as the new Warhost Detachment.

First I will look at the data cards.

I really like the data cards and was not expecting to get what was inside. I was expecting the psychic power cards, which are nice but nothing special; as I got the psychic power cards with the last codex I was expecting the same with this one. I was not disappointed at least. The tactical objective cards are nice, though I believe that they are smaller than the normal cards. This, however, is not a problem as it comes with an entire deck of tactical objectives, something that I did not previously own but did intend on getting at some point. The back of the cards feature Eldar artwork similar to the front cover of the codex, being the Saim-Hann Warlock with a witchblade. I like this as an added extra, giving me even more of an Eldar feel at the tabletop. All in all, I am glad that I purchased these.

Moving onto the codex itself, I will say that it is a hefty one, weighing in at 160 pages, a lot larger than the previous 106ish page codex!

The artwork is great, a lot of pictures from the last codex re-appearing but also a lot of new pictures making an appearance. Also, there are a lot more high-quality photos of actual miniatures, featuring lots of close up of finer details to help with one’s painting ideas. At least, it’s doing that for me! Everything is clearly laid out in this codex, making rules referencing and list building a joy, rather than an exercise in page turning. First is your fluff, mountains and mountains of background and flavour for the Eldar army with what I interpret as more attention to detail. For a person like me who enjoys building fluff-accurate armies and playing them on the tabletop it is a wonderful. Each of the major Craftworlds gets a double page feature, consisting of a large picture and some background, giving the reader an idea how the Craftworld acts as well as any major plot points of their history. Every unit has a page explaining their role and where they come from, though one thing that really stands out, and I imagine will stand out more-so to the avid painters out there, is that every unit’s rune is depicted and explained; grab your paintbrushes my kin, it’s time to get free-handing! Next, there are pages depicting the colour schemes of the major Craftworlds, much like in the old 3rd and 4th edition codices, basic 2d illustrations showing differences in colour schemes to offer inspiration to a person who may wish to collect and field the forces of that specific Craftworld, as well as showing off the colours of each Aspect shrine, again with variations to offer inspiration and show that there is no singular way of painting up each Aspect. After this we have a photography section, showing various pictures of the studio armies which I have already spoken briefly about and expressed my appreciation of, but finally we move on to the rules section. I will not go into details on rules in this article, as the rules section will be several articles by itself, but as with the rest of the book it is nicely laid out. The equipment costs are first, followed by the various units where each has a page to itself to explain all the rules that they feature, then there’s the armoury where all of the equipment is explained and then, finally, there are the Warlord traits, tactical objectives, psychic powers etc. Most of all though? There’s no irritating fold out pages! That was a feature that I really did not like about the previous codex and I am very glad that it’s gone.

All that said, is the codex worth the money? It is very well made and is a joy to read, but I do think that £35 is a little bit too steep. I buy the Eldar codex because it’s my main army and I own close to 9000 points (but I do not think that I own -over- 9000 points yet), but I tend to just borrow the rest of the books from friends and other hobbyists. The data cards are worth it for every Eldar player, as they just make life a lot easier when tracking psychic powers and tactical objectives; they are especially worth it if, like me, you do not already own a tactical objectives deck. In short, I would only buy the codex if I were a dedicated Eldar player (which I happen to be), but the objective cards are a great purchase for any Eldar player.

Call of Duty: Advanced Warfare – Free Weekend Shenanigans and Impressions

This weekend there was a free weekend offer on the new Call of Duty game, Advanced Warfare. As both an Unreal Tournament player and a Call of Duty 4 player, I decided to give it a shot. I downloaded it, all forty gigabytes of it, and dived right in. My expectations were low, considering I thought that every Call of Duty game apart from 2 and 4 were utter trash, but I wanted to see the new movement mechanics.

Firstly, the free weekend extends to the multiplayer and only the multiplayer. I have not played the single player and I am quite glad about this, in all honesty. I believe that the campaign is just going to be more of the same dull, boring story archetype with some message about power corrupting and how Captain America an American soldier has to fight against it all. He will probably be a white male too, because every damn Call of Duty game is fronted by a white guy with a military background, though I could be wrong on that point, I largely stopped caring after Call of Duty 4. It will also probably feature a plot twist involving an obvious betrayal that we all could see coming from a mile away. However, that’s not what I am here to rant write about; I am here to write about the multiplayer experience.

The first thing that I did was… Customise my soldier. The customisation mechanics are nice, I will admit, and I spent a good long amount of time making my operative look great and spent some time putting together my emblem. Also, like Call of Duty Ghosts, female soldiers have been brought back in Advanced Warfare and don’t look like Battlefield Barbie (which really appeals to my can-do feminist attitude). A day later (and about a dozen test games in) and I have settled with my operative’s appearance and calling card:

s1_mp64_ship 2014-12-13 23-09-26-985

It was a necessity to show these Call of Duty players that a member of the Valve crowd has graced them with her presence!

So, weapon in hand I hop, skipped and jumped into multiplayer, fast abandoning any notion of using a sniper rifle or heavier weapon in favour of an assault rifle or simple submachine gun. The whole reason I was interested to try this game out was due to the enhanced mobility given to players in this installment, after all, so why squander the gift? I must say that the new movement mechanics add a lot to the Call of Duty multiplayer, it adds something that Call of Duty has always lacked: three dimensional gameplay. Enemies can come from the front or sides, sure… But also from above and below. As an Unreal Tournament fan and long time player, this concept is not a new one to me, but it’s really nice to see it in a Call of Duty game for once. This alone makes the multiplayer worth playing, because otherwise it’s standard Call of Duty multiplayer. However, the jetpacks make movement such a huge factor and it’s also where Advanced Warfare stands apart from the rest. It is not without problems, however. Firstly, it uses matchmaking, or as I like to call it: the devil’s gaming mechanic. I detest matchmaking more than I detest the other Call of Duty games (2 and 4 not included!). Matchmaking is an abomination that should be banished from the PC gaming scene. Privately owned dedicated servers are the only way to go for a multiplayer shooter. Call of Duty 4 did it so right, so why have none of its successors followed suit? It’s infuriating, but it’s something to do with online rankings and unlocks (two other aspects of the game that I care very little for) and the fact that it’s largely designed for consoles first and PC second. You can tell by the obviously console-friendly UI in the screenshot above. The matchmaking itself is buggy to add insult to injury here, often making me join games that I then can’t connect to, leaving me staring at the loading screen for about two minutes before telling me that I’ve lost connection. Combine this with the fact that you cannot alt-tab whilst in a lobby or a game (loading screens included) and this becomes infuriating. Some of us have dual monitor set ups! Also, the lack of dedicated servers causes laggy games and irritating host migration if the original host disconnects for some reason. Perhaps I could understand such cut corners in a free to play game, or at least a cheaper title but Call of Duty: Advanced Warfare is a triple-A title with a triple-A price tag. There is no excuse!

The co-op mode is your standard wave defence against hordes of enemy troops. It’s… Too easy and incredibly boring. My first game where I was suffering from horrendous lag spikes and three out of five of the original players left early I managed to make it to wave 96. I only stopped because it was approaching 4am and I needed to go to bed!

First game and I reach here on the scoreboard. This is not a challenge, it is a test of patience.

First game and I reach here on the scoreboard. This is not a challenge, it is a test of patience.

It only starts to get a bit challenging at about wave 90, but it’s still not all that challenging given the level of upgrades you have at that point. Also, the heavy class is so incredibly broken beyond belief. I was playing the Light Exo and I was doing okay, but my team mate was running a Heavy Exo and was dismantling waves by himself. Getting to wave 90 took about two hours and twenty minutes, meaning you have to wade through waves of easy enemies for about two hours, unable to alt-tab out when you get bored or need to change music, before it starts getting a little bit engaging. Most people pick up a shooter for a quick hour of fun when they get home from work or after the children have been put to bed, so the fact that a single match will take upwards of two hours (with no pause mechanic or ability to alt-tab to check Twitter or put on a different playlist) is inconvenient. In an upcoming DLC they will be adding a zombie mode to the co-op which will be more of the same that we’ve seen before, only this time with jetpacks. If I want a zombie game, I’ll go and play Contagion (which is great and has a price tag of about £15) or Left 4 Dead; funnily enough, both of those games are probably around the same price as the DLC that will have zombie mode in it. Yep, Call of Duty: Advanced Warfare has Call of Duty pricing which makes Games Workshop look reasonable by comparison; at least their products are good and expensive, where Call of Duty DLCs are just expensive. Out of interest I went to the top of the scoreboard to see the lengths of some of these matches. I think the numbers speak for themselves: you’ll never catch me playing a match for these figures!

9 hours? 17 hours?! Seriously, the human body needs to sleep and eat and use the bathroom!

9 hours? 17 hours?! Seriously, the human body needs to sleep and eat and use the bathroom!

I want to love Call of Duty: Advanced Warfare. The jetpacks make multiplayer so enjoyable and the level of customisation for your operative and calling card is truly wonderful, but there’s far too much against the game, especially considering that it’s a triple-A release. I would pay no more than… £20 for this game, and that’s only because I’ve seen that the campaign features some heavyweight actors like Kevin Spacey. Without that, I wouldn’t pay more than £15 at a push. With privately owned (and user-managed!) dedicated servers, more maps (user created maps is a good way to get more quality maps, though that needs to go hand in hand with point #1), much lower DLC costs and a co-op mode that doesn’t bore and take multiple hours without purposefully throwing the game I would probably pay more, but the fact of the matter is that none of that is going to happen, with the exception of the last part that -might- happen.

So my final verdict? Fun. I would go as far as to say “incredibly fun” if it had more maps, but it’s not worth the price tag as it has far too many problems that won’t be fixed. This is due to the fact that they aren’t all code related problems, but business and implementation problems as well. I can’t recommend this game.

Now I need to pick up Titanfall and do a comparison. I think that Titanfall may leave a better lasting impression than Call of Duty: Advanced Warfare (especially with its lower price tag now that it has been out for a while)