I managed to play a fair few games here at Gamescom in Cologne in between business meetings. The first day – Tuesday – is solely for “trade visitors” rather than the general public, so the crowds weren’t too bad. That said, people in the games industry tend to like playing games, which meant highly-anticipated titles like Spider-Man and Smash Bros. still had 1+ hour long queues most of day.
In order of when I played them:
Space Junkies (Ubisoft) is a space-based multiplayer VR FPS with jetpacks. It’s about as fun as any other FPS, except it’s in VR, which makes aiming easier. It also had imaginative guns requiring two hands to operate that were fun if distractingly janky.
Due to space restrictions, we had to sit down in front of a PC, which meant you couldn’t look behind you – instead, you use the right thumbstick to rotate in 45 degree turns. While this may be the least-worst way of doing VR motion thus far, it’s still not great and it doesn’t help elevate an otherwise unremarkable game.
Next door was Transference (Ubisoft), a horror-themed walking simulator set largely in the real world. The art and graphics were impressive, and I enjoyed picking up stuff in the environment (postcards, letters, toothpaste, radios, etc.) and inspecting them, although this is an area where increased headset resolution will be massively helpful.
I wasn’t sold on the heavy use of full-motion video (FMV) to set up the story. There’s something vaguely B-movie about all game FMV, which is often delivered straight to camera, and while this wasn’t awful, it just dragged on.
Surprisingly, I found Transference even more nausea-inducing compared to the highly vertical environment of Space Junkies. There’s something about using a controller stick to walk around (rather than using your legs to walk) that puts me off, even with the 45 degree snap-turns. The fact that you had to walk around a lot to pick up stuff and carry it between rooms really didn’t help matters, and while the Ubisoft attendant helpfully whispered hints in my ear, it really just highlighted the poor level/puzzle design.
So, I remain unconvinced that using a controller to navigating in an open world VR space will ever be entirely free of nausea for me, and after 15 minutes of play of both games, but particularly Transference, I was glad to take the (very comfortable) headset off. Perhaps a wider field of view (FOV) would help, and I wonder if you eventually get used to VR, especially if you’re a kid who’s grown up on it.
Assassin’s Creed: Odyssey (Ubisoft) is like AC: Origins, but it looks marginally nicer and it’s in Greece. What else is there to say? ¯\_(ツ)_/¯
I managed to catch this game while the queue was short. Even better, when the attendants spotted my “Exhibitor” badge, they ushered me right in, perhaps assuming I was far more important than I really am. But karma came around when the console crashed just ten minutes after I started playing.
Starlink (Ubisoft) is the latest implementation of “Toys to Life”, most famously and profitably demonstrated by Skylanders. I was impressed by how versatile the toys were, and how well the fit together – you can choose between pilots and then slot a spaceship over them. The spaceships themselves are modular, allowing you to mix and match components between ships, and even turn wings and weapons backwards (not convinced this will have useful gameplay effects, however). The gameplay was basically Starfox… and the graphics were really quite rough compared to the ultra-HD gorgeousness exhibited by the PS4 Pro and Xbox One X.
Sadly, I didn’t get to drive in Scotland or Edinburgh on the Forza Horizon 4 (Microsoft) demo on Xbox One X. I really enjoyed the original Forza on the Xbox 360 and it’s nice to see it continuing to walk the line between realism and arcade gameplay, especially with the helpful rewind feature. But it’s not enough to make me buy another console.
Taiko no Tatsujin: Drum Session! (Bandai Namco) reminded me of my enduring love of rhythm games. There’s not a lot to this one – you can hit the single drum in the centre or the rim, and besides things like drum rolls, that’s more or less it. There was a good selection of songs – I played Let it Go, the Totoro End Theme, Carmen, and some other classical song. It was the only game I played on two separate days, although that’s partly down to the total absence of queues.
The response on the drums felt a bit soft, and I thought the notation of hits against the drum rim vs centre didn’t really correspond with melody or, well, anything else. But hey, it’s a rhythm game by Namco, you know what you’re getting.
The Dark Pictures Anthology: Man of Medan (Bandai Namco/Supermassive) was available for demo on the same day of its announcement, which explains why there were no queues. Like Until Dawn, also by Supermassive, it has highly atmospheric and realistic graphics, with no free look, and consequently, very cinematic (and manipulative) perspectives.
I found the demo quite boring and lacking in context. The cheesy, stilted dialogue and the exceptionally slow walking pace didn’t balance out its use of the LA Noire mechanic of “inspecting objects” which I always love.
Ride3 (Milestone) had no tutorial and was impossible for me to play. I couldn’t figure out whether I should be tilting around corners or how much I should be breaking – and yes, I have played driving games before. This was the only game I had to abandon before the end of the demo.
Amazon Prime Video had an immersive “brand activation” experience promoting their Jack Ryan TV show, freshly imported and translated from New York Comic Con. It was not good. We had to a wait a long time for them to reboot the first task, a mediocre shooting gallery game. The second task involved us watching the Jack Ryan extended trailer (pretty transparent, I know) and answering questions about it. Unfortunately, all the questions were in German, despite the fact that we’d registered as English-speakers.
I guessed all the answers randomly out of four choices, and scored 48%. “How?” demanded one of the attendants as I walked out. “Guess that’s on a need to know basis,” I said, with a twinkle in my eye.
The popularity of this poor experience just shows how much people value live action ‘immersive’ entertainment…
Since I have an Exhibitor badge, I was able to queue up early to play Spider-Man (Sony/Insomniac) on Wednesday. The web slinging and general feeling of motion is excellent, and you really can zip around the entire open world with zero loading times or pop-in.
I didn’t quite figure out whether I should be holding down sprint/web button all the time, and my usual tactic of spamming attacks didn’t work on some enemies (probably a good thing). Good dialogue, good transition into QTE-powered cutscenes. Very much looking forward to this game in November.
What began as a fun force-feedback drive on F1 2018 (Codemasters) gradually turned into an unrelenting nightmare of spins and crashes. I can’t explain what happened: on the first two laps, I was literally outracing Lewis Hamilton, and then somehow I just couldn’t stay on the track. Maybe the game was was simulating tire wear or somehow I pressed the wrong buttons that changed traction control (everything was in German) but it was all I could do to reach the finish line with a shred of dignity intact.
- Let’s face it, industry-led videogame conventions are weird. Most of the games are going to be out soon, there are plenty of gameplay videos online, so why wait in a queue to play for hours? The answer, of course, is that some young people love these games with the passion of a thousand stars and are willing to wait any amount of time to play them even for just 15 minutes.
- Because I am a terrible person, there is no sweeter sensation than arriving at the convention hall at 8:45am and not only walking past thousands of the general public (10am admission) but also hundreds of trade visitors (9am admission) all desperate to get in. I used my extra time to visit the toilets while they were clean, and then to play Spider-Man.
- The queuing process for all the games was well-organised with clear wait times.
- The 10-20 food trucks served the trade visitors perfectly well on Tuesday, but were laughably inadequate when tens of thousands of the general public arrived on Wednesday. It is baffling how the organisers refuse to improve this. Do they not like money? Do all the visitors just go hungry all day? I’m not sure if you’re meant to pack a lunch…
- I say this in all seriousness: the videogames industry has a drinking problem. Every event seems to involve vast quantities of free or cheap alcohol, and you can easily bounce between events from 5pm until the early hours. It’s not healthy in any measure, and we shouldn’t feel like the only way we can socialise is by getting hammered.