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Hell Is Us hands-on preview: ‘AAA games are so bloody bland'
Hell Is Us hands-on preview: ‘AAA games are so bloody bland'

Metro

time3 days ago

  • Entertainment
  • Metro

Hell Is Us hands-on preview: ‘AAA games are so bloody bland'

GameCentral goes hands-on with an original sci-fi action adventure where the emphasis is on unguided exploration, with some throwback Zelda inspirations. You might already have heard the name Hell Is Us, as the game was first announced way back in April 2022. We previewed the sci-fi tinged adventure title, developed by Rogue Factor, for the first time last year but now it's now on the home-straight, with a launch slated for September 4, and it's shaping up to be a peculiar but intriguing mix of influences and ideas. Our original preview covered the opening portion of the game, so we'll avoid recycling the same beats here. But for the general gist, you play as a United Nations peacekeeper named Rémi who absconds to the war-torn country of Hadea to track down his parents. A stroll through the tutorial woods later, however, and you realise this isn't your average civil war. If you're a fan of Alex Garland's Annihilation, the strange, faceless alien from the film's conclusion seems to have been a major influence here. The Hollow Walkers, as they're called, are very creepy, as they lurch towards you unpredictably, with morphing limbs which give way to vivid, crystallised attacks or, in some cases, attached entities you have to kill first. Their glossy white exteriors act as a stark contrast to the muted eastern European landscapes and dungeons you explore. As a game, Hell Is Us is somewhere between Bloodborne and The Elder Scrolls. Combat wise, it's pulling from the former, as you manage a stamina bar, study enemy patterns for the best moment to strike, and rely on aggressive play to replenish a magic gauge for special skills. You also have access to a drone which has various uses tied to cooldown meters, between distracting enemies for crowd control andmaking a charging lunge to dash across the field. Rogue Factor has stressed Hell Is Us isn't a Soulslike though. You're not scrambling for bonfires or any equivalent, but exploring and chatting with characters to piece together where you need to go next, discovering new places of interest, and encountering side objectives which bleed into the overall experience of navigating each semi-open world area. The ethos behind Hell Is Us is discovery and the organic feeling of finding your feet through clues in the world, rather than using obvious quest markers. This might bring to mind acclaimed games like Elden Ring and The Legend Of Zelda: Breath Of The Wild, in their attempt to declutter open world exploration, but the game's director, Jonathan Jacques-Belletête, believes the roots of what Hell Is Us is aiming for goes much further back. 'Honestly, something like Zelda: A Link To The Past is much closer to what we're doing now than a Breath Of The Wild,' said Jacques-Belletête. 'Sometimes people are like: 'I really can't put my finger on what kind of game it is, what is it?' It's just a bloody adventure game man. Look, you've got a combat system, you've got enemies, you've got a world to explore, there's a mystery, you're not exactly sure of this and that, there's some secrets, there's some dungeons, we did a game like that. It's called an adventure game,' he laughs. 'There were even side-quests in A Link To The Past that didn't tell you they were side-quests.' Hell Is Us might have roots in classic adventure games but Jacques-Belletête, is keen to highlight the fatigue around Ubisoft style open world bloat, where checklists and quest markers are traditionally used in abundance. With the success of Elden Ring, there's a sense many players are craving a return to the hands-off approach, where you discover and navigate without guidance – something which Hell Is Us is hoping to capitalise on after being in development for five years. 'It's so much of the same thing,' he says, when talking about Ubisoft style open worlds. 'It loses all meaning. Things within these open worlds lose a lot of their taste because too much is like not enough. Do you know what I mean? You have to fill up these spaces with stuff and they just become a bit bland. Like once you've seen one, you've seen all of them. 'It's not Assassin's Creed, it's not that, it's all these things. We've all played them. I've got hundreds of hours in Elder Scrolls, all the Elder Scrolls, and that's not the point. It's not that I don't like them. It's just trends do their time and then you have other ideas. It's a pendulum as well. Games used to be a lot more hardcore that way, we're trying to go back to that.' The crux of my time in Hell Is Us is spent in the Acasa Marshes, the second semi-open area where the game lets you off the leash. The swampy lands are crawling with Hollow Walkers in various forms, from hulking monstrosities to mage-like foes that hurl projectiles from clifftops. A swirling black vortex is a key focal point but it's surrounded by enemies, while a settlement of villagers sits on a hill in the distance. According to the developer, this area is one of the largest areas in the game, 'if not the biggest one', and it seems pretty expansive. We found ourselves heading towards the village, whose militaristic leader points you towards your main objective with only a vague mention of going 'north east'. You have to dig out your compass to get a grasp on your position, as you try and navigate towards, and identify, the next location based on this information. The lack of quest markers makes the experience more involving, as you have to pay more attention to your surroundings and what characters say, but I wasn't entirely sold on the story or writing. It's something which will hopefully become more engrossing as you get a better grasp of what's going on, but I wish I was drawn to interact with the characters based on something beyond the need to progress. When you are exploring aimlessly though, Hell Is Us offers some captivating chaos – even if some areas did appear to be gated off. We fought our way to the aforementioned swirling black vortex, encountering enemies beyond our skill level, only to find it was inaccessible due to not having a specific item. We later found an underground tunnel filled with enemies, where an individual connected to a side0quest was trapped at the other end. Along with these open areas, Hell Is Us also offers dungeons built around puzzles and combat encounters. Aside from the opening introduction, we were shown a later example in the Lymbic Forge, which offered a nice dose of visual variety, with flowery gardens surrounding the boggy marshes. We didn't get a whole lot of time to explore, but it did highlight the breadth of the combat upgrades and customisation with late-game weapons. Hell Is Us is a melting pot of influences, and while we're not sold on everything it's trying to accomplish, it's certainly another AA game with big, exciting ambitions – a trend amplified this year by the success of Clair Obscur: Expedition 33. For the game's director, who has a long history in the AAA space working at Eidos Montreal, the jump to AA, with a smaller team and less financial pressure, means you have a better chance of striking gold. More Trending 'Look at what's happened to the industry over the past few years,' Jacques-Belletête said. 'Everything is crumbling. The big ones are crumbling. It's unsustainable. And the games are so bloody bland, man. Everything is starting to taste the same. 'I find there's nothing worse than starting a game and right away, in the first two minutes, you know how everything's going to work. You know how every single mechanic is going to work. They might have a little [extra] in how it's going to feel, or this and that, the user interface will change a bit, but you've gone through the ropes a dozen times. 'A game has to occupy a space in your brain that your brain can't really compute just yet. When you turn your console off and it stays there, that's because something is going on. Your brain is processing. And I think that's a lot easier to do in the AA space than the AAA.' Formats: Xbox Series X/S, PlayStation 5, and PCPrice: £49.99Publisher: NaconDeveloper: Rogue FactorRelease Date: 4th September 2025 Age Rating: 16 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Cyberpunk 2 release date narrowed down as production ramps up MORE: Xbox handheld delayed claims report as Microsoft refocuses on Windows MORE: Nintendo Switch 2 fans expecting secret Christmas game at Summer Game Fest 2025

Star Wars Battlefront 3 needs to have these new features - Reader's Feature
Star Wars Battlefront 3 needs to have these new features - Reader's Feature

Metro

time24-05-2025

  • Entertainment
  • Metro

Star Wars Battlefront 3 needs to have these new features - Reader's Feature

A reader reacts to the sudden popularity of Star Wars Battlefront 2 by making suggestions for how a sequel could improve on it. I enjoyed the recent articles about the best Star Wars games and the iconic TIE Fighter game, which GameCentral did for Star Wars Day recently. I particularly empathised with the bit about not even knowing whether you are a Star Wars fan anymore, given how many poor quality shows and movies there have been. And then, to my surprise, I found myself enjoying a bit of a high with the franchise, thanks to season 2 of Andor and the 20th anniversary of Revenge Of The Sith. Two very different things and you could argue Revenge Of The Sith is not a good movie but it's weird and funny and entertaining in a way bad Star Wars can be sometimes. Because it's a strange series, where you have genuinely good things, cheesy but entertaining things, and absolutely terrible things. And that goes for the movies, the shows… and the games. Obviously, that's what I'm going to try and write about now, because I was inspired by the sudden increase in popularity for Star Wars Battlefront 2, which is being played by more people now (on Steam at least) than when it was released eight years ago. I'm not entirely sure why it blew up like this, but I assume it was because of Star Wars Day and the new releases – and then people just realised that it's actually a really good game. They probably didn't know at first because it was caught up in all the controversy over loot boxes, which EA removed, and a lot of the best maps and characters came with the DLC. Even so, it was not a perfect game. As GameCentral pointed out, the gunplay is not great, and while the ship combat is fine it doesn't integrate into the ground action as well as the old PlayStation 2 game. The hope now is that EA will think about making a third game and apparently a lot of the developers are keen on making it too. Of course, it's not up to them though, especially not given how expensive a game like this would be. But there's so much more Star Wars stuff that could go into a new game now, compared to eight years ago, and it wouldn't have to rely on the awful sequels at all. In fact, I imagine most people would prefer they be left out as much as possible, especially given the upsurge in appreciation for the prequels recently. But other than the six main films I'd like to see more from The Clone Wars and Rebels, as well as The Mandalorian, Ahsoka (she's barely in the current game, beyond one set of skins), Skeleton Crew, and Andor. You'll see a lot of fans saying the game should have a 100 maps or whatever, as a reaction to the current game not launching with much content, but that's just silly. It just needs variety. With all the good stuff we've had lately you can go from prequel era sci-fi fantasy, to space pirates, to weird Force temples, to grounded fights on Coruscant, and jetpack battles on Mandalore. All of these shows have brough their own new vehicles and mounts too, so it doesn't just have to be the same old, and it doesn't matter if you've seen the shows or not because it's just cool designs at the end of the day. I'd also like to see the ability to travel from the ground to space in one map, which is something that was planned for a cancelled PlayStation 2 game but which we still haven't seen in the modern day. Basically, I want to see every possible aspect of the mechanical side of Star Wars in one game, from the weapons to the vehicles to the ships. More Trending I've nothing against Jedi being in it but I think it's important that doesn't over overwhelm. This needs to be the definitive Star Wars combat game and I really hope EA makes it. By reader Gabbo The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: 5 reasons why I'm not buying a Nintendo Switch 2 this year - Reader's Feature MORE: Nintendo Switch 2 is going to be a third party port machine – Reader's Feature MORE: PS6 is Sony's chance to wipe the slate clean and forget the PS5 ever happened - Reader's Feature

10 incredible new tabletop games for you to play in summer 2025
10 incredible new tabletop games for you to play in summer 2025

Metro

time16-05-2025

  • Entertainment
  • Metro

10 incredible new tabletop games for you to play in summer 2025

GameCentral looks at the most exciting new summer tabletop releases, including adaptations of Final Fantasy, Assassin's Creed, and Citizen Sleeper The tabletop games industry has become an unlikely victim of Trump's tariff trade war. Just after it was recovering from Covid supply chain issues it now sees itself hit with manufacturing issues and an uncertain future. It's so bad that board game developer CMON has already shut up shop and Stonemaier, famous for the hugely successful Wingspan, is suing the Trump administration. Meanwhile Cephalofair, developer of fan favourite Gloomhaven, can't even get their product on to the shelves, as it's stuck in China. While I don't expect any empty shelves at the UK Games Expo this month, there's definitely panic in the air. Although one company that doesn't seem to be too concerned is Games Workshop, who have always manufactured most of their products in the UK – although accessories and terrain for your favourite Warhammer army might become harder to find in the future. After everyone got into it during lockdown, the tabletop industry was riding a huge boom, with recent industry projections of the market doubling to around £20 billion by 2030. But US tariffs have left the industry reeling and could see the price for tabletop games around the world rise significantly. Despite the doom and gloom there's plenty of exciting new products already out this year and many more on the way from massive brands such as Pokémon and Disney, as well as new Kickstarters that you can print yourself, thereby completely bypassing any manufacturing issues. There's also never been a better time to support your local board game shop or Dungeons & Dragons club, as their overheads rise, so here's a selection of games you might find on their shelves right now and those coming soon, that I'm excited to play during the summer break. Square Enix's iconic Final Fantasy franchise is stepping onto the cardboard battlefield with Magic: The Gathering, and the result is as gloriously nostalgic as it is mechanically exciting. The Universes Beyond initiative brings beloved characters, summons, and settings into Magic's gameplay, with Cloud Strife leading the charge. The Final Fantasy Starter Kit offers two pre-constructed 60 card decks, packed with flavour and function and perfect for newcomers attracted by the sight of a Chocobo or Moogle. Each deck includes five rares, a foil mythic legendary, deck boxes, and digital codes for Magic: The Gathering Arena. But the real draw? The cards themselves. They are stunning . Cloud channels Final Fantasy 7's environmental and emotional themes, with equipment-focused synergies that feel spot-on. Stiltzkin the Moogle is a flavourful support piece for donation strategies and the terrifying Tonberry arrives with Deathtouch and First Strike, which is fitting for a creature that's haunted players for decades. With gorgeous full art treatments by amazing artists such as Takahashi Kazuya and Yoshitaka Amano, underpinned by clever mechanical call backs, this crossover is more than fan service, it's a lovingly crafted bridge between two gaming giants that's bound to fly of the shelves. £15.99 on Amazon – releases June 13 There's a possible future where Games Workshop is the final tabletop company left standing, as they dodge tariffs and take down licence infringers like a particularly vicious swarm of tyrranids. You too can act out this future in Kill Team: Typhon, which delivers the chaos of Warhammer 40,000 in a claustrophobic, subterranean brawl between flesh-rending Tyranid Raveners and a desperate Adeptus Mechanicus Battleclade. The latest Kill Team box looks stunning and turns up the tension with asymmetric forces: a lean, elite brood of Raveners – deadly melee predators that can tunnel through terrain – versus a jury-rigged Mechanicus strike team, built from repurposed servitors and guided by a technoarchaeologist scouring ancient relics. But this isn't Helldivers 2. The Raveners can be customised into deadly variants like the Tremorscythe and Felltalon, each armed with bio-engineered weapons designed for close-quarters carnage. On the other side, the Mechanicus bring massed, lobotomised firepower: breachers, gunners, medics, and overseers to allow for some tactical coordination. Also included are Hormagaunts, the swarming Tyrranids shock troops and new Tyranid-infested terrain – always the standout feature of these kill team boxes, in my opinion, and perfect for narrative or larger 40K battles. Typhon embraces Kill Team's strength: cinematic asymmetry and high stakes. Price TBA – releases June This red and black box is going for gangbusters on eBay, before it's even supposed to be out. The Scarlet & Violet Destined Rivals set reintroduces the beloved Trainer's Pokémon mechanic, but now with a twist where players can align with iconic duos like Arven's Mabosstiff and Ho-Oh ex or Cynthia and Garchomp ex. Or fall in with Team Rocket under Giovanni's command, fielding heavy hitters like Mewtwo ex. It's a rich throwback to the Gym Heroes era, with cards that spotlight specific trainer and pokémon bonds, each emblazoned with the trainer's name. The expansion includes 83 cards branded under Team Rocket, 17 new Pokémon ex cards (10 of which are Trainer's Pokémon ex), and a trove of high rarity collectibles: 23 illustration rares, 11 special illustration rares, and six hyper rare gold-etched cards. But the pre-launch hasn't been all Sunflora and Jigglypuffs. Since its full reveal on March 24, pre-orders have sparked a frenzy amongst scalpers, with sellouts and early store hiccups are already marring the rollout. Still, between the nostalgia bait and villainous charm, Destined Rivals is shaping up to be one of 2025's hottest trading card releases. RRP £54.99 – releases May 30 One game I just can't put back on the shelf at the moment is Finspan; who'd of thought fish could be so much fun? Since Wingspan took flight in 2019, it's become a modern classic: part art piece, part engine builder, and a benchmark for gateway games. Finspan, the third entry in the series, swaps feathers for fins, inviting players to explore marine ecosystems across oceanic zones in a beautifully illustrated, medium-lightweight game that last about 45 minutes. Mechanically, Finspan is more accessible than Wingspan, thanks to forgiving resource generation and a gentler deck structure. Strategic depth is still there, whether you chase high value fish, go wide with schools, or balance both. It's more of a solo puzzle, and less about blocking opponents, which might suit more casual groups. Replayability is strong, and with one to five player support it scales well. The art is stunning, and the fish facts make you feel like a would-be marine biologist. But I missed the funny components (no birdhouse dice tower), so this is missing some of that Wingspan magic. Finspan is a fantastic entry point to the series and an accessible and fun addition to the franchise. It's not as perfect as Wingspan, but it swims confidently in its own current. Could we see whale and crustacean expansions? I hope so. RRP £41.99 – available now While you might have missed the Star Wars Celebration in Japan last month, and be bereft over the end of Andor Season 2, don't worry – there are plenty of alternatives for Star Wars fandom. Fantasy Flight Games is revving its hyperdrive with Jump To Lightspeed, the fourth set for trading card game Star Wars Unlimited. A dramatic shift from previous ground-focused releases, this set propels players into orbit, with an emphasis on space combat and a host of gameplay refinements. Headlining the release are two new Spotlight Decks, each featuring a classic rivalry, such as Han Solo vs. Boba Fett. These 50-card preconstructed decks introduce Pilots, a brand-new card type that changes how space units operate. Pilots can be deployed to enhance ships with improved health and damage dealing abilities, offering fresh tactical depth. The set also debuts the Piloting keyword, a hyperspace mechanic, and five special rarity cards per deck, including one new Leader per Spotlight release. It's a sleek continuation of Unlimited's mission, with deep strategy wrapped in Star Wars flair. Fantasy Flight isn't just releasing a new set; they're effectively entering year two of the game with a soft reboot, that smartly rebalances and refreshes. For new and returning players, the standalone Spotlight Decks offer a refined on-ramp into the meta, while the stellar art and fan favourite make this one of the best sci-fi trading card games around. RRP: £34.99 – available now I was gutted I didn't manage to nab some physical Cycles of the Eye Data-Cloud dice from Lost in Cult, before they sold out, so I was ecstatic to see the shadow drop of Citizen Sleeper: Spindlejack, especially as it's completely free. It's a lean, solo tabletop role-player set in the neon-drenched corridors of the Far Spindle, part of the Citizen Sleeper universe. Released on May 5th (aka Citizen Sleeper Day), it's a print-and-play experience that trades dense narrative for kinetic delivery runs and tactical movement through a crumbling space station. Inspired by Kadet, the courier from Citizen Sleeper 2, Spindlejack casts you as one of the eponymous daredevils: airbike mounted messengers who dodge cargo haulers and urban decay to deliver sensitive payloads in a haunted, half-dead network. The draw? Not just the cryo or reputation, but the thrill, the competition, and the culture. Using your 10 six-sided dice, a pencil, and some printed sheets you'll chart courses across randomly generated intersections, upgrade your bike, and edge toward Spindlejack legend status. Designed by Gareth Damian Martin, with stylish, gritty art from Guillaume Singelin, this is a tight, systems-focused dive into a beloved sci-fi setting. No campaign scheduling. No group required. Just you, your dice, and the Spindle's rusted arteries. For fans of Citizen Sleeper or those craving a focused, atmospheric solo experience, Spindlejack is a no-brainer. DIY or DIE. Available now The internet has been on fire with the announcement that forthcoming Lorcana sets are to include Darkwing Duck and The Goofy Movie cast, emphasising that Disney Lorcana has become something of a juggernaut since its 2023 debut, captivating collectors and competitive players with a blend of nostalgic charm and evolving mechanics – judging scandals aside. During the Next Chapter of Lorcana livestream earlier this month, Ravensburger dropped major news. The autumn 2025 set, Fabled, will introduce Lorcana's first ever set rotation, a sign the game is maturing into a competitive force. To support this shift, Fabled will include reprints from earlier sets, while also debuting two new rarity levels: epic and the ultra-rare Iconic. Reign Of Jafar, the game's eighth set, sees Jafar rise as the new central villain, corrupting Archazia's Island and bringing a darker twist to the narrative. Familiar faces like Mulan, Stitch, Rapunzel, and Bruno return, alongside new cards and accessories, including updated sleeves and deck boxes featuring classic Enchanted artwork. The new Illumineer's Quest: Palace Heist PvE box expands on the beloved Deep Trouble, letting players face Jafar co-op style. Expect pre-built decks (Amethyst Amber and Ruby Steel), booster boxes, and enough lore-packed cardboard to fuel your summer break. £16.99 starter pack – releases May 30 While Finspan might be missing a dice tower, Fate Of The Fellowship more than makes up for that with a dice tower Barad-dûr. This is a one to five player co-op strategy game that builds on the Pandemic System but adds enough fresh features to feel distinct, deeper, and more precious than ever. Players take on the roles of Fellowship members and allies, racing to protect havens from surging shadow troops and helping Frodo sneak past the Nazgûl en route to Mount Doom. Unlike previous Pandemic adaptations, Fate Of The Fellowship leans hard into narrative mechanics. You'll juggle four resources – stealth, valour, resistance, and friendship – across a sprawling map as you battle despair and shifting objectives. Each player commands two characters, with asymmetric abilities and layered decisions every turn. With 24 rotating objectives, a constant threat from the Eye of Sauron, and a cleverly tuned solo mode, designer Matt Leacock has crafted his richest Pandemic variant yet. I've seen plenty of tabletop gamers saying this will be their must-play at UK Games Expo. RRP £69.99 – releases June 27 Animus brings the Assassin's Creed universe to the tabletop in a wholly fresh, narrative-driven experience. Up to four players select historical eras, each tied to a legendary assassin like Ezio or Eivor, resulting in distinct, asymmetric playstyles, unique objectives, and specialised mechanics. Rather than a miniatures skirmish, this is a competitive, timeline-jumping adventure where players dive into ancestral memories via the titular Animus. Strategic stealth and precision matter: while one player might rush to the end, victory favours those who stay synchronised with their ancestor's memory by completing tasks efficiently and, of course, stealthily. While there's still not much information about this game at the moment, Animus looks to employ modular and evolving dynamics driven by interactive card play. Players can impact each other's timelines, which will hopefully keep the experience reactive and organic. With deep lore integration, and Ubisoft's full support, this could the most ambitious Assassin's Creed tabletop title yet. Crowdfunding starts summer 2025 Days of Wonder, the studio behind tabletop classic Ticket To Ride, has unveiled its next major release, with Star Wars: Battle Of Hoth. Designed for two to four players, aged 8 and up, this fast-paced board game runs around 30 minutes per session and leans on the accessible, card-driven Commands & Colors system. More Trending Players will face off as Imperial or Rebel forces across 17 scenario-driven missions, with options to escalate into campaign mode. Leader cards introduce familiar names like Vader, Luke, Leia, and Han to influence the tide of battle. Although it should be easy to learn, concerns linger about the scope of the battlefield. A cramped board could reduce tactical play to simple dice duels, something fans of strategic depth may find frustrating. Questions also remain about unit range and movement dynamics. Still, Battle Of Hoth promises cinematic nostalgia and the potential for layered tactics, and all for a very reasonable price. RRP: £49.99 – crowdfunding starts summer 2025 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: You can binge all 12 episodes of sci-fi thriller fans called a 'masterpiece' MORE: Miley Cyrus' dad Billy Ray breaks silence on divorce that sparked huge family feud MORE: Woman quit over results of 'which Star Wars character are you?' personality quiz

Capcom Fighting Collection 2 review
Capcom Fighting Collection 2 review

Metro

time14-05-2025

  • Entertainment
  • Metro

Capcom Fighting Collection 2 review

The latest in Capcom's series of retro fighting game compilations focuses on Capcom Vs. SNK and GameCentral favourite Power Stone. Every time we talk to anyone from Capcom, no matter what the subject is, we always ask about a new sequel to Power Stone. We've been doing it for over a decade now, mostly just to annoy them, but now, finally, the series has returned. We don't know how many other people are excited about that fact – probably not many, given the length of the franchise's absence – but we couldn't be happier. At the same time, it can be a depressing jolt of reality when you return to a game after many years, with memories of its greatness, and realise that time has not been kind to it. Power Stone, and some of the other games in this collection, are over a quarter of a century old but, to our relief, they're still highly enjoyable today, with that classic Capcom combination of swagger and cheesy exuberance. In fact, it's remarkable just how well Capcom fighting games tend to endure, as evidenced by the previously released Capcom Fighting Collection and Marvel Vs. Capcom Fighting Collection: Arcade Classics. A cynical mind might accuse this third title of starting to scrape the bottom of the barrel but that's not fair, as while these games might not be as well known they're every bit as interesting as Capcom's more famous headliners. Although it contained a number of unrelated titles, the main focus of the first Capcom Fighting Collection was the Darkstalkers series, with all five original arcade games included. There's a less clear-cut theme for this one, but the most high-profile inclusions (if you're a Power Stone philistine) are probably the two Capcom Vs. SNK games. There is something that connects all but one of the games though and that's that all of them were also ported to the Dreamcast, as everything but Capcom Fighting Evolution was released in a narrow window between 1998 and 2001. That matches up exactly with the life and death of Sega's last console, of which Capcom was one of the most prolific supporters. That creates a slight problem though, in that all these versions of the games are based on the original coin-ops – which the majority of people will never have played – and not the more familiar Dreamcast editions. That's a real shame, because a lot of ancillary options have been lost in the process, particularly for something like Power Stone 2, which had an additional Adventure mode involving unlocking extra weapons and items. That's not to suggest this is a lazy compilation though; like the previous ones it's anything but. It's just unfortunately the emphasis is solely on the arcade versions. As such, you get both the English and Japanese versions of each game, plus museum content, in-game achievements, and brand new online options including casual, ranked, and custom matches. Each game also has a new training mode, where the button presses are indicated on-screen; you can pause and restart the single-player modes at any time; and there's a ton of controller and difficultly level options, including the chance for one button specials. There's alternative sound mixes too, plenty of screen filter options, and they even bothered to scan in the original arcade marquee cards, that explained how the games work. We'll go through the games in chronological order, which starts with 3D fighter Plasma Sword: Nightmare Of Bilstein. Probably the most obscure title in the collection, it's known as Star Gladiator 2 in Japan and is essentially a sci-fi take on Soulcalibur, completely with faux lightsabers. It also shares a lot of DNA with Street Fighter EX but even in 1998 it was considered a generic outing, with sub-par graphics. Although it's still miles better than contemporary Star Wars: Masters Of Teräs Käs. The first Power Stone was released in 1999 and we strongly feel it's one of the most underappreciated fighting games of all time, especially when it comes to the use of 3D space. Instead of just sidling round your opponent you have full freedom of movement in a small 3D arena, using objects, walls, and architecture to increase your attack options, as well as picking up weapons and the titular power stones. Collect all of the latter and you briefly transform into a powered-up form, similar to the Infinity Gem gimmick from Marvel Super Heroes. The downside to this is that there are no real combos, except doing the same attack multiple times, and a very limited number of special moves, but that's not really the point. What the game loses in technical complexity it gains in terms of tactical intrigue, as you use the stage, and your opponents' desire to get to a weapon or power stone before you, to your advantage. Admittedly, it's still not exactly a deep game but the foundation was there to build it into something more complex. As it was though, Capcom went in the opposite direction for Power Stone 2 and while there were a few clones at the time, such as Shrek SuperSlam, the concept sadly just faded away. Which is a real shame because we've always felt it would make the perfect template for a new Super Smash Bros., especially after Ultimate left the series with nowhere else to go. 2000's Power Stone 2 takes the same concept and rather than trying to deepen the combat it turns the crazy up to 11. The four-player brawls occur over larger stages, which often transform during battle, and there's a much larger range of weapons, as well turrets and even moving vehicles to take control of. With four people who know what they're doing (which the AI often does not) it's glorious chaos but unfortunately that's as far as the concept ever went. If you want a more technical fighter then you need look no further than Capcom Vs. SNK: Millennium Fight 2000 Pro, the first of several crossovers created with publishing rival SNK. SNK made a bunch of Card Fighters Clash games, plus a fighter for the Neo Geo Pocket, and the disappointing SNK Vs. Capcom: SVC Chaos, but it's Capcom's two games which are considered the best thing to come out of the team-up. Despite the name, the only non-Street Fighter character from Capcom is Morrigan, while SNK's line-up is based on The King Of Fighters (which itself is a crossover of various SNK franchises, such as Fatal Fury). You can choose attack meters derived from either Street Fighter Alpha or The King of Fighters '98, although there were other modes and features in the Dreamcast version. Project Justice, aka Rival Schools 2, is another relative obscurity, at least in the West, but is arguably Capcom's best 3D fighter (in the non-Power Stone sense of the concept). It's a 3v3 team fighter but while there's a lot more depth and complexity to the combat than Plasma Sword it still comes across as a little late to the party, compared to something like Tekken – which had been around for six years at this point. The lone Street Fighter game in the collection is Street Fighter Alpha 3 Upper, which is a bit of a random pick but a very well regarded entry and the last in the Alpha sub-series of prequel titles. The pixel graphics are great and the introduction of the different '-ism' fighting styles went on to have quite an impact on Capcom fighting games in general. Power Stone aside, Capcom Vs. SNK 2: Mark Of The Millennium 2001 is the star of the collection, with a much larger selection of characters than the original, although the number of non-Street Fighter characters is still frustratingly small. More Trending The system for selecting your team is one of the biggest gameplay changes, with a ratio system that limits the selection according to the character's power and not just how many fighters there are – which, again, went on to influence many future games. 2004's Capcom Fighting Evolution (aka Capcom Fighting Jam) is the most recent entry in the collection but easily the least interesting. It's a very half-hearted crossover fighter, featuring characters from Street Fighter, Darkstalkers, and Red Earth. It barely even scratches the surface of the Capcom Vs. Capcom game that fans have long yearned for, with sprites stolen from Capcom Vs. SNK 2 – except with simplified animation and a lot of missing moves. Despite the odd dud game, all of these fighting collections have been great and while it does depend to a degree on how much nostalgia you have for the titles, most of them are significant in some way – and we'd dearly like to see new entries in the Power Stone and Capcom Vs. SNK series. The missing Dreamcast versions are a real shame but even without that Capcom Fighting Collection 2 is a fascinating and sensibly priced compilation, that has clearly been produced with a lot of love and effort. In Short: Another excellent compilation of forgotten Capcom fighters, with the revival of Power Stone and Capcom Vs. SNK being especially welcome – even if it's a shame these aren't the Dreamcast versions. Pros: Almost all the games are interesting and enjoyable, while the range of new options, including fully featured online, training modes, and difficulty and display options are top notch. Cons: It's a real shame that the Dreamcast versions aren't included, as they had a lot of extra content and modes. Capcom Fighting Evolution is rubbish. Score: 8/10 Formats: PlayStation 4 (reviewed), Xbox One, Nintendo Switch, and PCPrice: £34.99Publisher: CapcomDeveloper: CapcomRelease Date: 16th May 2025 Age Rating: 16 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Kingdom Hearts 4 gets new update as Square Enix cancels spin-off MORE: Sony to increase first party games output as PS5 sales continue to fall MORE: More Nintendo Switch 2 pre-orders live now in UK with limited camera bundle

The greatest Star Wars game ever created could never be made today
The greatest Star Wars game ever created could never be made today

Metro

time04-05-2025

  • Entertainment
  • Metro

The greatest Star Wars game ever created could never be made today

As the new season of Andor features an unexpected callback to the best Star Wars game of the 90s, GameCentral reminisces about the golden age of PC gaming. Being a Star Wars fan is an emotionally and intellectually exhausting experience. The franchise will be 50 years old in a couple of years and in that time it's seen some of the most acclaimed and influential movies of all time, and some of the most reviled. Hardcore Star Wars fans have a reputation for extreme intolerance of anything they don't consider to be in keeping with the series' tone, but as the franchise expands, and the number of artistically indefensible movies and TV series stack up, many fans have retreated into an increasingly unhinged toxicity. As a fan since the original trilogy there is, to me, a world of difference between 'proper' Star Wars, aka the first three films, and everything else. The main contrast between being a fan in the 80s and now (other than the lack of internet) is that back in the day everything connected to Star Wars seemed amazing. Not just the films but the toys, the comics, the books, the duvets, the lunchboxes, and… the video games. Nowadays that quality is spread much more thinly and while some of the above is purely nostalgia speaking (I suspect, in reality, the duvet covers were probably very unremarkable, from a textile point of view), Star Wars has been responsible for many classic video games over the years. I'm going to make the argument that 1994's TIE Fighter is the best of these; a largely forgotten game nowadays, but one which was recently referenced in the only unequivocally great live action production of the Disney era: the TV show Andor. Atari's first Star Wars arcade game was a milestone in 3D gaming, regardless of whether it was a licensed product or not, while 1993's Rebel Assault was another groundbreaking use of technology, in its exploitation of full motion video, streamed directly from a CD-ROM. To this day, Knights Of The Old Republic remains arguably BioWare's best work, and one of the greatest Western role-players of all-time. There have been many other great games too, from Jedi Knight to the ongoing Star Wars Jedi trilogy, that while not milestones in gaming are high quality titles in their own right. But my favourite is definitely Star Wars: TIE Fighter on PC. In fact, I'd regard it as one of my favourite games of all-time. TIE Fighter appeared during the first golden age of PC games, when exclusives, that would've been impossible to replicate on consoles, were commonplace from major publishers. This led to wild levels of experimentation and innovation, especially in terms of all but dead genres such as real-time strategies and space combat simulators. Even real-world simulators have become rare in recent years but back in the 90s the idea of trying to simulate something that wasn't real was not unusual. Mostly it was spaceships, such as with the excellent Freespace series, but the MechWarrior series took a similar line. MechWarrior at least is still going, but now it's a niche product from a small publisher, rather than being one of the centrepieces of Activision's line-up, as it was in the 90s. The sad truth is that TIE Fighter, and its predecessor X-Wing, would never be made today. They're far too complicated, not just in the sense that they use every button on the keyboard to control your starfighter but because the movement through 3D space, often with no point of reference, is now deemed too disorientating for mainstream audiences. Flying and swimming, or any kind of unrestricted 3D movement, has been vanishingly rare for years. But TIE Fighter was built around the idea of unrestricted movement and a sandbox style approach to mission structure, where you were free to play out strategies on the fly and order around allied spacecraft while pursuing optional secondary objectives. As a Star Wars fan there was also a clear difference in attitude between the 90s era games and newer titles. Star Wars media at the time was heavily influenced by the West End Games tabletop role-playing system, which filled out the universe with additional vehicles and background lore, much of which has since been stricken from the record, after Disney bought Star Wars and reset the canon. Before then it was easy to invent new concepts and add them to a game or novel, with little apparent interference from Lucasfilm. Since Disney took over, there seems to be an absurd amount of red tape in terms of maintaining canon and continuity, which rather than retaining a sense of consistency has done nothing but encourage endless contrived cameos and – unlike with Knights Of The Old Republic – a reticence to deal with any time frame outside of the first six films. Sometimes this is just a minor frustration for fans wishing their favourite obscurity was officially part of Star Wars again (oh, how I'd love for TIE Fighter's Star Wing assault gunboat to return to prominence), but the more obnoxious examples are having a serious, negative effect on the quality of Star Wars products. Unexpectedly, one of TIE Fighter's other inventions did return to canon just recently, with the appearance of a TIE Avenger in the opening episode of season 2 of Andor. Amongst fans, that's already renewed interest in the ship's design and hopefully will revive interest in the game itself, which is still available on Steam and GOG – even if it's best played with a fan mod to upgrade the graphics. Although the increasing cost of making games (exacerbated by the licensing fee charged by Lucasfilm) has made new Star Wars titles increasing rare, modern tie-ins are far more consistent in quality than the shows and movies. From EA's Battlefront games and Star Wars Jedi to Ubisoft's unfairly maligned Star Wars Outlaws, most titles have been very good. The recently announced Zero Company also looks great and one shouldn't be put off that it's so obviously inspired by XCOM, since most Star Wars games have taken their cues from existing games that are themselves inspired by the movies (X-Wing and TIE Fighter were a reaction to the then popular Wing Commander series). There was even the surprisingly good Star Wars Squadrons, which although it didn't really advertise itself as such was clearly intended as a spiritual sequel to TIE Fighter et al. It was good, but as a fan of the originals it was hard not to see it as a dumbed down interpretation of an already fully formed concept (although the VR mode did make up for a lot). You don't need to be a Star Wars fan to be wistful about TIE Fighter. The point is that it's a very good game in its own right and yet it's economically impossible for anything like it to exist anymore. And even when there's an attempt, as with Squadrons, it ends up being low budget and commercially unsuccessful. To regret that we no longer get games like TIE Fighter is to also regret the absence of franchises like Command & Conquer, SimCity, Monkey Island, Deus Ex, Thief: The Dark Project, System Shock, Total Annihilation, and Battlezone. Many of these games are still available in their original form or modern remasters but more than the games themselves what I really miss is the spirit of invention and experimentation that led to their creation. More Trending Modern games are by no means lacking in that, but 90s and early 2000s era PC games were comfortable with a level of gameplay and control complexity that is largely unknown today. And even when an attempt is made, such as with the superb XCOM reboots, they don't sell. Indie games make up for this to a degree, but these 90s classics were big budget games from major publishers – companies who nowadays would never dream of making such titles. The problem is that the market for video games back then was much smaller and, generally speaking, much nerdier, but now that audience is a near irrelevant niche within the wider mainstream. Given that fact it's a miracle that games as good as Star Wars Jedi and Squadrons still exist. They may not be at the cutting edge of game design or technology anymore but they're solid games and good Star Wars tie-ins. Elements of those games have already found themselves into other Star Wars media – the BD droid from Star Wars Jedi has featured in The Mandalorian, for example – but by going back to TIE Fighter it was very gratifying to see the best Star Wars show acknowledging the best Star Wars game. Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: PS5 Pro cheaper than Xbox Series X in US as fans ridicule 'Trashbox' MORE: GTA 6 fans despair as they fear second delay and long wait for the PC version MORE: Sony drops iconic mascot from PlayStation Productions line-up

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