Cubed Issue #1, January 2016 | Page 15

JANUARY J anuary is never the time of year gamers enjoy most, largely because they’re busy sleeping off Christmas excess. But it was with a heavy heart this year that Zombie Studios closed on January 7th. Theirs wasn’t a hugely well known name in the industry, but their one big hit, Spec Ops: The Line, proved to the world that a shooter could be clever, tricky and well told as well as exciting and actionpacked. Releases in January are usually as dry as the leftover Christmas turkey and about as exciting. This year, to continue the theme, the most interesting additions to the release line-up were rehashed versions of older games. First up was Fahrenheit: Indigo Prophecy Remastered, since it’s always interesting to take a peek behind the curtain and see what David Cage has been up to in his lair. The story hasn’t got any more coherent or any less ridiculous since 2005, and all they’ve done is made the graphics a bit shinier. It still looks like a PS2 game though, and since approximately four of those looked anything other than awful, we’re not hugely im- pressed. The second rerelease warmed the cockles far more, as the adventures of Manny Calavera swept across our screens in the glorious Grim Fandango: Remastered. Replete with witty dialogue, superb characters, genuine drama and emotional engagement, GF:R from Double Fine Productions deployed copious icing on a delicious cake with a rousing noir soundtrack from Peter McConnell. T o wards the month’s end, we also had the chance to sample something new in interactive fiction, in the form of the first episode of Life is Strange. It had all the makings of a game few would like - teenage girl protagonists, dialogue trees, and The Walking Dead style enduring choices but in a story with seemingly small stakes. What followed was an intriguing, yearspanning walk through a world of time travel, duplicity and raw emotion. While the ending was disappointing, the opening bars which hit us in January were that most wonderful of combinations - unexpected and excellent. FEBRUARY F ebruary is basically only known for being the shortest month and this year time being short was very much the theme. Unless you were into the diabetically sweet Kirby and the Rainbow Curse, or were itching to play The Sims 4 on your Mac, the release schedule was about as dry as last Christmas’ turkey and about half as fun. The major release, following months of fevered speculation from exactly the sort of tiresome fanboys you’d expect to be excited by it, was The Legend of Zelda: Majora’s Mask 3D. The Nintendo 64 Zeldas captured the imagination of players in ways the earlier and later installments - perhaps with the exception of Link to the Past - haven’t. It can be put down to the then-contemporary excitement over new hardware with Ocarina of Time, but Majora’s Mask’s polarising nature deserves more consideration. I suppose it’s a bit of a leap to see a normally fairly contemporary fantasy game series plonk the player in a world about to be smashed by a high-velocity moon, and then to pour time travel and species-bending ele- MARCH M axis - creators of Spore and SimCity - were shut down at the start of March, in a move which seemed to disappoint many. It’s only when you realise that Spore and SimCity were two incredibly disappointing failures that you begin to fix an idea on why that happened. Nintendo ceased to put off the inevitable and officially announced their next console, the NX, as well as a partnership with mobile developer DeNA. Rather than heralding the end of Ninty as a manufacturer, it seemed to open up the prospect of more mobile integration with their consoles. Whether the NX succeeds may be a matter for next year’s review. GDC focused on VR headsets, as did the rest of the world, as the battle heated up between Oculus and Everyone Else. Even though everyone’s favourite company that sounds like an opticians really brought the idea to public consciousness, at year’s end it seems as though Everyone Else might be winning. It was a big month for fan service in releases. Cities Skylines showed SimCity how it should be done, Bloodborne threw a (homeward) bone to fans of the Dark Souls games and Ori and the Blind Forest blew our minds with how beautiful it was for a 2D indie game. ments into the mix until the resultant concoction resembles something you could use to stick together bricks. But that’s what’s so good about it - it adds an oppressive atmosphere of doom to Zelda in a way few of its titles before or since have managed. On this side of the industry, we lost two long-standing giants as Joystiq closed and CVG was rolled into GamesRadar. Competition is the root of good journalism, because you can’t take an industry full of backstabbing, corner-cutting egotists like us and make us do good things unless we get to win somehow. 13