Cubed Issue #1, January 2016 | Page 18

SEPTEMBER The release of a Metal Gear Solid game is usually met with fevered excitement across the internet, and this year was no exception. Metal Gear Solid V burst onto the scene like a backflipping, naked cyborg ninja, and confounded most expectations by not being full of irritating nonsense. Mostly. Gone were the weird shooting controls, although this was a game in which you could make a horse poo on a road in order to make trucks crash. That was in no way a bad thing. It was also a full sandbox, unusually for the series, and with all the benefits and risks that carries. AUGUST WHEN ALE COSTS 50P A PINT IT REALLY WILL BE THE END OF DAYS. 16 L ike most Augusts, it was a quiet time for the games industry. The storm of publicity that came with E3 had come and gone, and with only GamesCom by way of shows - which mostly demonstrated the titles to come, rather than anything then out - it was left to the new games to carry the industry through. There were some intriguing titles, to be fair, taking advantage of the release lull to gain a foothold of publicity. Beyond Eyes was flawed, but made a decent stab at showing us what can be done with a game featuring a blind protagonist, with some startling and emotional moments to keep us hooked. Rare Replay deserved an honourable mention for bringing to Xbox One some of the best of Rare’s output from the days when they weren’t just making casual games for the Kinect. Remastered versions of Jet Force Gemini and Banjo-Kazooie were special highlights, and almost justify purchase on their own. It’s a testament to Rare’s skill that they hold up so well this far down the line. Wii U launch title ZombiU returned from the grave with its final letter removed, letting Xbox, PS4 and PC owners experience the really quite excellent multiplayer and slightly lacklustre campaign for themselves. Until Dawn, somewhat of an Eighties slasher film simulator, was received well, although suffered from some problems of player agency, and while it did receive a few awards, we’re not sure how well remembered it’ll be this time next year. Again hyped to the gills thanks to its pedigree through Dear Esther developer The Chinese Room, Everybody’s Gone to the Rapture tried to carry off an aura of eerie abandonment, but only managed to make players constantly wonder why they weren’t experiencing all this intrigue and apocalypse when it took place, rather than through flashbacks. A bit like this retrospective, we suppose. In fact, player freedom was something of a theme throughout September. Mad Max came to consoles the same day as Metal Gear Solid V, and although lacking in content it did a reasonable job of bringing the hot, dirty, chaotic world of post-nuclear Australia from silver to small screen. Super Mario Maker was the other major release, giving players the first (official) chance to try their hand at murdering everyone’s favourite plumber in horrible ways. While the charts were frustratingly clogged with a mixture of absurdly hard challenge levels and gameplay-free ‘automatic’ levels for the truly brainless, the range of tools on offer were still remarkable, and there were some real gems among the user-created levels. Sandwiched between bigger releases was Undertale. It’s a difficult one to classify, as a reflective and emotional look over the nature of RPGs which uses their mechanics to make the player feel monstrous. Without spoilers - the