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JULY 2015

JB Hi-Fi

www.jbhifi.com.au

082

visit

www.stack.net.au

FEATURE

GAMES

an opposition player is making an attacking

run towards goal. “Games are won and lost in

midfield,” said creative director Matt Prior, and

the studio identified this as an area that needed

attention. When a ball is won in midfield,

supporting players will move to space to assist

in the build up of an attacking manoeuver.

Pressing the R3 button accesses contextual

training during play, bringing potential options

and moves into play. This is an invaluable tool

for inexperienced players.

Resting the annual Need for Speed series

for a year is probably a lesson many publishers

should heed, but EA’s popular driving franchise

is back this year, once again in the hands of

Ghost Games. A complete reboot that merges

the best parts of games past is as good a

place as any. Customisation is as deep as any

car/Need for Speed enthusiast would want,

and the hands-on demonstrated this before

players were thrown into a mode known as

Rep Attack. Eight players face off in an open

world race and must accumulate rep points in

an allocated time. Avoiding the police, pulling

off near misses and drifts, and winning races

can gain Rep points. It’s a small glimpse of the

game, but the year-long hiatus appears to have

paid off.

Yet another scheduling clash restricted

access to

Mirror’s Edge: Catalyst

to a “must

return to see this” scribble on the timetable,

but as always happens at E3, you can never

find enough time to get back and see what you

missed.

Of all the publishers at E3, Nintendo’s press

area – situated behind the main booth – always

presents the best opportunities to get hands-on

with their games without having to queue. We

remember being obsessed with

Star Fox 64

,

spending an unhealthy amount of time with the

game when it released, so

Star Fox Zero

was the

game we headed straight for. One mission was

on hand to play here, with the design utilising the

GamePad as the view from the cockpit, while the

action is displayed on the main screen. There’s a

bit of a learning curve involved in referring to the

GamePad and the screen (not helped when you

realise that Shigeru Miyamoto is watching over

your shoulder), but towards the end of the demo it

all came together nicely. This HD reboot is out later

this year, and you can be sure we’ll be playing the

hell out of it.

How many times have you completed a level in

a game knowing you could’ve done better?

Super

Mario Maker

is giving you the opportunity to

prove it! Mario turns 30 this year, and to celebrate,

you can create game styles from as far back

as the SNES-era Mario or maybe even a

Super

Mario Galaxy

-inspired level. Is it hard to create

these levels? Not at all; creation is simple and

mostly undertaken using the GamePad and stylus.

Limitations only exist in the mind, but do be careful

not to create a game like we did that was practically

impossible to play. Once you have designed the

ultimate level, and beaten it yourself of course,

then you can challenge the general public to do the

same by sharing your creation. And

Mario Tennis

Ultra Smash

is also great fun, especially when the

opponents you rope in to play aren’t regular gamers

and you thump them set after set.