Wolfenstein: Cyberpilot Review – Old Fashioned

With MachineGames at the helm, Wolfenstein has enjoyed a resurgence during the last couple of years. Wolfenstein has managed to captivate with its strong characters and intriguing world-building, giving you a glimpse into an alternate future where the rules are rewritten and whole new terrifying possibilities are waiting to be explored. None of this is present in the series’ first venture into VR, however. Wolfenstein: Cyberpilot isn’t just lacking the elements that make its universe intriguing, but it’s also dated by recent VR standards, with flat, unexciting action and little reason to return after one short playthrough.

Set in 1980s, Cyberpilot puts you in the shoes of a pilot working for the French Resistance at the same time as the events in Wolfenstein: Youngblood. Your piloting skills are alluring to two French hackers who have managed to smuggle away a few Nazi war machines, giving you the chance to aim these monstrosities back at their creators. If you’ve ever cursed at being mauled by a Panzerhund, Cyberpilot initially seems like a great opportunity to flip the script.

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It doesn’t take long for that feeling to fade, though. Three of Cyberpilot’s four missions give you control of a new machine to pilot. The Panzerhund lets you dash towards enemies before melting them down with a mouth-mounted flamethrower, a small airborne drone makes sneaking around a Nazi bunker simple, and the more straightforward Zitadelle arms you with a high-powered machine gun and rocket launchers. Despite these varied abilities, Cyberpilot doesn’t provide interesting challenges for you to test them against. Each mission is linear and frustratingly one-note. You keep moving forward through cramped and visually bland spaces, mowing down enemies in your way and occasionally taking a breather to heal up before the next encounter. The drone mission at least tries to shake things up by pivoting from all-out action to stealthy engagements, but the unresponsive AI and cramped level design don’t allow you the satisfaction of a well-planned stealth kill.

Since you’re using machines armed with flamethrowers and unlimited rockets, combat should presumably be explosive and adrenaline-pumping. But Cyperpilot gives so little feedback to your actions that it’s difficult to feel their impact at all. Enemies, for example, make no sounds when engulfed in flames or blown back by nearby explosions, and they almost always use the same animations when dying before disappearing from sight. The devastating weapons at your disposal offer no satisfying animations and subsequent sound effects that give them a real kick, which makes action feel limp and uninteresting.

In between each mission, you can explore a multi-floored resistance bunker, using a lift to transition from a spacious loading bay to a dimly lit reception area adorned in abandoned Nazi regalia. These spaces look great and do a good job of reminding you of the imposing grip your enemies still have on European soil. Although this bleeds into the handful of missions you’re sent on, Cyberpilot doesn’t offer anything new or interesting to say about this alternative perspective on the resistance. The only other characters are your resistance handlers, who occasionally engage in some quirky banter between each other, but outside of that you’re nothing but a tool to them, and you disappointingly get no new insights into Wolfenstein’s world as a result.

These brief interludes between missions also introduce you to each new pilotable machine in intimate fashion. Before being able to remotely control them, you need to hack your way past their security, which Cyberpilot makes out to be far more complicated than it really is. While you’re being fed descriptions of intricate wiring and defensive subroutines, all you are doing is using motion controls to remove a chip from the machine in question, plugging it into a nearby monitor, and then replacing it after a brief pause. Getting to see the details of each chillingly monstrous Nazi machine up close, in VR, without fearing death is surprisingly fascinating, but there’s not much else to do during these sequences. That makes each of these forced interludes feel drawn out and unnecessary.

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Cyberpilot can be played with either the PlayStation Move controllers or a DualShock 4, and neither is great. With a DualShock 4, combat feels more familiar. You use the thumbsticks to freely move around and rotate (either smoothly or in adjustable segments) while using motion control to aim. In this configuration, your two hands move as one, which makes activities outside of combat a chore. The PlayStation camera can only track the front-facing light from the DualShock 4, so reaching for objects on either side of you is borderline impossible in some cases.

Using the Move controllers changes that immediately, and also gives you more freedom in combat. Moving your arms independently from one another lets you bash on your special attack button and heal at the same time, which is impossible to do when you’re tethered together by a seemingly invisible set of handcuffs. As a tradeoff, movement is trickier using the Move controllers. Rotation is mapped to face buttons while lateral movement is controlled using the big, mushy PlayStation button on the face of the controller. It’s far less ideal than the DualShock 4, leaving you with a decision to make between the lesser of two evils.

There’s no reason to jump into Cyberpilot if you’re looking for another avenue to explore more of Wolfenstein’s world.

You won’t have too much time to adjust, either, given that Cyberpilot’s four missions can easily be finished in less than 90 minutes. Beyond reaching its flat ending, there’s nothing else to do to make what time you do have more engaging. There are no collectibles to find, alternative mission routes to explore, or exciting mission set pieces to replay for the thrill of it. It gives Cyberpilot a distinct tech demo feeling; since VR games have become increasingly more adept at using the hardware in unique ways, Cyberpilot feels outdated by comparison.

There’s no reason to jump into Cyberpilot if you’re looking for another avenue to explore more of Wolfenstein’s world. This straightforward shooter lacks the punch to make its action exhilarating and breaks up combat with even more repetitive and slower-paced interludes where you’ll do the bare minimum with motion controls to achieve simple and mundane repair tasks. Beyond looking striking for a VR game in some places, there’s nothing about Cyberpilot that warrants your time.

Nintendo Switch Online Members Can Try A Mario Game For Free Next Week

Free game trials are commonplace on PS4, Xbox One, and PC, but much less so on Nintendo consoles. However, if you’re a Nintendo Switch Online subscriber, you’ll soon have a chance to play one of the system’s Mario games at no charge for a limited time.

Beginning August 7, Nintendo will hold a free trial period for Mario Tennis Aces. NSO members will be able to play the full game for free until 11:59 PM PT on August 13. The title will also be available for 30% off from the Eshop until August 20, so if you like what you’ve played, you can pick it up at a discount and carry over any progress you made.

Mario Tennis Aces launched in June 2018 and has received a steady stream of updates and new content since then. The game’s final free DLC character, Dry Bowser, arrived last month, along with alternate costumes for Wario and Waluigi. The game now features 30 playable characters, including a handful who have never appeared in a Mario Tennis title before, such as Boom Boom and Pauline.

In GameSpot’s Mario Tennis Aces review, critic Justin Clark wrote, “The Tetris Effect is in full swing here; days after the credits rolled, I still crave the satisfying thwack from a Power Shot, mentally replay matches and imagine how I might do things differently given a bit more focus and know-how. Mario Tennis Aces does what this series has done best, and for the most part, improves what it’s rarely gotten right prior.”

NSO subscriptions are available for US $4 / £3.49 / AU $6 for one month, US $8 / £7 / AU $12 for three months, and US $20 / £18 / AU $30 for one year. Nintendo also offers an annual Family Membership that costs US $35 / £31.49 / AU $55 and covers up to eight Nintendo Accounts across multiple systems. Other perks to the service include the ability to play Switch games online, access to a library of NES games, and the ability to back up game saves via the cloud. If you’re an Amazon Prime member, you can still grab nine free months of NSO from Twitch.

That isn’t the only freebie NSO members can take advantage of. Nintendo is also offering a free Spirit Board Challenge Pack for Super Smash Bros. Ultimate. The pack is only available for NSO subscribers and includes an assortment of helpful items for the game’s Spirit Board mode.

Heave Ho – Grippin’ & Flippin’ Gameplay

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Universal Studios’ New Jurassic World Ride Bridges The Past And Future Of The Movie Franchise

When Jurassic World first hit theaters in 2015, reviving the Jurassic Park franchise that had stalled out 14 years earlier, it ushered in a new era of dinosaur adventures. Now, the Jurassic Park ride at Universal Studios Hollywood has gotten the same treatment, and fans of the franchise can cast themselves in the chaos.

When Jurassic Park: The Ride first opened at Universal’s Southern California theme park in 1996, it became an instant favorite. After all, it’s hard not to love a boat ride with a massive drop. As the years went on, though, and Jurassic Park strayed further from popular culture, the attraction’s luster faded. Then Jurassic World happened, sparking a total revamp of the ride.

But theme park enthusiast can be a fickle bunch, especially when it comes to changing a ride they grew up with. So how do you approach a project like the Jurassic World ride without losing what made the original so special to visitors? “Very carefully,” senior director and executive producer at Universal Creative Jon Corfino said.

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Speaking to GameSpot at the new ride’s grand opening, Corfino explained that the key to making sure Jurassic World lived up to its predecessor was a collaboration. “We worked very closely with [Jurassic World director] Colin Trevorrow [and producer] Frank Marshall–really, the guardians of this franchise and brand–because you gotta stay close to the DNA,” he said. “And their contributions were essential because they were very focused on sticking with the initial awe and wonder starting point.”

A lot of that awe and wonder from the original Jurassic Park ride remains intact, with guests coming face-to-face with a variety of peaceful animatronic dinosaurs before things go horribly wrong and the more chaotic of the dinos mess everything up. A lot of these elements, in particular, are pulled right out of the original version of the ride–including numerous dinosaur interactions.

However, even with nods to the original ride, Jurassic World stands on its own. For instance, the brand new first scene on the attraction drops gusts into an aquarium where the massive Mosasaurus is seen feeding on a shark. It’s a fun moment and one that immediately calls the 2015 movie to mind, given it featured this particular dinosaur. It also happens to be thrilling, thanks to some cleverly-placed water cannons that serve a dual purpose of teasing the danger that’s to come and getting riders very wet.

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Another aspect of the ride helping to distinguish Jurassic World from its predecessor is the inclusion of the movie’s stars. In the line queue, as well as on the ride itself, you’ll see the characters played by Chris Pratt, Bryce Dallas Howard, and BD Wong appearing in videos.

According to Corfino, including the cast in the new ride was essential to its authenticity. “Whenever you’re dealing with a brand like this, you have to stay authentic. And it just wouldn’t have been right to not have them,” he said. “So we were able to put together an idea, work with them, get them involved, which was absolutely fantastic. They were tremendous partners. Chris and Bryce were such a hoot. Their chemistry together off-screen was fantastic, much less on-screen. B.D. Wong was fantastic. And it sets the whole tone. It just wouldn’t be right without them.”

Jurassic World: The Ride is open now at Universal Studios Hollywood.

Destiny 2 Xur Location: Exotics Include A Must-Have Helmet

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Roblox Hit 100 Million Monthly Players, Surpassing Minecraft

Roblox achieved a new milestone after announcing the game has surpassed 100 million monthly active users. This puts Roblox Corporation’s game creator ahead of Minecraft.

“Roblox began with just 100 players and a handful of creators who inspired one another, unlocking this groundswell of creativity, collaboration, and imagination that continues to grow,” Roblox Corporation CEO and founder David Baszucki said in a press release.

Roblox was released in 2006, three years before Minecraft was released in 2009. Both games share a DNA influenced by Lego toys, but aside from their blocky aesthetics are relatively separate games.

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What Cyberpunk Red Tells Us About 2077

Since it was announced way back in 2012, the gaming community has been eager for all the info on Cyberpunk 2077 it can get. We finally got our first look at CD Projekt Red’s upcoming sci-fi adventure at last year’s E3, but there’s still a lot we don’t know about life in the world of its Dark Future… until now, at least.

R. Talsorian Games, the creators of the original Cyberpunk tabletop RPG, has recently released the “Jumpstart Kit” for Cyberpunk Red, the latest version of the TRPG which brings the setting out of the 2020s and into the 2040s, and it offers some excellent insight into what we might expect from the world of Cyberpunk 2077 once it’s released next year.

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Black Mesa: Xen Beta – 10 Minutes Of Exploration In A Revamped Beautiful World

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How Ground War Gameplay Works In Call of Duty Modern Warfare

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The Blackout Club – Underground Nightwalkers Gameplay

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