Moving forward, I will no longer be using this blog. Although I shall keep this up to display my previous articles on the goings on in the videogames industry, and my reviews.
My new website is https://www.jglover.co.uk/
See you there!
Ramblings about goings on
Moving forward, I will no longer be using this blog. Although I shall keep this up to display my previous articles on the goings on in the videogames industry, and my reviews.
My new website is https://www.jglover.co.uk/
See you there!

Portal: Reloaded is a recently released fan-made mod to Portal 2 – created by a sole developer, Portanis. The mode introduces a third portal which allows the player to travel through the fourth dimension; time. Included with the mod are 25 new test chambers which utilize this new mechanic in interesting ways. After finishing it a few moments ago, I figured I’d make a small post with my thoughts on it.
Firstly, the fact that this was created by one person is downright mindblowing. It is easily one of the best Portal mods in terms of design, detail, and care. The time (square) portal is an excellent addition to the Portal formula and fits quite naturally with how test chambers are typically constructed. This new portal allows the player to go between the present and the future. It takes a few test chambers at the beginning to get used to how the new mechanics work, but after being eased in, you soon get used to how all the different moving parts work.
My one critique of the green portal is that a handful of the test chambers revolve around getting an extra cube from the future – with not much else in that time being used. Fortunately, towards the end of the game (particularly the last chamber), this isn’t the case. The final test chamber is easily the best one, and while I didn’t find it too difficult, (pretentious I know) I did find it very fun to figure out as it masterfully combines every element you’ve been learning throughout the entire game.

Speaking of difficulty, I feel it has a satisfying balance of hard and easy test chambers. I found some of the earlier ones quite challenging, while the later ones were quite easy. Whether this is because I got used to the time mechanic is anyone’s guess, but even so, it’s a good sign the developer taught me (the player) well on how the third portal works.
In conclusion the whole experience is designed in a Valve-esque manner and it honestly baffles me that we have gone ten years without a Portal 3, and this game only makes it all the more painful. Portal Reloaded successfully captures the essence of the Portal series, easter eggs included. After finishing the game I had only two thoughts – firstly, Valve, make Portal 3. And finally, Valve, unironically hire this man.

After around 40 hours of total playtime, I finally finished the main storyline of Cyberpunk 2077 – and I felt like I should share my experience and thoughts with the game while covering all of its different aspects. Please keep in mind this is not an in-depth review, more of a surface-level analysis of the game. I would like to start with the positive aspects of the game, as I feel there is far too much negativity surrounding the game at the moment – as well as the fact that the positives far outweigh the negatives.
The atmosphere and detail are where the game shines brightest in my opinion as it successfully captures the stunning beauty of Night City while also showcasing all of its darker elements – all while feeling naturally consistent and immersive. Brimming with small details that you wouldn’t notice if you were just running around blindly, not taking the time to slow down and soak it all in. That in itself is almost like a reward for both player and developer, as the extra work a developer may put into a small area may be missed by most players, but those who do happen to spot it can feel the love and care behind it. However, in the games current state this can act as a double-edged sword as it makes the rougher / unfinished aspects of the game stand out like a sore thumb – I will get to that later though.

The quest design for the most part is exceptional, especially the side quests. The natural flow through quest chains feels organic and makes you care for the characters and their stories. Quests can pop up randomly that change all the plans you had in your head, all for this story you had no idea existed until a few moments ago. The only downside with this is that these quests that pop up can (and will) stack, and you will prioritize the more interesting sounding ones first – so when you go back to the ones you brushed off after the initial message, you have no idea what started it or what’s going on. To put it bluntly, it makes you feel overwhelmed at times. The main story itself is incredibly short in my opinion, nevertheless, I do like the themes that it explores (especially in the final act), even if it has been done better in other forms of media.

When it comes to CDPR games, the combat is usually the weakest aspect of the game, and Cyberpunk 2077 is no exception. Easily the buggiest part of the game gets shown off in all its glory, with AI that barely works and instant-death situations that have no explanation behind them. It’s a mess, and I hope this gets patched down the line before the release of the expansions. Quick-hacking feels very surface-level, as it doesn’t seem like it’s worth the effort most of the time. I’m a fan of stealth games, however, running and gunning in this game is faster and more efficient than the alternative. It’s just not worth the trouble.
Lastly, the bugs – and boy there are a lot of them. On patch 1.06 there is a myriad of bugs that plague the game, with a handful that soft-locked the game for me. While the bugs did not completely ruin my experience of the game it must be said that it is a massive shame that the game released in this state. As you’re playing you can see the effort and love the developers put in – you can see the diamond trying to shine through but it is constantly battling against itself through the overabundance of bugs and glitches. Even if it’s a small visual bug, it pulls you right out of the game, which hurts the immersion that the game tries so hard to achieve.
In conclusion, if you can wait a year or two for the bugs to be fixed, as well as the promised DLC expansions to be released – I would wholeheartedly recommend it. The game is perfectly playable at the moment, but you will get the best experience if you wait.

2020 is the first year without E3, ever since its inception in 1995. Many people within the gaming industry are very mixed regarding this – leading to much discussion whether we even need an E3, as it seemed like it was on its way out long before the global pandemic ensued. Sony had already confirmed they weren’t attending (again), Nintendo hasn’t had a live conference for years, and Game Awards host, Geoff Keighley, announced he wasn’t attending either. So everyone was asking the same question, do we need E3? Do we really need an annual that developers and publishers have to keep in mind every year in order to stay relevant? Or should they be able to showcase their games on their own terms?
In March, the ESA officially cancelled the event but have stood firm on the fact that there will be one in 2021. Ever since this cancellation, many online-only digital events have popped up to try and takes its place, including Summer Game Fest, IGN’s Summer of Gaming, Devolver’s Direct, as well as Xbox and Sony’s console showcases. All of these events combined have definitely given off the same kind of energy and excitement that E3 tends to bring upon people around the same time of year, except this time it’s over a much longer period.

The highlight for me (so far) has been the Playstation 5 reveal, as it actually had the hype building, mystery and reveals that a typical E3 conference would entail. It was the event that emulated the E3 experience perfectly, and only a few reveals and events have been able to capture it properly. Geoff Keighley’s Summer Game Fest is a pretty close second, as it has all the reveals and presentation – just spread out over several months. IGN’s Summer of Gaming is too “personality-based” in my opinion – too much filler with people talking about things that people aren’t really tuning in to see, just watching because a game reveal or two might happen down the line.
As for the future, many of these events are still ongoing, and Xbox, Ubisoft and Devolver Digital all have events confirmed for later in the month. Whether these will embrace the magic of E3 or end up being duds is yet to be seen. However, one of the biggest questions still remains: Where is Nintendo? No Nintendo Direct has been officially announced at the time of writing, and they have no big releases for the end of the year. So what are they planning? They’ve revealed a few smaller games here and there throughout the year, but no “blockbuster game” for October/November time. I hope they are merely saving the “best until last” rather than genuinely having nothing to show. I guess like everything else here; only time will tell.

Last week, Sony announced that on June 4th at 9pm (BST) that they will be holding an online event showcasing new details regarding their next console; the Playstation 5.
The above video was released alongside the announcement, leading many fans to speculate what they might reveal during the event. Sony has already revealed the specifications of their new console, leading many to believe that it is actually inferior to Microsofts Xbox Series X. While on paper this is true, many developers have come out in defence of the PS5’s hardware giving similar sentiments, specifically how easy it is to develop for – due to its architecture. Whether these will hold true in the long run, only time will tell.
In my opinion, we will likely see plenty of gameplay of new unannounced games on the system – many of which have leaked beforehand via Playstation UK Magazine. Whether these titles will be shown during the event is yet to be seen, but it implies a reveal/gameplay focused event. It would be surprising if Sony does not reveal how the Playstation 5 looks, or its price point at this stage, as it is slated to release by the end of this year. Leaving it any later would be cutting it close, however, they may be following their strategy for the Playstation 4 and waiting for Microsoft to reveal their prices so they can undercut them, instantly making their system more marketable. Regardless of what they do, it should still be an entertaining event to watch – even without a live crowd.

I’ve been a fan of Playstation since the first, and I always find it interesting how Sony’s strategy for each console changes as time passes. Now, I’m not a blind Playstation fanboy as I primarily play on PC nowadays, but if I had to choose between Xbox or Playstation, I will pick Playstation purely because of the IP’s and exclusives available. This leaves me slightly torn, as Xbox has incredible value with their console with the Xbox Game pass – but none of their exclusive titles entice me, so I have no reason to make a console purchase.
The Playstation 5 is right around the corner and despite the rocky start of the PS3, Sony has been back on top throughout the PS4’s lifetime – almost harkening back to the Playstation 2 days. But that’s what has got me slightly cautious; Sony tends to get too big for their boots causing them to assume too much about the consumer. After the PS2 was a success, Sony completely dropped the ball when the PS3 released – taking years for the PS3 to start gaining traction after a huge marketing push.
If the rumours are true, we have some good PS5 launch titles on the horizon – primarily a new Insomniac Games title, a rumoured Demon Soul’s remake, and Gran Turismo 7. That being said, the make or break for many may be down to the backwards compatibility. It’s already confirmed to be PS4 backwards compatible, which is a huge plus. A big bombshell would be the announcement of PS1-4 backwards compatibility. Imagine being able to put any Playstation game into your PS5 and being able to play it – no game being stuck behind the console generation they were originally released on. It’s always been a pain to have to find the Playstation 2 or 3 when you fancy playing games on that particular console, let alone having a TV that supports the input cables for the PS2. It would be a total game-changer, no pun intended.
PS Now and Xbox Backwards Compatibility has already shown that there is a huge demand for the convenience that backwards compatibility offers, and I feel omitting this from the next console generation will hurt Sony in terms of selling points in the long run. The PS5 is rumoured to be revealed in February, so not long until we find out the full details.

LittleBigPlanet is a franchise that has been dormant ever since the release of the third instalment in 2014, and despite the lukewarm reception of the game, the community surrounding has been relatively alive. This weekend, a group of fans (or development team) announced that they will be creating a LittleBigPlanet fan-game to revive the series – on PC.
As a fan of the franchise since the first game, I am surprised to how much progress the team has made with the development of their project. In the trailer, it appears Trixel Creative have a lot of the basics nailed down – but they’ve made one critical flaw in their development process. What is that flaw? Announcing it at all before release.
Every time a fan project or fan game, whether it be P.T, Mario, Red Dead Redemption or LittleBigPlanet, they all seem to make the same mistake. Announcing that you are developing a fan game or ambitious mod using other companies IP before release gives the rights holder ample time to throw over a quick DMCA – stopping you dead in your tracks.
The ones that actually see the light of day are the ones that announce and release their projects at the same time. Giving enough time for those interested to download it and redistribute it should you be asked to take the original down.
I’m sure Media Molecule, the original developers, are intrigued to see where this project will go – as am I. Fans have always wanted the option to play and create levels on PC – but the reality of the situation is that Sony owns the rights to the LittleBigPlanet IP and it will be no surprise when this project gets shut down. It sucks but they are well within their right to do so. They have to protect their intellectual property or they may weaken their stance on other cases in future.
What’s my suggestion? When the DMCA from Sony inevitably comes through, I recommend Trixel Creative removes any naming or visuals that relate it to LittleBigPlanet and create a spiritual successor to the franchise using original characters. That way, they will be able to keep developing their project without fear of legal repercussions. They clearly have a lot of talent and passion behind them so I would love to see what they eventually do come out with – And who knows, maybe it will be better because of it…

It’s no secret that when EA’s Star Wars Battlefront 2 launched in 2017 it was met with an high amount of controversy – due to its monetization through its overabundance of loot boxes and pay to win elements. Even reaching the most downvoted comment in Reddit’s history as EA continued to defend the practice through their (now infamous) “pride and accomplishment” line. We are now nearing two years since its release and to the surprise of many, the game is still being actively supported by the developers. The majority of people are probably unaware of these positive changes due to the initial controversy, but it begs the question – Is the game good now? Let’s take a look.
Shortly after the initial launch DICE added some Last Jedi tie-in content which consisted of wrapping up the unfinished campaign and a new map from the movie. The updates in the forthcoming months were very minimal, being drip-fed to the community, with just a few cosmetics and minor changes being made. It wasn’t until March 2018 where the progression system was overhauled that real progress in the right direction was being made. The game was no longer pay to win, and you were rewarded for playing the game. But was it too little, too late though? The launch “hype” had long since ended, and the community only had a development roadmap to base their expectations off.

E3 2018 rolled around, where DICE announced several additions to the game which were received rather positively – including General Grievous, Obi-Wan Kenobi, and Count Dooku being playable within the game. As well as the much-requested Battle of Geonosis. Finally, the prequels were getting the attention they deserved as one of the most iconic battles of the prequel trilogy was being added to the game. Later that year they were implemented as promised, and that is when Star Wars fans (myself included) started to take interest in the game again. When the Geonosis update was announced the game went on sale at an incredibly discounted price in an attempt to reel new players in. Did it work? The simple answer is: Yes. 2018 showed the Battlefront community that DICE were listening, and (to the surprise of many) still supporting the game after the failed launch.

The updates did not stop in 2019, straight off the bat Anakin Skywalker was added to the game as a playable character, to the joy of many. Shortly after, a new game mode named “Capital Supremacy” was revealed, reminiscent of the classic Battlefront games, having players capture command posts across the map. Throughout the year more and more maps have been included in the new game mode, with balance patches to back them up along the way. DICE even revealed a new co-op game mode that saw players fighting off AI enemies as they defend strategic points on the map. All of these additions were received positively by the community. As 2019 comes to a close, it has been heavily hinted there will be Rise of Skywalker content on the way to tie-in to the new movie. How long the game will be supported afterwards has yet to be seen.
Many of the players (myself included) appreciate the efforts made by DICE to support the game, and it makes you wonder that if it weren’t for the controversy around the initial launch; would the game have been supported as much? The shocking amount of updates released almost make it seem like an apology, or to try and redeem the Battlefront brand. In my opinion, their strategy has paid off as it seems to have racked up a respectable amount of players over the past two years and shows little sign of stopping. Is it as good as the classic Pandemic Battlefront games? Nope. Do I wish that we had a game that had ground-to-space battles akin to the cancelled Battlefront 3? Yes. Do I think DICE are listening and may attempt that in the future? Only time will tell. I hope they build on what they’ve already made as well as take inspiration from the classic games if they do decide to do a third instalment to the rebooted franchise.

Destiny 2 received a major expansion earlier this, and with it arrived a soft relaunch of the game. On top of the release of Shadowkeep, where players find themselves returning to the Moon for the first time since Destiny 1, the game received a new update named “New Light”. But what is New Light? New Light is Bungie’s dubbed name for the game transitioning from Battle Net to Steam, as well as going entirely free to play. This change seems to have breathed new life into the player base, resurging the community considerably by drawing in both new players and returning veterans alike – myself included. In order to get the most amount of players on board, Bungie has put every player at the same level so no players feel left behind and can immediately jump into the new expansions if they wish to. I’ve put in about 20 hours into the game since this update, despite being put off since its launch in 2017, and these are my thoughts.
Right off the bat, I came to realize they’ve brought back the tutorial level from Destiny 1, obviously to ease newer players into the experience rather than trying to throw them headfirst into the main campaign – which I appreciate. I didn’t feel as alienated as I did when I played the beta two years ago as a result. So far so good. Shortly after I partied up with some friends and did some Strikes as well as the Red War campaign – and three things stuck out to me that I really liked: the music, the feel of the gunplay, and the presentation. The game is visually beautiful, particularly the lighting. Easily some of the best lighting I’ve seen in a videogame, which is funny considering most of the plot and lore is based around the concept of Light and Dark. Secondly, the orchestral score is intense and plays well with the action on screen and adds to the experience immensely in my opinion. Ramping up and fading out at the right times. Lastly, the gunplay. In both PVE and PVP, it feels satisfying to kill enemies – my only major gripe being that campaigns are laughably easy due to the level boost given in the most recent update. This problem is nullified on harder missions or on Nightfall missions where you have to strategize with your squad in order to survive – which in my opinion is where most of the appeal of Destiny 2 comes from.

I briefly played a raid with a combination of friends and random people we found online, and it soon became apparent that they were extremely challenging and required good coordination – and definitely something that cannot be completed with a bunch of random strangers like we were. In my eyes, the raids (and dungeons) are the ultimate challenges to the players in Destiny 2 and thus provide the most satisfying gameplay. I’m keen to learn some of the raids and give them another go, and hopefully complete them in the future due to the intensity of them, on top of the previously mentioned satisfying gunplay and interesting locales.
I believe this move by Bungie to make Destiny 2 free-to-play, as well as moving it to Steam was the correct one to make. Not only were existing players greeted by the Shadowkeep expansion (which I have yet to play), newer players also had a reason to try it out without spending a dime – letting players who liked the look of it, but didn’t feel like it justified a purchase beforehand the chance to properly try it out. For all of the above reasons, I commend Bungie’s efforts and look forward to what else they have in store for the Destiny franchise.

The second, and final DLC map for Hitman 2 dropped yesterday – where 47 finds himself at a tropical resort for criminals who want to disappear. The map was highly anticipated by Hitman fans, myself included, so the real question is… how does it hold up? Like my previous Hitman post, this will be a “first impressions” as I’ve only played through the level in its entirety once.
Right off the bat, I was impressed with the briefing and opening sequence to the level, it seems like the expensive CGI cutscenes are still gone (for now) but it appears IO have played into what works best to takes its place – that being a combination of in-engine character models and a futuristic, almost James Bond-esque presentation style.
Once I was in the level, I found it intriguing how close they put one of the three targets to the starting zone. If you’d like, you can have a conversation with the target who then mentions your “file” that you used to enter the island (a cover story mentioned in the briefing). At this point, I was certain that this person knew about 47’s alias and was about to rumble him, but she just politely says to read the note in your room. I went into the wrong room and stole a briefcase and left. Not sure why to be honest. Anyway, soon after I grabbed the key to my hut and read the note, which I suspected was going to be a bomb before I saw it. It wasn’t. It said to go to a restaurant on another part of the island – so I started to make my way there.
My first playthrough of levels I have “mission stories” set to “minimal” so I’m not guided where to go, so I wandered around a bit and took in some of the ambience and atmosphere that IO Interactive put into the island. There was some incredible attention to detail, with little touches of character here and there, such as a bar with a party going on, and a spa. Eventually, I made met up with the target and she says she noticed you were listed as a retired thief in your file, and that she wants you to retrieve an item from the villa – I thought this was an incredibly nice touch. Incorporating some previously mentioned information into the actual level, and not only that, from a target? In your mind it sounds perfect; accept the “quest” from your target, so you can get close to them later and possibly open up a kill opportunity later. It’s definitely a different and compelling scenario that’s shaking things up for the better.
The rest I will not spoil, however the way the level was presented both in terms of design, and environmental clues were superb. I was expecting a downgrade due to the unfortunate lacking sales of Hitman 2, but I was wrong. It seems like money doesn’t buy talent. Talent makes talent. And this is a perfect example of that. The whole map has different interiors and exteriors, including villas, swimming pools, spas, huts, and an underground server room – all of which were brimming with opportunities for exploration and creative uses for the player. Personally, I had to reload a couple of times due to messing up, but I never felt like it was unfair, or I didn’t know where to go. An all-round well-made level and I look forward to playing more of it soon.

But what’s for the future of Hitman? I believe they’ll continue adding smaller content to Hitman 2 for now, before properly unveiling Hitman 3 which was already been confirmed to be in development. In my opinion, I’m hoping they fix some of the technical hitches on Hitman 2, such as DirectX 12 crashing, the ability to transfer unlocks from Hitman 2, and possibly co-op due to the ending of the DLC being heavily set-up for a Hitman 3 – and it makes sense. Being able to play whole levels with a friend infinitely increases replayability – If true, I cannot wait.
Despite all of the hitches behind the scenes, and disappointing sales, in my opinion, it’s never been a better time to be a Hitman fan. Pick this up if you get the chance.