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Creator Interview – Gordon Rennie

Introduction Hey folks and welcome to the another written BGCP creator interview. We are lucky enough to be chatting today with Gordon Rennie. Gordon Rennie is an incredibly talented artist from the Scotland. He has worked in the comic book and videogame industries respectively for the last 30 years. His credits include: Judge Dredd Rogue Trooper Killzone Splatterhouse Aliens vs Predator As well as multiple other cool titles that you can find over on Amazon. Interview BGCP: Hi Gordon, thank you for taking the time to speak with us. Would you mind starting off by telling us a bit about yourself, your educational background and your career? Gordon Rennie: My education? A useless arts degree from a Scottish redbrick university, guaranteed to get you nowhere at the point I got it in the late 80s.I started doing interviews and reviews for the UK comics press – back in the days when that was an actual thing and they paid actual money – which is something that most frustrated writers end up doing. Warren Ellis was starting out at the same time, working for the same people. One of those comics press mags was Speakeasy, which was morphing into the short-lived Blast comic, that was part of that early 90s surge of (equally short-lived) ‘mature’ comics like Crisis and Revolver. I pitched some comic strip ideas to the editor and he bought just about everything I offered him.And that was it.  I was a professional comics writer.  It seemed a lot easier in those days… BGCP: You obviously began your career in the comic industry with Sewer Patrol releasing in 1991. Could you tell us how that first gig came about and what you learned from that early experience? Gordon Rennie: It was the first thing to appear in print, but it wasn’t the first professional thing I wrote. I had already by then written the first chapters of White Trash and Sherlock Holmes & The Curious Case of the Vanishing Villain, both of which would appear in the last issue of Blast and then be picked up by as separate comics in their own right by Tundra. Trust me, they were much better and more memorable stories than Sewer Patrol, which was basically a sort of dumb and disposable Future Shock thing. Sewer Patrol did have one notable thing about it; I didn’t get paid for it. It appeared in the last issue of Toxic, and the spivs in charge of that comic sent me three post-dated cheques for it, all of which bounced, of course. So early on in my career I learned a valuable lesson from it; don’t believe or work for spivs. BGCP: Just a couple of years after that, you managed to score a gig writing for 2000AD with Missionary Man. How did that opportunity come about? Did you apply for that yourself or did 2000AD seek you out? Gordon Rennie: Well, it was the Judge Dredd Megazine, not 2000AD.  I was still blacklisted from 2000AD at that time, as a result of having written too many mean reviews of it in previous years. I sometimes think Megazine editor David Bishop mainly hired me to spite his erstwhile colleagues at 2000AD, all of whom would be gone from there within a few years.I had pitched David a few things, all of which he rejected in his famously blunt style of the time. He liked Missionary Man, though – a sort of Pale Rider/High Plains Drifter apocalyptic western set in the Cursed Earth wasteland of Judge Dredd’s world. My main stroke of luck on it was David diving it to Frank Quitely as his fist mainstream comics work. Those first Missionary Man stories really aren’t very good story-wise, but – much to my chagrin, keep on getting reprinted due to the Quitely artwork. BGCP: You worked on and off with 2000AD for a good number of years following this. How was your experience working with them as a company? Gordon Rennie: Great. They pay regularity and on time – which, trust me, is the main thing after my early experience with the Toxic spivs – and I get to do a lot of hopefully fun and interesting stories in the comic I grew up reading. How we laugh at the time I was in no uncertain terms told I’d never ever work for Tharg. BGCP: Going through your body of work, I notice that you have written for a good number of licenced properties. How does that affect your creative control if at all? Are there certain rules laid out by the company that you have to stick to before you plot out your storyline? Does it vary depending on the property that you are writing for? Gordon Rennie: Have I? Warhammer, of course. Some Doctor Who. What else? Predator and some other Dark Horse stuff.It really does depend on the IP and how much control the holder wants to exert on it. Some just want the licence money and then don’t really care what you do in your silly comic, and some have very definite ideas on what you can and can’t do with their property. Games Workshop are pretty possessive with their Warhammer IPs, but the most ferocious I’ve ever encountered is – probably unsurprisingly – Lucsasfilm. I worked on a Star Wars game and while I never answered to Lucasfilm directly, their comments and directives were very much passed on to me by the games developer and it was clear they looked at everything I was doing on the game.  They seemed to like what I was doing because, rather flatteringly, they told the developer to bring me back to do some more extra dialogue work on the game that the developer had wanted to do in-house. BGCP: Do you have a favourite IP that you have enjoyed working with the most? Gordon Rennie: Judge Dredd, Doctor Who and Star Wars, which were the holy trinity of my growing-up years and which I’ve been lucky enough to all write for.  Trust

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Creator Interview – Chris Evenhuis

Introduction Hey folks and welcome to the first ever written BGCP creator interview. We are lucky enough to be chatting today with Chris Evenhuis. Chris Evenhuis is an incredibly talented artist from the Netherlands. He has worked in the comic book industry since the late 1990s. His credits include: Darkness: Resurrection Wynonna Earp Monstro Mechanica GI Joe And concept art for Overlord 2 As well as multiple other cool titles that you can find over on his socials: Insta: https://www.instagram.com/chris_evenhuis/?hl=en Facebook: https://www.facebook.com/chris.evenhuis Twitter: https://twitter.com/ChrisEvenhuis?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor Interview BGCP: Hi Chris, thank you for taking the time to speak with us. Would you mind starting off by telling us a bit about yourself, your educational background and your career? Chris Evenhuis: Hi there, I’m Chris Evenhuis and I’m a comic artist and illustrator based in The Netherlands. My education wasn’t art-related (I started out as an Environmental Scientist), so as an artist I’m self-taught. BGCP: How did you go from studying Environmental Art to becoming a full time illustrator? CE: I’ve been drawing comics ever since I was a kid and had some indie shorts published by age seventeen. However, teachers convinced me to also pursue a ‘real job’, something with better career prospects. So, I ended up graduating as an Environmental Scientist instead. But by that time, the social climate in The Netherlands had shifted and jobs in that field kinda dried up. This meant that I ended up mostly jobless anyway. Thankfully I was able to move on to video games, where I worked as a concept artist for several years. Until I moved on again to Franco/Belgian comics, and eventually US comics as well. BGCP: Who are your main influences when it comes to your art? CE: This one’s difficult to answer because for a large part it depends on what type of project I’m working on. I do tend to see influences from Alphonse Mucha and Steve Dillon in my own work, but I’m not sure others would agree? BGCP: You have a really distinct art style in all of your work. Did you intentionally hone this style or is that how you have always drawn? CE: Thank you so much, that’s one of the nicest things I could hope for as an artist. It’s a combination of gradually developing a style that all at once feels natural, tells a clear story and helps making deadlines. Over the years I’ve found myself mostly looking for things to remove from my rendering, trying to find a style that has the least amount of ‘distraction’. It used to have a lot more details and cross-hatching, things like that. Lately my focus has shifted more to bold lines and shapes, and clear movements and emotions. It’s an ongoing process which I really enjoy. BGCP: Do you have a favourite part of the illustration process? CE: My favourite parts are coming up with ideas and then at the end, finishing them. Everything in between is usually a terrible struggle and oftentimes almost like solving math problems. BGCP: I have always been amazed at how talented comic artists like yourself are able to capture detailed expressions and convey complex emotions in a still frame. How do you go about tackling this? CE: Thank you! This is possibly my favourite aspect of drawing comics. First of all, I’ll ask the writers I work with as many questions as feels appropriate about what their characters are like other than what the scripts says about them. Anything could be helpful: favourite breakfast, pet peeves, weird habits, taste in music, type of friends etc. Everything else I will then make up on my own. So I’ll just imagine how each individual character would move and react to different situations. Sometimes, I’ll physically act out scenes on their behalf to figure out the expressions, gestures, movements across a sequence of panels and such. What I’m hoping to achieve by this is to create characters that – just from the way they look, move and express themselves – reveal parts of their personal stories on top of the one that’s in the script. BGCP: Out of the multiple different comics that you have worked on, which was your favourite? CE: I’ve been lucky enough to have worked with some of my favourite writers in the industry. I’ve gotten the chance to work on some of the most fun books I can imagine. I have loved every single one of them, and also did some of my proudest work in each of them. Especially Wynonna Earp and GI Joe, but overall my favourite is probably still Monstro Mechanica. This is my creator-owned series with G.I. Joe writer Paul Allor and colour artist Sjan Weijers. The series is about Leonardo da Vinci, his female apprentice and their wooden robot bodyguard. There’s something special about getting to create every single thing from the ground up. BGCP: When it comes to working on a licenced comic such as GI Joe, do you have to stick to a certain art style, or is your own unique art style embraced? CE: The art style can be pretty flexible; GI Joe had already seen quite a diverse range of styles throughout its different runs at IDW before I came on board. The most important thing is how well the art and writing style mesh together and I think Paul and I make a pretty great team in that regard. BGCP: Are there any comic book titles that you would like to work on in the future? CE: I’ve always felt Paul and I would do a killer Rocketeer run. Another dream project I can think of would be a licensed comic series based on the 2001 video game ‘Clive Barker’s Undying.’ BGCP: You have also worked as a concept artists on a couple of videogames, how did that come about? CE: I had made a few friends in comics who later started a game developing studio and were looking for artists. Both the comics and games

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FANTASY CASTING: Live Action Bioshock

FANTASY CASTING: Live Action Bioshock With so many reboots, serial killer documentaries and adaptations in the film and TV world today, I sit here and wonder why there’s no live action adaptation of Bioshock. A glorious art deco world full of substance, suspense and philosophical conundrums.  While it is a pipe dream right now, cinema and TV have shown us that it is possible. Fans want to see it. Many creators WANT to make it. People NEED to experience it. And if it fails? Who cares, at least it’s not another reboot or serial killer documentary! Just as a heads up, if you’d like to listen to a more in depth discussion on this subject, our most recent episode of BGCP: Disassembled covers this very topic with myself, Ian and Dan! We can’t stress enough, this is NOT official, this is what we want to see from an adaptation. With that being said, here is our fantasy casting of a live action Bioshock.  STORY So, what is our story? The game itself? Too well known. A totally made up scenario within the setting? Too dangerous. No, instead I have opted for the under-appreciated and in some cases unheard of prequel novel, Bioshock: Rapture by John Shirley.  World War II has finally ended and the world sits in Atlasian contemplation of what comes next. One dreamer, Andrew Ryan, asks the question, is a man not entitled to the sweat of his own brow? With this and anyone worth their weight in gold, Ryan assures and procures his own future. His own Eden. His own Utopia. His own…Rapture; a shining city below the sea. A safe haven Atlantis for the idealist, artist and scientist, where no government, censorship or morals can stop you from being the best version of you. No gods or kings, only man. However, as Ryan will soon find out, give humanity an inch and they’ll take a mile. DIRECTOR & FORMAT For a story built on a lavish art deco utopia with a dark dystopian nightmare lurking in the depths, there are a bunch of directors you could choose to bring Rapture to life. One in particular already tried! Gore Verbinski (best known for Pirates of The Caribbean films) was lined up to direct a Bioshock film but unfortunately it never grew into a reality due to budgeting and an external concern for the subject matter. While we never got this film, Verbinski did in fact create the closest thing we have to a Bioshock film in 2016 with the underrated gem, A Cure For Wellness. Despite Verbinski’s noble efforts, I feel there are only two possible directors to undertake such a grand affair. The decision comes from a separate choice of whether to make this a feature length film or a systematic series.  For a feature length film, I elect the Big Daddy creature creator, Guillermo Del Toro. Who else could bring the Big Daddy to life but the dark fantasy fanatic himself? With the success of his art deco fantasy, The Shape of Water, I feel that Del Toro would feel right at home in Rapture. On the other hand, if we were to get a TV series focusing on corrupt character developments and Electro Bolt shock horror, why not the TV storyteller terror that is Ryan Murphy. Best known for his terrifyingly diverse and engaging work on American Horror Story, Murphy would be the ideal candidate to bring Andrew Ryan’s vision to television so to showcase a fascinatingly frightening world without boundaries or limits. Not to mention much of his go-to cast would be perfect for several roles. Calling it now, American Horror Story: Rapture.  FANTASY CAST Now for the fun part. With Rapture hosting only the best and brightest guests to live in an underwater world, who else but Rapture’s Best and Brightest to headline the film/show?  ANDREW RYAN Who else to start off the fantasy casting than the Marxist man-made man himself, Andrew Ryan. An immigrant with a dream of a better world built on charm, patience and hardwork. Really anyone with a pencil moustache could do the job but that’s not what Ryan would want. We need someone that proudly holds an enigmatic presence with the words, “I am Andrew Ryan.” In an ideal world, we’d have Vincent Price to step into the dapper shoes of Andrew Ryan but alas that dream is just that, a dream. There are a multitude of secondary candidates that each could bring their own vigour and stoicism to the role; Evan Peters or Benedict Cumberbatch for example. My top two picks however are Johnny Depp and Ewan McGregor. Depp is no stranger to playing misunderstood outsiders, especially in a lavish setting. As well as this, he is a naturally enigmatic and charming individual with a darkness befitting of a mad man with a good point.  Ewan McGregor is my wildcard for this. In contrast to Depp, McGregor is in waking life, an innocent and inviting gentleman; someone who you can trust and vice versa. With that being said, the twist of his gentle demeanour provides a perfect alibi for building a city of supreme freewill and moral corruption (this could also be flipped to Fontaine). BILL MCDONAGH Scarcely making an appearance in the main game, Bill is instead an important figure within the prequel novel Bioshock: Rapture. A cockney working Joe that believes in playing the cards he’s dealt and making the most of it with no time for outlandish thoughts or societal perceptions. Taken under the wing of the Ryan to become his right-hand handy man, his place in Rapture is paramount to its success…or it’s undoing.  For this role, Bill needs an actor who isn’t afraid to get rough and has a commanding authority, but they also have to look the part. My first choice was Scotland’s resident grizzled badass, Tommy Flanagan. I wouldn’t be against his proud and powerful Glaswegian twang replacing a cockney accent as both are befitting of the character.

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Review – Sniper Elite 4 (2017)

Review – Sniper Elite 4 Developer: Rebellion Developments Publisher: Rebellion Developments Genre: Stealth/Action Director: Colin Harvey Release Date: February 14th 2017 I decided to revisit Sniper Elite 4 for review; the fourth game in the third person WW2 shooter series and I had a blast doing so. This game expands on the groundwork laid by its predecessors. If you are just coming off of a story driven game and are just looking for something satisfying and fun, then this is perfect for you. The story and characters are paper thin and the voice acting is all over the place in terms of quality, but that’s not why you come to Sniper Elite, you come to watch a Nazi’s brains explode from the sheer impact of your well placed bullet. This is definitely the best game in the series in terms of it’s game-play systems. The control given to the player is clear and specific and if you miss a shot, you have no one to blame but yourself. The infamous X-ray cam makes a glorious return and it is even more detailed and brutal than in previous entries. No matter how many times you make a pair of Nazi testicles go pop from across a beautiful Italian town, it never gets old. The other great thing about this game is its various lush environments. There is an array of different maps that you work your way through during the game’s campaign and each is unique and well thought out enough to give you a challenge, but also make you feel like a total bad-ass when you land a near impossible shot in equal measure. Although the landscapes are nice to run around in and function well in terms of matching with the game’s game-play style, the quality of the graphics itself isn’t going to astonish anyone. Even for a game released around halfway through the PS4’s life-cycle, this looks at best, like a late generation PS3 game. Again though, it doesn’t really matter here, as I don’t know anyone who is buying Sniper Elite 4 for it’s graphical quality. Overall, there is a ton of fun to be had here. Don’t think too much about the story and just enjoy systematically working your way through each various map, popping Nazi skulls as you go. I am very glad that I got to revisit this modern classic, so much so that I played it enough to snag the Platinum Trophy. [yasr_multiset setid=5] [yasr_visitor_multiset setid=5] If you are a fan of the stealth-action genre and you enjoyed Dan’s review of Sniper Elite 4, check out what he thought of Hitman 1, 2 & 3 here. Or if you want to see more undead Nazis, read his review of Overlord here. Buy tickets for BGCP Comic Con in and around Glasgow Scotland – BUY TICKETS Check out all of our Comic, Movie, Television and Videogame Reviews HERE and our Podcasts/Interviews HERE If you want to be part of the BGCP community, Join us on Discord, Twitter, Instagram etc then click HERE www.bigglasgowcomicpage.com

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Review – Cyberpunk 2077

Review – Cyberpunk 2077 Developer: CD Projekt Red Publisher: CD Projekt Director: Adam Badowski Genre: Open-world RPG Release Date: December 10th 2020 As today marks the six month anniversary of its release, I decided that it was finally a fair time to review Cyberpunk 2077. Since its infamous release in December of last year we have seen a number of interesting things emerge surrounding this game. First of all, we saw the hype train for the game come to a screeching halt when its review embargo eventually lifted, (just a worrying 3 days before the game’s release, which is always a red flag,) and we first learned of the type of game that we were getting. The realisation hit gaming fans collectively that we were not getting the ultra-polished, smooth, flawless experience that we were promised in the game’s marketing and previews. Instead we were getting something that was janky, largely unfinished and even totally unplayable on certain platforms. The next scandal came when Sony announced that they were pulling the game from the PS Store following an overwhelming mass of complaints regarding the game’s lack of quality. Refunds on Steam also reached a quarter of a million the very next day after the game released on December 11th. Then in January of this year, Jason Schreier published an article via Bloomberg, where it was reported that the game’s developers knew that this game was never going to be ready by late 2020. The dev team apparently thought that they had another two years left to finish the game saying, “they expected the game to be ready in 2022.” Multiple memes, apologies, hotfixes and patches later and I finally feel that writing a critique of Cyberpunk is now fair game. CDPR have had their chance to fix their mess and if a game still isn’t ready to be experienced six months after its release, then it probably never will be. First of all, I’d like to say something in the game’s defence. As the internet likes to do with most things, the glitches and other technical issues present in the game were vastly overblown. While I did enjoy the memes that spawned from this, the game is far from unplayable. I played in on 3 platforms; a base PS4, a PS4 Pro and PC. Whilst it did run slightly better on the Pro and the PC, it was far from unplayable on the base PS4, – even back in January before the patches dropped. I did run into multiple graphical issues, lagginess, mini map problems and two or three crashes, but nothing that really made me feel that this thing was totally unplayable at any point. That said, a AAA game of this calibre still should not have launched with that many issues still present. Although I think that the technical problems were exaggerated, that does not excuse them entirely and I still don’t think that it is acceptable to let a AAA developer like CDPR get away with releasing a game in this state. The thing is though, most people would have been willing to suffer through the technical issues that plagued the game, if the game itself was an incredible experience that made it worth persisting with. Unfortunately, I really don’t feel that it is. Let’s start with the game’s plot as the story is usually my main reason for playing a game and the aspect of any game that I enjoy the most. The story in Cyberpunk is mediocre at best. First of all, just because Cyberpunk takes some of its aesthetic influences from Blade Runner, that doesn’t mean that you are going to get a story worthy of Philip K. Dick. Rather than that, you can expect to endure some of the cringiest dialogue I have possibly ever heard in a western videogame and some really try-hard edgelord quips. There were no characters that I ever felt attached to through this entire game. I won’t spoil it here, but a character dies early on in the story and the game tries to make a big deal out of it suggesting that you should care. I felt absolutely nothing during this entire sequence due to the sub-par writing and voice acting and eventually resorted to skipping through the dialogue just to get it over with. Still though I persisted, telling myself that maybe the game it will get better once Keanu comes into it. I like Keanu. Everyone likes Keanu. And then the game does the impossible, – it manages to turn one of Hollywood’s most beloved actors into an insufferable dick. I never thought that I would have said this in a million years, but Keanu’s character of Johnny is one of the worst parts of this game. Again, the dialogue that he is forced to spout is total bottom of the barrel garbage that sounds as though it has been written by a basement-dwelling 15 year old. Frankly the story’s greatest mercy is its brevity, as the main plot in Cyberpunk is a lot shorter that most people expected. A short game is usually fine with me, as it usually results in a tightly woven, well-constructed narrative that doesn’t overstay its welcome or drag on too long. However, that is not the case with Cyberpunk. Instead, the final mission is upon you like a slap in the face, without any significant build up or indication that you are approaching the story’s conclusion. I approached the waypoint for what I thought was just the next mundane mission and was greeted with an immersion-breaking ‘point of no return,’ dialogue box. That message doesn’t always mean that the game is ending though, as other games will hit you with this message when you are about to start a particularly long mission. I thought that this must be the case, but decided to look it up anyway on the off-chance and sure enough I had reached the final mission in the game. It genuinely left me scratching my

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Review – Fallout 4

Review – Fallout 4 Developer: Bethesda Game Studios Publisher: Bethesda Softworks Genre: Open World RPG Director: Todd Howard Release Date: November 10th 2015 Almost six years on from its initial release, I decided to go back and revisit Fallout 4 for review. This is also the first time that I have played the game in over half a decade. It was an interesting experience to see how the game has aged in that time and how different my modern perspective on it to the hype-ridden thoughts that I had at the time. When Fallout 4 dropped back in late 2015, it was a pretty huge deal for me. I love Fallout 3 and New Vegas, so the idea of an updated experience from a Bethesda who were riding particularly high at the time, was an exciting one. Ultimately, I was largely let down, not because the game wasn’t any good, but because the game couldn’t possibly live up to all of the hype it had garnered prior to its release. Fallout 4 was exactly what we had been waiting years for, but that’s just it. This game was exactly what fans were hoping for and nothing more, which felt fairly underwhelming at the time. A great deal has happened since Fallout 4 dropped six years ago. Bethesda released one of the worst received games of all time when they dropped Fallout 76 in late 2018, and in late 2020, Microsoft acquired Bethesda’s parent company, Zenimax in a move that is set to shift the entire paradigm of the videogame market. Therefore, playing Fallout 4 in 2021, it actually feels like you are getting to step back to a simpler time. Playing this game for the first time in years feels like slipping on an old pair of comfortable slippers. The controls all come back to you immediately, the charm of a Fallout game is immediately present and it feels like you are right back at home. The world is vast, beautiful in parts and grotesque in others and I’m not just talking about the intentional aesthetic ugliness of the game’s world. Stretched textures, dated character models, stiff animation loops, clipping, short draw distance and technical glitches are just some of the problems that come with Bethesda using the dated Creation Engine to create their open world games. The best thing graphically in this game are undoubtedly the lighting effects and the more vibrant colour pallet that was chosen. When the rays of sunshine hit the trees of Sanctuary Hills at the right moment this game can actually look quite beautiful, but that is immediately lost when you turn around and see the eerie face of Mama Murphy. So the presentation could be better, but I feel that’s to be expected from a Bethesda game and that is still a problem to this day. This standard of quality shouldn’t have been acceptable even from a game in 2015. If CD Projekt Red and Kojima Productions could put out large scale open world games in the same year that didn’t look like they were developed for early PS3, then there is no real reason that Bethesda couldn’t. The fact that we had to continually endure these flaws right up until as late as November 2018 is frankly ridiculous. The shooting still feels just as clunky as it did at the time, but I am a big fan of the VATS system and it feels really good to re-experience the feature after it was butchered in Fallout 76. The crafting system in this game is also a great addition. It obviously has its flaws and it is far from the smoothest crafting system I have ever used, but in a game like Fallout it just makes so much sense and it is truly astonishing that Fallout 4 was the first game in the series to feature this mechanic. I’ve never really been into the weapon, armour, chemistry or cooking crafting stations, but the ability to build your own settlements is still awesome. The companions in the game are all quite interesting, even if there is a strange lack of female options for companions. The worst companion though by far, is Dogmeat. He is the worst programmed and therefore the most broken. Constantly blocking corridors and doorways, not fetching items for you when they are within reaching distance and just being a general annoyance. He goes from being cute to extremely irritating in a couple of short hours. The voice acting in the game is also something that varies vastly in quality. Both the male and female protagonists are voiced excellently, (even if it is a Caucasian man and woman doing the voices, which means if your character is any other ethnicity, they will still strangely sound white.) However, the other voices of NPC’s etc are wooden and downright awful in places. Certain areas in the game are really cool, helping add to the tone and the immersion of the overall experience. The sound effects and score help with this too, but there is a level of polish that is clearly absent here. It lets the game down as a whole and is clearly the thing that stopped reviewers from giving the game a perfect 10 score at the time. People on the internet have given the game’s dialogue system a lot of hate over the years and while I can see where that is coming from, I’ve always personally thought that it functions perfectly fine. Fallout 4 was never going to break any major ground, it was never going to change the gaming landscape on any grand scale and it does feel like a 10+ year old game rather than just a six year old game. In hindsight, I’m okay with all of that, because at the end of the day, it is more Fallout and that was all that I needed it to be. Sure, it would have been nicer if the game had looked a bit prettier and some of

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