E3 2017 - Hands on with Everybody's Golf and Matterfall
E3 officially begins on the Tuesday, but as you will know,
most of the press conferences happen the day before and that is when
PlayStation have their Showcase event. Before the event kicks off, they do
invite people in to play some games and enjoy some food and drink, which is
very nice of them. It is at this year’s event where I got to go hands on with
both Everybody’s Golf and Matterfall and here are my impressions.
Kicking things off with Everybody’s Golf, the next entry in
the long running PlayStation golf series, while time with the game was small,
it was still fun. Hitting the ball has you pressing X to begin the slider
moving across the screen, before it starts to head back to the starting position,
when you press X again to launch your ball. Press it to early and you will
slice the ball, too late and you will hook it and if you are way off, you will
get almost no distance.
The games biggest addition this time is that you can wander
between holes, no more are you going to be stuck watching loading screens
between holes, once you sink that birdie, you can head on over to the next hole
yourself. Given this freedom, there would need to be more for players to do
than just golf and it seems that the team at Camelot Software are doing that, after
you create your own character, you can interact with other real players on the
greens. Even if that does not appeal to you, there are also a series of mini
games to be found, keeping the fun coming for a while anyway.
While golf is not a game that appeals to a lot of people,
the more relax and simplistic nature of Everybody’s Golf should draw more
people in, the upside of course to this is that the game is out this August.
Matterfall is something completely different, made by the team
that crafted the incredible Super Stardust and Resogun, Housemarque are taking
their intense action roots and attaching it to a metroidvania inspired world
and it looks good. The game is a platformer, but is going to imbue itself with
the score attack style of game that the developer is known for, but drawing
inspiration from games like Turrican and Gunstar Heroes.
The gameplay is a little slower paced at times than their
past games, but don’t let that fool you, there are times when it can become
super intense. What is helping the game be a little different, at least for me
is that if you take Mega Man, combine it with a Metroid world and add in some
cool movement mechanics, you are getting something different, yet with a foot
still planted in familiar. There are these walls, made out of semi-transparent
blue bricks that you can’t walk through, you can shoot through them though, but
if you try to walk through them, you can’t, in order to get around them, you
need to dash through them.
Your player can double jump, thanks to a small jetpack on
his back, but can also dash in any direction, sometimes you will need to dash
up, other times to the side and that is just with the platforming. If you dash
into enemies, you can stun them for a short while, which in turn allows you to
take aim and take them down, perfect if there are a lot of them on screen. The
stun dash move only impacts those right near you, so you will still need to be
sure that you can take them out without issue.
The game does not offer a minimap though, so it’s very much
like the original Metroid in that sense, but unlike that game, there are only a
few small sections you can explore, with the bulk of the game having you go
from left to right all the time. In addition, the blue walls that I mentioned
before can also appear to be empty, but you can fill them in with the matter
that you collect, from around the world and defeating enemies. The game looks nice,
but when the studio is known for ostensibly twin stick shooters, I wonder how a
platformer will handle, though there is not long to go until we find out, as
Matterfall is out August 16th.
Luke Henderson