After enjoying my visit to Insomnia63 last month, I was looking forwards to visiting similar events in future. However, I wasn’t expecting the chance to attend another one quite so quickly. On Sunday I went to the final day of EGX 2018, alongside two of my friends. Danny, aka Adoboros, has also written up his thoughts on EGX here if you want to read them.
As Insomnia took place so recently, and in the same building as EGX, I instantly noticed the visual contrast between the two events. While EGX had a similar number amount of stands, it appeared less visually cluttered and more organised. Its fairly dimmed lighting made navigation easier by allowing colourful stands and lights to stand out. From an audio perspective, EGX also had fairly good sound balancing, where loud displays didn’t spill over into quieter displays too often.
Finally, the ratio of game displays to merchandise displays was weighted far more in favour of gaming at EGX. Merchandise was given a fair space, but games were front and centre.
I can’t go to a games expo and not mention the games, so here we go. The first game I tried was Soul Calibur 6. I’ve previously enjoyed Soul Calibur 2, 4, and 5, so I had a fairly good idea of the newest instalment might be like. SC6 delivered everything you would expect from a 3D fighter – fluidly-animated character models battling in beautifully rendered backgrounds, accompanied by flashy weapon effects. It slightly refined and polished every part of SC5 …. However, that’s all it did. To me, SC6 felt like an update rather than a new game. The only gameplay difference I saw was an increased use of dramatic slow-motion hits and special attacks which took away my camera control. For me, that was a negative change. It increased spectacle and drama, but at the expense of player control.
Then, I played Team Sonic Racing. The core aspects of arcade racing, drifting to gain boost, and using item pickups to take out opponents were all present, and they felt just as satisfying as they did in Sonic & All-Stars Racing Transformed. The ability to trade items also seemed helpful. With my play time limited to one race, I couldn’t get much information about the team interactions, or how much strategic play the team ultimate mechanic may offer.TSR is enjoyable, and I appreciate that Sumo Digital are building a more co-operative racing game, given that previous attempts at this style, like Onrush, have struggled.
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