Pages

Tuesday, 31 July 2012

Total War: Shogun 2 patch tackles multiplayer desync bugs, improves lighting


For many, “Fixes to prevent desynchronisation (desync) in multiplayer campaign modes” will be the highlight of the latest round of updates to Total War: Shogun 2. Syncing up a multiplayer campaign requires the PCs running each instance of the campaign to high five every now and then to make sure everything is where it should be. Some people’s games were, tragically, missing high fives and then failing to catch follow up hits up high, down low AND on the rebound.
This patch will hopefully help with all that, but also adds a few visual tweaks in the form of an updated shader to “improve lighting in battles throughout the game,” horse animation transitions have been smoothed out, and the game is now more compatible than ever with Radeon HD7 cards. Here’s the full update list from Steam.
Total War is at the heart of the Steam Summer Sale today. Shogun 2 is 40% discounted. All of the other Total War games (apart from the original Shogun) are available in a big cheap bundle, available today at a quarter of its normal price.
Change Log:
• Lighting shader tweaks to improve lighting in battles throughout the game.
• A Multiplayer crash on host machine when searching for a 4v4 Set-up team siege battle has been fixed.
• Fixed crash when attempting to play Fall of the Samurai Historical Battles when players owns the stand alone Dragon War Battle Pack and not Total War: SHOGUN 2 Fall of the Samurai.
• Fix for players becoming stuck during the Avatar Multiplayer Tutorial after searching for a Match Made battle.
• The “Season” drop down list should now display correctly after changing map in a multiplayer Battle List battle.
• Wako pirates now have the correct banners in naval battles via the Campaign.
• Fix to prevent AI trade fleets grouped around occupied trade nodes in Campaign mode.
• Fix to prevent Mixed Avatars being able to join Battle List battles with ‘Mixed Avatars’ option turned off.
• Fix for bug in Avatar Conquest mode where players receiving a clan promotion were shown a message telling them they have been relegated.
• Desynchronisation (desync) message has been localised to French, Italian, German, Spanish, Czech, Russian, Polish.
• Fix for multiplayer campaign desynchronsiation (desync) when playing between German and Czech players.
• Improved compatibility with AMD Radeon HD 7 series graphics cards.
• Fixes to prevent desynchronisation (desync) in Multiplayer Campaign mode.
• Improved combat animation blending for cavalry.
• Added localisation to the multiplayer lobby for the status of TEd created maps when they are being shared.
• Fix for Sea of Japan naval battle map crash.
• Players can no longer delete the “Sea of Japan” Naval Battle map, and can delete their own maps (Created or shared through TEd) on the battle setup screen UI.
• Added localisation for battle setup screen UI in French, Italian, German, Spanish, Czech, Russian, Polish.

Team Fortress 2 crew coming to Hero Academy, cross-over hats coming to TF2



Hero Academy, Robot Entertainment’s tactical, turn-based team battle game is coming to Steam on August 8th, and it’s bringing some PC gaming all-stars with it. The entire Team Fortress 2 crew we know and love (and sometimes hate…I’m looking at you, Spy) will be playable. Read on to see how they fit into Hero Academy, and check out the TF2 hats you can get by playing it.
From the press release:
Team Bonus: Relentless Action – Stomping enemies grants an action point.
  • Spy – A cloaked unit who cannot be targeted at range. The Spy deals massive damage when attacking an enemy from behind.
  • Scout – A fast-moving recon hero; Players gain an AP when deploying the Scout. The Scout automatically hops backwards when hit by an opponent.
  • Sniper – The Sniper can target enemies anywhere in his row. At the end of your turn, the Sniper crouches. If he remains unscathed until your next turn, the Sniper gains increased power on his next shot.
  • Medic – The Medic heals and revives allies; He can link to a full-health ally to increase their power.
  • Engineer – A defensive hero with a basic ranged attack. The Engineer can upgrade allies’ weapons.
  • Heavy – The Heavy does AOE attack at range. Every successive attack deals more damage as his minigun spins up.
  • Pyro – He does full damage to two enemies in a row; The Pyro’s attack can hit cloaked Spies.
  • Demoman – The Demoman lobs grenades that do AOE damage. He does bonus damage when attacking crystals.
  • Soldier – The Soldier is a ranged hero. He uses powerful rockets to knock enemy units back.

And here’s a look at the new, Hero Academy-inspired headwear for TF2:





Monday, 30 July 2012

Mechwarrior Online trailer shows Centurion class, deals damage with dazzling lazers


A mech that’s effective at all ranges with all lasers, that’s what we like to see. The Centurion mech sounds like a good starting point for new players. A few tons of extra armour give it the resilience to last in a midfield laze-off and its flexible load out options should be fun to tinker with. The new Mechwarrior Online shows the Centurion reducing foes to scrap on beaches, in bases and tight arctic corridors. That last one looks to be Frozen City, the new map that the Mechwarrior Online devs revealed a couple of weeks ago. Take a closer look in the new trailer below.

Lord of the Rings Online: Riders of Rohan trailer shows mounted combat


Hobbits are a proud but diminutive race, so plonking one on an eight foot tall battle steed is probably a good idea if you’re planning to do some serious fighting. The upcoming Riders of Rohan update for Lord of the Rings Online will let us do just that. Whether mage or ranger, elf or Hobbit, everyone will get to do some war from beastback. Rich doesn’t trust horses. He thinks of them as secret lizards coated in hair, so a trailer showing hobbits and wizards riding them into battle on their backs is likely to freak him out. That is one of many reasons to post this very video, spotted on VG247.

Sunday, 29 July 2012

PlanetSide 2 hands-on preview: soaring over a free-to-play wonderland

Yes, I'll have some of this, please.
I’m standing on the hood of a one-seater ATV while my driver, GamesRadar’s Lucas Sullivan (here’s his side of the story), recklessly shuns roads and opts to bounce over hills. I don’t fall off. In fact, as an engineer, I’m able to repair the vehicle while apparently gripping onto the hood with my toes. It’s stupid and it’s fun, and it reminds me of the nonsense I used to get up to in past Battlefields.
A minute later we catch up with our third squad member, GameSpy’s Dan Stapleton (here’s his take on our adventures), who’s waiting for us to help capture a desert outpost. Lucas gets out of the vehicle. I get in. I run both of them over.
I’m laughing at my griefing, and then Dan squishes me. He falls out of the sky and squishes me. Now he’s laughing. Spawning on a squad member in PlanetSide 2 releases you into the upper atmosphere in a metal drop pod. You don’t have much control, but enough for revenge.

Free-to-play with friendly-fire

Creative Director Matt Higby tells me that friendly-fire is on to prevent grenade spam and encourage tactical gameplay. He assures me that griefers will be dealt with rapidly. Fine, sorry. I hope they are, though: how players play will ultimately determine how much fun we have in PlanetSide 2.

We’ve talked a lot about the game’s ambition: it’s hundreds of players in three empires fighting for territory across massive, persistent continents. It’s a playground filled with toys like hover tanks, sniper rifles, and drop ships, but it’s up to the players to fill it with strategy, tactics, and massive battles.
First of all, it needs loads of players to work, so SOE made it free-to-play. Cue “pay-to-win” skepticism. According to Higby, however, no one is going to throw down cash in return for super-bullets that vaporize your ribcage on impact. Instead, he repeatedly brings up “sidegrades.”
“The whole idea of ‘pay-to-win’ as a pejorative term for free-to-play games is something that we’re really, really trying to avoid,” says Higby. “So, things like new weapons you can always unlock through gameplay. You could get the Station Cash, which is our in-game proprietary currency, but because none of them are actual upgrades to each other, you’re never really buying an advantage. You’re just unlocking a different playstyle by using Station Cash to get those.”
“And things that actually do give you power, like a grenade which makes me stronger than I was without a grenade—it’s just a straight-up power-add—you can’t use Station Cash to buy that kind of thing.”

Higby explains that he wants players to always have room for character growth and a large selection of tools for their chosen job. A tank, for example, can be fitted with an anti-air gun and skyward-facing reinforced armor. It’ll be weak against anti-armor specialists, but a welcome guest at a base vulnerable to air assaults. It isn’t more or less powerful, just suited for something different. Ultimately, Higby says he wants to maintain a maximum 20 percent difference between the most and least powerful characters.

Flying purple people shooters

Even if PlanetSide 2 is full of players, however, it’ll be wasted potential if it’s inhabited by hundreds of lone wolves independently sniping insignificant targets. SOE heavily emphasizes the importance of joining a squad and eventually an outfit (a clan). Unfortunately, we’ll have to wait for the large-scale beta to give that a real go. If you can’t tell from the earlier hood-riding and team-killing, organization and coordination are limited while I’m squadded up with Lucas and Dan.
The Vanu Sovereignty is obsessed with ancient alien technology. What that means for you is hover tanks.
It’s tough to play the game right when you’re not playing for keeps. With so few players compared to the expected numbers at launch, we have to artificially focus the war on one region. Additionally, we have unlimited resources with which to purchase vehicles. If we were really playing, we’d have to fight for territory together to earn those resources, and we’d probably be drafting attack plans instead of trying to surf on hover tanks.
So, we’re trying to surf on hover tanks—Dan’s not bad at it, either. We just want to try everything we can, so I suggest we form a fleet of flying purple attack claws (Scythes, if you want to use the proper name) and attempt to fly in formation. We spawn at a distant base and buy our Scythes. On the way back to the action, Dan accidentally ejects. A few seconds later, Lucas ejects too.
I don’t know what was wrong with them (maybe they spent too long standing in the San Diego heat outside of SOE’s complex), but I kept flying. Scythe’s are good newbie vehicles: they’re fast, maneuverable, and capable of hovering, which lessens the chance that I’ll end up plowing dirt as the world’s most inefficient farmer. I’m surprised when I manage to take down an enemy aircraft.
Scythes are fast, fairly forgiving aircraft.
In Battlefield 3, it took me over a week to fly a helicopter with even a smidgen of competency. One lucky shot isn’t indicative of PlanetSide 2′s total learning curve, but I’m glad I can at least stay airborne. I’m still crashing a lot more than I’m destroying, though, so I’m well-convinced that this is an “easy to pick up, hard to master” deal.

Circumnavigating the continent

Since I’m probably not going to lead the Vanu Sovereignty to ultimate victory alone, I decide to break off from the combat and go for a tour of the continent. Scythe’s are speedy little things, so I’m able to circumnavigate the giant landmass pretty quickly.
There will be three unique continents when PlanetSide 2 launches. Each will have it’s own theme (the Scottish Highlands were brought up a few times), and the location I’m exploring is largely rocky deserts and deep canyons. From up high, it looks like an RTS map, all carefully carved up into high and low-ground to create tactical challenges.

I’m experiencing a lot of pop-in as I fly, but it’s a small price to pay for the ability to jet across such an expansive and gorgeous landscape without ever stopping to load anything. At one point I hit a fog bank and assume it’s land’s end only to discover that the cloud cover is just obscuring another deep canyon with more bases to capture. I’m conditioned to assume that maps shouldn’t be this big.
My favorite area is in the north: a dried-up tropical seabed scattered with alien coral structures. What strikes me the most is the “hand-crafted” feel. As I fly I can see how each base looks like it was built by someone who had a good reason to put it there. These aren’t prefabs plopped down on randomly generated height maps: natural formations have been carved to create tactical scenarios and the bases have easily intuited defensive strengths and weaknesses.
A base built into a deep crevasse, for example, might be well-defended from tanks, but is vulnerable to air attacks and troops on the high ground. A base in a foggy, forested area, however, might be better avoided by aircraft as sneaky anti-air soldiers can be hidden below the canopy.
The day/night cycle causes significant tactical shifts.
After my tour, I return to the action and crash into the side of a tower. Again, I’d have been more careful if I attached any value to my Scythe, but I’m playing the game like it’s Saints Row 3. The beta’s starting soon, and I’m looking forward to seeing what a massive, organized team can actually pull off. The first thing I want to do is get as many players in the air as I can to orchestrate my very own blitzkrieg (you always remember your first blitz, I hear). I want to darken the sky, rain fire, all of that, just to see if it’s a viable tactic. Bonus points if the enemy sees it coming and bolsters anti-air support to make it trickier.

Battlefield 4 beta not just for MoH pre-orderers, “we will continue to support BF3″ say DICE


In a post on Reddit highlighted by CVG, Battlefield 3 community manager Crash explains that DICE are still keen to support Battlefield beyond the release of Battlefield 4. “There are several teams at DICE,” he explains. “Starting work on Battlefield 4 does not mean that we will be abandoning Battlefield 3 or working any less hard to bring you the best expansions we can.”
“DICE and EA are dedicated to continuing our support for Battlefield 3. Just as we’ve continued to support and maintain Bad Company 2, we intend to continue providing the best Battlefield 3 experience we can well into the future and past the release of End Game and Battlefield 4.”
Crash also mentions that there will be other ways to get into next year’s Battlefield 4 beta, for those who don’t want to pre-order Medal of Honor: Warfighter. “At this time, however, it is the only way to guarantee entry.”
The post also highlights a few important points that the development team have received from community feedback, including better VOIP, the battle recorder, a spectator mode and “more robust eSports support.”
For many Battlefield fans it feels too soon for a sequel. Crash addresses this as well, saying “it’s worth noting that DICE has released a Battlefield game every two years or sooner AND Mirror’s Edge at least every two years. I truly believe that we’re in one of the best positions to be creating our next title.”
“Frostbite 2 has matured, we’ve been gathering fan feedback like crazy, Battlefield 3 continues to expand with features which we can learn from, and we’ve got more data about how people play than ever.”

Saturday, 28 July 2012

Skyrim mod collection adds Minecraft man, diamond sword, Creepers and rideable pig


Mr. Minecraft aka Steve is a too good an adventurer to stay in one game. The Minecraft man has tunnelled his way out of Minecraft into Skyrim. Look, there he is, eating some bread. It’s like meeting a celebrity. He can become a follower and aid you with a Minecraft bow and a diamond pickaxe, all with the help of a series of Skyrim Minecraft mods on the Steam workshop. Read on for a video of the mod in action.
The mods even add a Minecraft pig with a tiny saddle so that you can ride him. You can populate the world with Creepers and Minecraft zombies to fight. No Endermen, yet, thankfully, but it’s probably only a matter of time. The mod isn’t entirely stable at the moment, but if you fancy doing a bit of dragon slaying with Steve at your side, grab the files from the Minecraft Mods collection page.
Here’s Aussie Tech Team’s video of the mod in action. It is really quite surreal

GTA 4 iCEnhancer mod version 2.1 released, GTA games super cheap in Steam sale


The iCEnhancer has been beautifying GTA 4 for players for more than a year now. The mod uses custom shaders and post-processing effects to massively improve GTA 4′s visuals. Images like the one above from Ducan Harris’ Dead End Thrills demonstrate iCEnhancer’s power. Eurogamer note that version 2.1 has now been released, which is great timing. You can grab a pack of every GTA game for just £4.99 / $12.49 as part of the Steam Summer Sale.
The mod is available to download now from the Icelaglace site. The Steam/EFLC/1070 version, installer and configuration tool will all be “available quickly” according to the site. You’ll find the latest trailer below.
If you’re looking for more GTA 4 mods, check out this one that lets you play as Superman, there are more that add first-person mode and a gravity gun. For maximum silliness there’s always the one that renders all cars frictionless.

Friday, 27 July 2012

Portal Lego prototype gets 10,000 supporters, enters review stage, remains adorable


Remember the prototype for a Portal 2 Lego set that we mentioned a few weeks back? It was submitted on Lego Cuusoo, a site that hosts idea pitches for future commercial sets. If an idea gains enough followers it’s forwarded to a “review stage” where giant Lego men poke it to see if the idea’s viable, and then gradually rotate a huge, C shaped fist to deliver a clumsy thumbs-up or thumbs-down on the project.
Portal Lego has now reached that stage! Will it succeed? Who knows. It’s impossible to know what’s going on behind those fixed ever-smiling faces. It’s out of our hands now, but we can still look at pictures of the prototypes, which are probably the cutest thing on the internet right now. Take a look.
UPDATE: Rabbit Island is in fact the cutest thing on the internet right now, but Portal Lego takes a close second place.








Mass Effect 3 Earth DLC trailer has teleporting space samurai


Here’s a rousing trailer for the latest chunk of free DLC for Mass Effect 3′s multiplayer mode. The six new classes all get a moment in the limelight amid scenes of Earth’s destruction and the whole thing culminates in what’s best described as an “Avengers moment” in which everyone stands in a circle to do their signature hero power pose. There should be a command that triggers this at the end of difficult rounds. Each update has gradually snuck in more and more impressive close combat weaponry until now we get the opportunity to swordfight with Cerberus phantoms and assassinate reapers with devastating ninja dash. Awesome. The free update is live now.

Thursday, 26 July 2012

Chinese developer accused of asset theft by Torchlight boss


Torchlight creators Runic Games have found themselves in a public dispute with the creators of a Armed Heroes Online, an MMO for mobile platforms that’s currently available in the Canadian Apple App Store. In a July 13 forum thread about the game on Touch Arcade, an iOS-focused gaming site, users noticed similarities between footage of Armed Heroes Online and Torchlight.
Very soon, Runic President Travis Baldree entered the conversation. Baldree alleged that “All of the monster assets and every dungeon tileset, as well as voices, and most sound effects, are direct rips from Torchlight.” Baldree continues: “I didn’t see ANY monsters that weren’t ours.”
While PC Gamer cannot independently confirm the origin of the Armed Heroes Online game assets referenced, the evidence of plagiarism — a topic dear to our hearts — is significant based on what’s presented in the thread.
As these allegations were being made by forum members and Baldree, Armed Heroes Online’s creators made a statement in a separate thread. A poster, identifying herself as an EGLS (AHO’s developer) representative named Serena Zhang, denied any wrongdoing.
“We can hardly agree with Mr. Travis Baldree who judged that EGLS ‘wholesale stole most of the assets from Torchlight!’ only based on the similarity between several small monsters. The judgment is simply untenable.”
Zhang then shared a series of images that compare the appearance of both games’ main characters. (Left: Torchlight. Right: Armed Heroes Online.)
Comparison images shared by a representative from Armed Heroes, meant to downplay any similarity.
A comparison of the "Archer" class and Torchlight's analogue.
But then her statement takes a strangely defensive turn. Downplaying any similarities between AHO and Torchlight, she writes that Runic “ripped off” other games, including Diablo and Diablo II, and most curiously, Fate.
“In Fate, players are allowed to raise their own pets, cats or dogs, and equip them with 3 items. These pets can help players’ in-game characters fight, pick up and transport items. What is more awesome is you won’t lose them even if they run out of HP when they just wander around for a while and come back to fight for you later. If you feed them with fish, they can transform into various powerful monsters. In Torchlight, all the above elements are completely borrowed without any difference: cats and dogs, 3 available items, help in fight and pick up/transport items, feed them fish to transform them… Does everything sounds familiar? Then, does it mean that we can conclude that Torchlight blatantly ripped off Fate?”
The poster may be unaware that Travis Baldree designed Fate before coming to Runic.
Following that statement from EGLS, Baldree shared direct evidence of misuse of Torchlight’s assets: many sound file names from Torchlight—typos and all—are identical to Armed Heroes’. “The files named after our unique bosses and classes are particularly telling, as well as the ‘joke’ sound effect that Adam Perin our technical artist recorded for a rare sword,” Baldree tells PC Gamer. More visual evidence was presented by another forum member, seen below.
A screenshot comparison of both games' assets, posted by forum member "Ryan @ MMG."
Speaking directly with PC Gamer, Baldree calls EGLS’ statement “deliberately misleading.” But Baldree says they’re not seeking legal damages or royalties, but simply a removal of the game from the App Store. “At present, we’re hoping for news from Apple that this has been taken down in Canada, and won’t appear in the US App Store. We don’t have any objection to people taking ‘inspiration’ from our work — even slavish inspiration! But given that they are using the exact assets from Torchlight with minor alterations in places seems a touch unfair.”
We followed-up with Baldree for additional insight:
PCG: In your mind, is there any doubt that the assets referenced in the thread were taken from Torchlight? When was this brought to your attention?
Baldree: “I have no doubt that the assets were taken from Torchlight. I actually noticed the infringement myself and showed the rest of the team, when I saw their announcement video which was linked from a newspost about the Canadian release.”
PCG: How difficult would it have been for EGLS to have used assets from Torchlight? Did they have to do something in particular to gain access to those assets, or are they readily available through Torchlight’s SDK?
Baldree: They were all available in the SDK, and it’s actually quite trivial to do. The model files are in Ogre3D’s native model format, which is convertible to other formats fairly simply. Our textures are raw and uncompressed, as are our sounds. This was all done intentionally in keeping with Torchlight’s moddable nature. Our terms of use for the SDK and game content of course prohibit using those assets for monetary gain.
PCG: If EGLS or Apple doesn’t comply with Runic’s request to have the game taken down from the App Store, what would you expect Runic’s next action to be?
Baldree: I think this will largely depend on what Apple says in response, and what our lawyers advise. I highly doubt that EGLS will take it down independently, especially given their response. Never having been through this before, I’m assuming we’ll try to put together an even more comprehensive list of infringements and present them to Apple, but I can’t say for certain.
PCG: Thanks for your time, Travis.

Napoleon: Total War Darthmod update has “enhanced Battle AI that awaits to crush you”


The latest update to the Mythos Edition of the marvellous Darthmod project for Napoleon: Total War has landed according to ModDB, which makes this a good excuse to highlight Darthmod for any Total War players who haven’t considered modding the game at all just yet.
The infamously challenging has gradually added more and more units to Napoleon, and has tuned the AI to be more aggressive and tougher to beat. Installing it will add 191 new land units, 14 new naval units and extra visual effects that make Napoleon’s battlefields smokier, bloodier and more explosive. The mod also increases unit sizes and includes a campaign that supports 40 unit armies. The AI has been overhauled to use its generals more carefully, and combat has been rebalanced to make melee more decisive.
Those changes have been around for a month or so, but Darth Vader and co. have been busy tweaking the mod to make it better. Today’s tweaks sharpen up the AI even more. Check out the full summary of the many, many changes Darthmod Napoleon makes on its TWCenter page. And check out the latest changelog, for version 2.5+++ below.
Version 2.5+++ “Mythos Edition” (17/7/2012)
  • Fix of broadside damage being too weak.
  • Improved melee and animation mechanics for even more cinematic and realistic engagements. The AI is affected very positively and now should behave better and be more responsive.
  • Adjusted the Formation AI and now the BAI should be more effective overall:
  • The AI now forms proper double lines, more suitable for the 40 Unit battles engagements.
  • The AI now can defend more efficiently and artillery fires at the advancing human army without hesitations.
  • The AI should attack not too stretched out and more coordinated.
  • Managing properly the formation offsets now the BAI can attack more efficiently by exploiting the weakness of the human player, that is the ability to control many fronts at the same time and musket/charge at will. In short, the AI moves much more decisively in the battlefield and should provoke much more casualties to the human player.
  • CAI should now be much more mobile and eager to defend borders/settlements/cities and also to invade.
  • Rank fire has less fire delay.
  • Melee penetration enhanced to the maximum cinematic level.

Wednesday, 25 July 2012

Battlefield 4 is real, beta arriving Autumn 2013


Yesterday a banner ad for Medal of Honor: Warfighter pre-orders let slip mention of a Battlefield 4 beta. That banner was swiftly pulled. Today, EA are letting everything hang out. VG247 spotted more mention of bonus BF4 beta access in the latest Medal of Honor multiplayer trailer. Yesterday a tweet from the official Battlefield account warned that nothing is official until it’s appeared on Battlefield.com. Oh wait. Here it is. Battlefield 4 is real.
“The team at DICE is hard at work on the next entry in the Battlefield series,” reads the message from the team at DICE. “To ensure access to the exclusive Battlefield 4 beta, shooter fans can pre-order Medal of Honor Warfighter today.”
But what about Battlefield 4? Tell us more about Battlefield 4. Go on. “While there is no further Battlefield 4 news at this point – remember, if you don’t see it published here, it’s just rumor and speculation.”
Come not even a little bit? Show us a bit of concept art. A gun render. ANYTHING.
“We’re not ready to talk about Battlefield 4 yet – in the meantime, we hope you will continue to enjoy Battlefield 3 and all the Battlefield 3 Premium content still to come.”
Man. I guess we’ll have to make do with this trailer for Medal of Honor: Warfighter. Battlefield 4 beta access comes with the limited edition, which can be pre-ordered from Origin. But what would you like to see from Battlefield 4?

Having some form of “expert voice” in Greenlight is a good idea, say Valve


Steam Greenlight will redefine how games end up on Valve’s digital distribution platform. Greenlight will allow indie devs to foster a community and judge the popularity of their games, all from within Steam. For more, read Tom “Wonderbrain Behind Cerebral Yet Punchy Indie Gunpoint” Francis’ piece on how Steam’s role is about to change.
But even though Greenlight’s voting system will be open to all Steam users, Valve’s director of business management, Jason Holtman, has told PC Gamer that “expert voices” might get highlighted later down the line.
“There’s a lot of thought into how we get groups of customers to tell us things and give feedback. That’s a problem being directly solved with Greenlight,” said Jason, speaking to PC Gamer at Develop last week.
“Another way of maybe answering the question is: how do you involve experts in that situation?” says Holtman. “It’s a hard, interesting, challenge to figure out how experts enter into that. Media outlets are awfully good at gathering news and have journalists fulfilling a function they’re trained to do. They’re good creators of content.” Jason was probably thinking of PC Gamer when he said that.
Unlike pies, cobblers don't include a crust underneath the filling. This is an apple cobbler.
“There are people you read because they’re experts about peach cobbler or something. That’s better than a thousand votes by people about peach cobbler. It remains to be seen how we incorporate that, but I think having some element of expert voice in there is a good idea because it’s another set of data.” Since this interview we’ve promoted Tom Senior to cobbler editor.
“It’s another thing that customers want and it’s another thing that the developers want too,” confirmed Jason. “You ask the developer what they want to know about the game they’re building and they’re like: I’d love to get votes from customers and feedback from customers. I’d kind of like to know what PC Gamer thinks, I’d like to know what Best Buy buyers think, I’d like to know what the New York Times game critic thinks.
“If they could get all of those earlier they’d probably make better things.”
For more from Jason, read his take on Steam sales, the influences behind Greenlight, and the upcoming rating system.

Tuesday, 24 July 2012

Community heroes: we talk to the man behind Civilization II’s Eternal War


James ‘Lycerius’ Moore played a single game of Civilization II off and on for ten years, extending far into a dystopian future that he described as “a hellish nightmare of suffering and devastation”. The story caught fire, spreading from reddit to the specialist games press and national media before returning to reddit as /r/theeternalwar, where fans trade fiction, music, and art.
Last week, I spoke to James about his experience of the game, the rationale behind playing the same campaign for a decade, and what it’s like to have your cool gaming anecdote capture the imaginations of so many people. You can check out our previous coverage of The Eternal War here.
You said in your initial reddit post that the campaign is about ten years old?
Yeah.
Do you know exactly…?
It’s about nine and a half, something like that.
Presumably there must have come a point when you decided that you were just going to keep on going. How did that come about?
Well, I’d played the game far into the future, and there were some issues and I was just curious to see how long I could keep going. There’s this misconception that I’ve played the game non-stop for ten years, that’s not the case – I play it often, but over the years it’s [been] every other day or so.
I play lots of games, do lots of other things, but this game – it just kinda kept going and going. I noticed that, over time, nations were swallowing up other nations and there were these environmental factors and it was just really fascinating to muse on where it was all going. I just wanted to see what the eventual endgame would be. It was for my own edification, I never imagined that so many people would take interest in it.
Was there something specific about the way this campaign went that allowed you to get into the kind of situation you got into?
I imagine that you could start up any Civ II game and do this. The thing is, Civ II was a little bit more balanced than the other games, and you’re able to prolong and enjoy the world around you a little bit more, and in a little bit more detail – for example later games don’t really have global warming. Well, they do, but it’s maybe a single tile that’ll turn to desert instead of four.
In Civ II, things like that had enormous consequences. All of the coasts would flood and farming would be useless, and it happened over and over again – it happened two or three times before I started questioning, well, what would it be like if this kept going on? Eventually all the world’s land – the mountains and tundra – became flooded swampland. It was really neat.

Image: m00nnsplit’s ‘Celtania Archives’ newspaper.
You found yourself in a fascinating situation at the end.
It was just morbid curiosity, you know, and I think that’s why it was so popular with all these other organisations. I think people in general have this morbid curiosity about the world and where it’s going, and I think they saw this and just kind of latched on. You know, it’s by no means an accurate simulation of world affairs or anything like that, it’s just a game roughly based on such things, but I think it really captured a lot of people’s imaginations.
You ended up in a situation with the three superstates, and people immediately said “oh, it’s 1984” – this Eternal War thing. How much of that basically came from the mechanics of Civ II?
Oh, almost all of it. As time goes on, in most Civ games – well, Civ II and Civ V, now, that I’ve noticed – over time, throughout history, larger countries will envelop smaller countries until there are a few remaining superpowers. That seems to be a pattern in Civ II and Civ V in my experience, so the longer you play the more likely that outcome is going to be. Whether or not that’s part of the game design – whether they had that in mind, I cannot say – but it’d be pretty neat if that was their intention.
You said that it only maps onto real politics to a very limited extent – but it really has captured people’s imaginations because they see, for example, the story you told about having to shut down democracy. That’s interesting in and of itself. Am I right in saying that the AI factions are both theocracies?
Yeah, I believe so – a fundamentalist type of government.
Would that have been a more practical decision for you as well, that you didn’t take for other reasons?
Some people had argued that that might be the best way to go, but the person that was able to complete it in 58 years was able to do so with the communist government. In fact, the communist government worked out very well for them.
What was the key in the end, to beating it?
A mixture of units – for example, the Howitzer unit. I was primarily throwing tanks at the situation, and people who had a bit more tactical depth as far as the game is concerned were able to amass armies that my economy… well, I was concerned about saving but they just spent the entire treasury on one big push and rebuilt from there.
It’s not a particularly optimistic message, is it?
Yeah, precisely. It really wasn’t my intention to conquer the world, necessarily, but it appeared that this was the only way that peace was going to be a realistic option. There was a glitch I believe when playing on newer operating systems that the AI became much more aggressive and I believe that was what was causing my issue with the Vikings. Because of that it seemed like the only possible solution was total conquest. Were I able to vent that then I would.

Image: GildedDuke’s Civ V Eternal War scenario.
The reaction to it has clearly been way and beyond what you were expecting.
No kidding!
What was that like?
It blew my mind. It was only on reddit for two or three hours before I was getting all these calls, seeing it online – it was incredible, absolutely incredible.
People have really taken to it, creatively. Solving the puzzle is one thing – thinking “how do we fix this” – but the fiction and the art, what’s that been like?
It’s a very strange sort of vindication. I’ve been playing this game for ten years. This game was very important to me personally – it had this nostalgic, sentimental value because I’d been playing it for so long. I’d been playing this one game of Civ II since I was in high school and it just grew on me. I had this narrative in my mind about how this world went and I was really content for the longest time just seeing where [it] went. Then to have this happen, to have so many people show interest in something I had so much value and so much time invested in – it just felt really good. It was a really good experience.
Have you played any of the Civ V scenarios people are putting together?
I have not yet. I’ve seen two so far, and I do plan to play them. That in its own right is also great, that someone will do something like that.


You said that you had your own sense of what that world was like.
Yeah, after a certain amount of years of playing this it, I was just like, “wow… I had to do away with democracy”. There were so many things that happened, I couldn’t help it.
Did you document it as you were going, or was it just in your head?
It was just in my head. It was like, well, yeah I’ll return to this cool game I’ve been playing for a while. I just kept on playing, I suppose, and I thought it was pretty neat and I’d share it with reddit – and wow, the response was incredible.
Do you feel like it belongs to that subreddit community now, or are you tempted to do something else with it yourself?
I’m really not sure, but I put it on reddit and people have created art out of it – that’s incredible, and it’s the community’s at that point.
When I play Civ, my civilisations are always modelled after how I would like the world to be. But I’ve also got friends who play these games mathematically. They’re not worried about the connotations of turning to fundamentalism, say.
I’m on the opposite end of that spectrum, I would argue.
In what regard – that you play mathematically?
No, I play… romantically, I suppose.
How much do you feel like you had to break down that romantic approach to Civ to keep surviving beyond a certain point?
I think that, in its own right, was somewhat romantic. The democracy that I’d strived for was becoming a liability and the best course of action was to switch to a communist state. My ultimate intention was to restore democracy when the war was won, but that was romantic and adds to the narrative of the whole thing. Tragically so.

Image: ‘Neo-Viking Spec Op’, by Gauntes
Turn-based grand strategy is having a bit of a resurgence at the moment. Civ V: Gods and Kings is doing very well, Endless Space is doing very well – do you think there’s untapped potential for narrative in that genre, given your experience?
I would certainly argue that there hasn’t been enough attention [to narrative] in grand strategy games, or at least the ones I’ve played – Civ, GalCiv. I haven’t played Endless Space, that’s the new one, isn’t it?
Yeah. They’ve got an interesting approach to narrative, where their factions are really asymmetrical. You can be regular space dudes, but you can also be omniscient amoeba people that can see the entire map the entire time.

Interesting!
Your Civ story reached the point it got to because of the hard balance of the game. Would imbalance ultimately break that, or does it create better stories?
I think it can go both ways, depending on your interpretation of it – for example, in Civ IV I played as the Holy Roman Empire, built the Apostolic Palace in my capital, was the Pope, was able to set policies to have different Christian countries vote on it. That was great, because I was playing the role of the Vatican and that was a wonderful game, I really enjoyed it even though I was probably the weakest militarily. Because of my influence in the dominant religion I was able to be quite successful. I think that’s a great example of imbalance working in my favour. I think Civ IV was really great for that.
When I’m talking about balance I’m talking about the mathematical balance of Civ II, where empires were so enormous at that [late] stage of the game where each country has at least fifty cities and taking three or four cities is nothing. In Civ V, if you take three or four cities you’ve likely destroyed the enemy empire.
Is game design something you’re interested in taking further?
I’d love to take it further, certainly. It’s an art form, and ultimately that’s where my interests lie. My day job is as an insurance agent – dare to dream, right? So yeah I’d love to take it further, see what comes along.
You mentioned the roleplaying element of playing as the Holy Roly Empire in that Civ IV game…
Yeah, it was incredible. I have an enormous love of history – I’m an enormous history buff. Of course the Holy Roman Empire was neither Holy, nor Roman – but you could play as the Vatican in Civ IV and that was as close as I came.
That drive to – not recreate history, necessarily, but to re-enact certain parts of it – do you find that makes the experience more satisfying, to have certain elements that you know you’re doing ‘right’?
Yeah, absolutely. You’re following these historical tropes that seem to play out over the course of human history. When you see them repeated in the game, there’s a wonderful sense of accomplishment.

Image: infectedmanz’s ‘Celtania Propaganda’.
Do you think there’s anything developers could be doing to encourage that kind of creative engagement? It seems to be the thing that creates all the best stories.
Absolutely. In fact, I think there’s a lot they can do. I’ve really enjoyed what they’ve done with Civ V in bringing back religion and espionage. If they pursued that further, and implemented internal politics – I remember in GalCiv II, if you were a democracy you had to choose a political party, and there would be an element of internal politics which was incredible. Civ II had something like, if you took over the enemy capital there was a chance their nation could fracture into two opposing factions. There was also an interesting element like that in Civ IV where if you founded cities on another continent you could grant them independence and they’d become a colony – a vassal – of your empire. That was beautiful. If they reintroduced those elements – things like vassalship, colonisation – a little bit more complexity, perhaps, when it comes to running your empire.
I understand that they’re focused on conflict and making warfare as interesting as possible but things like inflation, interest rates once you’ve built a central bank – I can understand why that might put off some more casual players, I understand that completely, but I think it should be an option. You should be able to increase the complexity of the game.
I guess the deeper and more technical mechanical aspects of these games, despite sounding really dry, really enhance the game’s potential narrative depth.
I think it really does. There’s also things on the other end of the spectrum. Perhaps the game could write its own history. The war between Egypt and Arabia in, say, 1770AD – that could be recorded somewhere in the game for you to review, for it to somehow affect relations or policy in the future just as diplomacy between the West and the Middle East today is still marred by the Crusades – a thousand years later! I think that’d be really interesting. Keeping track, every game of Civ having its own timeline, it’s own story tell – just as real history has.
This kind of story is great for Civ and Firaxis. You can expect developers to be thinking, “how do we get this to happen, how do we get a guy to drop a story on to reddit that just blows up interest in the game.” The key to that seems to be including storytelling within the game itself – so it doesn’t need to be something that people only share on blogs and reddit. Making it something that the game keeps track of.
Yeah, exactly that. And if you go to civfanatics.com there are people who have done this before, who have written stories based on individual games. If the game itself did that, and rewarded you for doing so, for creating this real history – I think it’d be incredible. The storytelling potential is just totally untapped in that regard.
Many thanks to James for his time, and a tip of the hat to the /r/theeternalwar community for their excellent work.

Monday, 23 July 2012

Dungeons of Dredmor: Conquest of the Wizardlands DLC gets release date


It’s about time someone conquered those Wizardlands. Gaslamp Games are opening the gates on August 1 with the release of a new expansion pack for the cheeky indie roguelike, Dungeons of Dredmor. It’s called Conquest of the Wizardlands. A well as the new realm, a box that contains its own storage dimension, the ability to improve items by “encrusting” them, enhanced stealth mechanics and new skills, the DLC pack will also add “Drunkenness!” and “Minibosses!” and more for $2.99.
Get the full featurelist from the Gaslight Games site, and check out some mysterious artwork for the expansion in the latest blog post, including this image of a squid-addled deer.

Valve Linux bringing Steam and Left 4 Dead 2 to Ubuntu


A new official blog called Valve Linux has popped up, put together by an 11-strong team of developers on a mission to “strengthen the gaming scene on Linux, both for players and developers. This includes Linux ports of Steam and Valve games, as well as partner games. We are also investigating open source initiatives that could benefit the community and game developers.”
The team was set up last year, and have been experimenting with porting Steam and Left 4 Dead 2 over to popular Linux operating system, Ubuntu. “We’re just starting development and working with a single distribution is critical when you are experimenting, as we are. It reduces the variability of the testing space and makes early iteration easier and faster,” say Valve.
That’s just the beginning, however. “Based on the success of our efforts around Ubuntu, we will look at supporting other distributions in the future.” They’ve got Left 4 Dead 2 running natively on Ubuntu, and a basic version of Steam. They’re planning to polish both up over the course of the next few months and look into porting more games onto open source platforms.
“We’ll be posting more information about those projects (and others) on a regular basis. Since this is a new effort for the team, we’d love to hear your opinions about the blog so shoot us an email. We also encourage you to leave comments and ideas for future postings. We want this to be a community of game developers, communicating with each other and talking about current efforts and future efforts in a powerfully creative environment.”
You can take part and let your view be known over on the Valve Linux site.

Sunday, 22 July 2012

Star Wars: The Old Republic CGI trailer introduces army of killer HK-51 droids


Uh oh, someone in the Star Wars universe has locked up a deadly weapon lost the key and then forgotten about it again. This time it’s an entire factory of HK-51 assassin droids, the deadliest robots in the galaxy. Jedi, sith, evil emperors, tyrants, whoever you are, if you build a factory full of killer machines, write down where you left it and be sure to let someone know it’s there so they can keep an eye on it. If you don’t, you get ominous scenes like the ones rendered in this CGI trailer for Star Wars: The Old Republic. Watch and comment, meatbags.

Orcs Must Die! 2 available to pre-purchase


Orcs Must Die! 2 is out at the end of the month. If you’re already sold on the idea of Orcs Must Die! with new traps, a new sorceress character and co-op, then you might want to take advantage of the pre-purchase deal on Steam at the moment, which lets you buy the game early at 10% off, which makes it £10.79 / $13.49 or £17.99 / $22.49 for a double pack. Andrew went hands-on with the sequel at Pax earlier this year, and it sounds as though it’s shaping up rather nicely, though part of me still feels slightly sorry for all the Orcs I mushed last time around.

Saturday, 21 July 2012

Awesomenauts is coming to PC



The delightful 2D MOBA, Awesomenauts is coming to PC. It’s been out on the consoles for a few weeks, but it’ll be bringing its cheery Saturday morning cartoon charm to Steam “very soon.” beyond the bright art style, Awesomenauts is notable for the way it manages to map Dota-esque concepts like lanes, towers, creeps and jungles one a single plane. The collection of heroes is nowhere near as large as League of Legends or Dota. Instead of hundreds, there are six, but they behave as differently as you might expect a rat man monkey in a jetpack and a brain in a jar to behave.
Check out the official Awesomenauts site for more details, and be sure to catch the new PC trailer and screens below, if just for the Awesomenauts theme tune.