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Friday, 18 October 2013

Skyjacker lets you play space pirate in customized, destructible ships


After a long drought, the space-flight sim is coming back into vogue. Skyjacker, a new space combat simulator from indie developer Digitilus, simulates the lives of ruthless space pirates in an open, deep-space setting. Players’ ships will be fully customizable, and each mission lets them hijack, destroy, and loot enemy vessels for parts. To expand this experience, Digitilus is returning to Kickstarter to help raise funds for development.
Based on a series of novels written by Digitilus co-founder Eugene Zhukov, Skyjacker will feature a system of fully-destructible ships owned by numerous alien races. Players will follow the story of the ruthless pirate Ael, fighting as mercenary pilots harassing enemy ships traveling across the galaxy. While Chris Roberts’ Star Citizen is focused on creating a massive persistent MMO-like universe, Skyjacker will tell the story of a single pirate amid a vast galaxy.
The heart of Skyjacker will be first-person dogfighting combat, a system that the team is already very proud of. Skyjacker is only in alpha right now, but already has full joystick support. Each scripted mission will take place in a solar system generated from random variables such as the number of suns and locations of planets.
“Currently we have 24 basic types of mission scenarios which we’ll multiply to over 30 environmental assets,” Zhukov tells PC Gamer. “This way, we’re getting over one hundred possible mission conditions.”
Digitilus has turned to Kickstarter to raise funds before, and the result was the intricately detailed Starship Constructor app. Allowing players to build ships and experiment with in-game systems with the sandbox freedom of Kerbal Space Program or Minecraft was really important to the team, according to Zhukov. “Freedom is always good,” he says.
The question for me is, will the spaceship creator live up to the full creative promise of that freedom? There’s nothing wrong with ambition, but Skyjacker is a much larger project than anything Digitilus has tried before.

Zhukov was able to show me an ungainly eel-like starship built by an artist as a joke and, although he assured me it would fly “if you stuck an engine on the back,” the practicality of outlandish ships is still undetermined. It will do me no good if I can build a praying mantis starship, for example, if I can’t get it to perform in combat.
According to the developer, this freedom also manifests itself in combat, where players will be able to coordinate with each other to destroy enemy shields and disable engines without obliterating ships entirely. Having an intact ship to salvage will provide upgrades and raw materials to sell on the black market.
Players will also be able to express their creativity with the mission creator, a new toolset that Digitilus is hoping to develop with funds raised by fans. A new Kickstarter drive launches today to raise $150,000 for mission development tools as well as more powerful co-op and PvP multiplayer modes. Currently a server can support 12 players in a multiplayer match, but with funding that number could grow.

“We’ve received immense support from players,” Zhukov says, “and although we are committed to funding and completing the project ourselves, a successful Kickstarter will enable us to solidify the game and speed up the launch, providing galactic aficionados with all the features they want, much sooner than planned.”
Skyjacker is currently in alpha, and Digitilus has released a playable demo that you can play at their website.

Space Hulk’s latest free update includes new campaign to show fan appreciation


In a nod to its fans, indie strategy game Space Hulk has released a new—and free—three-mission campaign as part of its latest patch which went live today. The appropriately titled Messenger of Purgatory campaign surfaces as part of update 1.2, which also addresses the game’s optimization, visuals, and a variety of other improvements, according to its official changelog.
“We have had both a rough start as well as great support from all of you,” the developers report in the changelog. “So we decided to give you this one for free as a big THANK YOU!!”
Set—as always—in the Warhammer 40k universe, the new Space Hulk missions send you on the hunt for the remains of Captain Atarius. Thomas Hentschel Lund, CEO of the game’s developer Full Control, highlighted player feedback in his comments about the patch in the official press release today: “This game update addresses many of the fan requests and suggestions that continue to hone and refine the experience of Space Hulk.”
For some more background on Full Control’s PC translation of the classic board game, check out our preview of the turn-based strategy game.
Hat tip, Joystiq.

Interview: Assassin’s Creed IV game director Ashraf Ismail on the future of open worlds

People are obsessed with pirate ships. Before we sat down to chat proper, Assassin’s Creed IV game director Ashraf Ismail told me a story about how one playtester became so enamoured with the Jackdaw that he spent hours boarding it from every possible angle. “You know, we kinda needed to get some other things tested, but we let him at it anyway,” Ismail laughed.
Ismail’s in Sydney to show off a new build of Assassin’s Creed IV, ahead of its release in November. During a hands on preview, another Australian journalist spent an hour trying to overtake an enemy pirate ship. He died dozens of times apparently (because it’s a fairly high level feat to pull off) but eventually he did it without resorting to cannons.
People are obsessed with pirate ships. Ubisoft is banking on this obsession, because Black Flag will usher in one of the most dramatic changes to the Assassin’s Creed series we’ve seen over the course of its six titles. Naval combat and navigation is one of the core mechanics in the forthcoming installment, which releases for PC on November 22.
PC Gamer: You’re working across six platforms and two console generations with Black Flag. Is there more pressure on this title than ever before?
Ashraf Ismail: For sure. As a brand there is a pressure to bring something new and something fresh, but in terms of the number of platforms, no – that’s not really an added pressure. You can argue that with the next-gen stuff we need to raise the game a bit in terms of visual quality and immersiveness. So, yes there is multiple angles of pressure rising. But I think globally we deeply know as a dev team, as a company and as a brand that we need to surprise our fans. That was the objective when we started Black Flag two years ago: the key words were fresh and fun. We know we risk going stale, but the job is on us as developers to surprise people and that’s one of the reasons we went with a pirate theme and especially with doing a naval sandbox.
When you think of next-gen people have this notion that you need to experience something that you haven’t experienced before. Visual quality goes up, but the games also need to get bigger and immerse you more, and that’s where the idea of the naval sandbox came from. Not that it’s unique to next-gen, but it forced us to ask how do we take the city building that we know and just exaggerate and go much bigger and create a world that we’ve never had in AC, and hopefully which gamers have never seen. So yes, there is pressure but it’s a really strong motivator for us to try something different and to take a risk.
I remind people that it’s really risky to take a brand like Assassin’s Creed, which is very successful in terms of sales and fanbase, and then to say “you know what, part of the core experience now is naval combat.” I love the fact that Ubisoft went with it and supported us in attempting to do this. It’s a very risky thing and we could have totally screwed it up, but because of the pressure we know we need to take risks. It’s been a positive experience.
Is there a risk there that you’re fragmenting the series’ core elements – freerunning, stealth, land combat etc – with the introduction of naval combat?
AI: Again, it’s our job to ensure that the core of Assassin’s Creed is there. We do have a brand team, which is outside of the development team. That team is composed of writers, designers, project managers and so on, and they look at the larger arc that is Assassin’s Creed. There are people there who pay attention to what direction the game is going in and whether it is still fitting in with the brand pillars. Things like freerunning, fighting and stealth: these are really core and we’re never going to lose those.
I always say there’s a reason there are very few good pirate references in video games. Actually there’s almost none. The best in my opinion is Sid Meier’s Pirates. And that’s because if you want to do a credible pirate game you need to have cities, you need natural locations, you need to have an insane naval combat system but also a naval world, and to do that in one shot… I don’t know how any team could do it. There’s few pirate games because it’s a huge undertaking. We have such a solid foundation in Assassin’s Creed, because Assassin’s Creed 3 started pushing the naval navigation and nature, and they started the naval combat, so we had the ingredients in place. We could spend a good two and a half years developing something spectacular on those foundations. So yes, there’s risk involved in whether the naval stuff fits into the freerunning, but I feel like when people play the game they’ll feel like it’s Assassin’s Creed, yet the core experience will be so different and fresh that it will surprise people.
What are the most important elements of an open-world moving forward, apart from graphical fidelity? What do consumers want the most?

“We’ll always have an historical element because it’s core to the brand. Mark my words”

AI: For me, at its heart an open world game is a promise of an experience. The more immersed you are in that experience the more lost you can get inside the world. We worked pretty hard on making the world believable and credible. Having NPCs that look like real people who exist in that world, that’s always been a tenet of Assassin’s Creed since the first game. I think we can push that further. Beyond that – and this isn’t a hint of any future mechanics – I personally feel like there will be some element of connectivity. We’ve seen games that are single player games that somehow try to integrate the idea of other people interacting with your world. I’m sure that at some point with Assassin’s Creed, and with other open worlds, we’re going to see more of this. Demon’s Souls is a prime example of a single player game which is very personal which [nonetheless] let’s other people interact with you. I think that’s the best reference out there. I think we’ll see more of this, but all in the hope of immersing you more in the world.
With Black Flag, we want players to be completely lost in the Caribbean. What I mean is, you have a mission that is at the top of the map, but when you move in that direction the game world will keep inviting you to move off that path without you knowing it. Maybe if you find yourself, 45 minutes later, nowhere near that mission start, but you’ve done a bunch of harpooning and found a bunch of treasures and updated the Jackdaw, this for me is achieving a level of immersiveness that really only open world games can achieve. Those are the two fronts. We’re always going to push the immersiveness layer, having systems that attract you and pull your attention. On a pure feature basis there will probably be more social stuff, though I’m not entirely sure how yet.
Assassin’s Creed has become more generous with those distractions you mention. Is there an awareness within the dev teams that there might be a stretching point for these distractions? Is it possible to give the player too much to do?
AI: Yes, and I think the balance lay in what the purpose of this extra stuff is. We wanted to make sure that all the side missions and activities have a very simple function that a player can understand. So for example in this game, we’re blessed to have enemies that are not human: ships, inanimate objects that you can upgrade, more cannons and hulls, more defenses. All this allows us to have a progression system, and this system is a really easy way to reward the player. You need gold to buy the upgrades, therefore as you start to understand the economy of the game you start to understand what activities you need to do to get that gold. So you think: I need gold so I need to do this and this, which is better than selecting from a bunch of random icons on the map and trying them out.
We run into issues when we just put in activities that have no real purpose and are just there as content. As a game director I won’t do that – you can have some really cool stuff but it’s just meaningless. So the balance is really about the purpose and the function: if I’m doing this activity because it leads me somewhere, then it has a place in the game. You’ll see that in Black Flag: almost every single collectible, activity, side mission has a purpose, whether it’s to upgrade the ship or to upgrade Edward. There’s a function that’s clear and simple. We focused on that because we know that people can get lost in all the extra activities in open world games that are just there [for no reason].
It’s well known that naval combat and traversal was a difficult technical achievement. Specifically, what were some of the more difficult aspects?
AI: There are a million different things! I’ll start simple: the ship is an avatar. There is this psychological connection with players where you have a 3D figure on camera and you start to associate yourself with that character. You understand that the shadow beneath it places you somewhere inside the 3D world. These are mechanics that have been developed over years, starting with the likes of Mario 64. They’d been explored before that, but Mario 64 really defined a lot of this stuff.
So all of the sudden we have this ship that’s really big: its dimensions are awkward and we’re not used to it, and so where do you put the camera? How do you shoot, how do you drive? And at the same time not only is it a massive 3D ship, but you also need to feel that it’s a ship and still have it be fun to play and for it to be intuitive. When we started we had a lot of different prototypes for sailing, and some of them looked at sailing from a very accurate perspective. I’d say on some level they were fun, but on another they were completely unintuitive and unplayable. Just trying to sail and shoot an enemy was impossible. Finding the balance where it feels like a ship that you’re sailing on an ocean which has physics and you can feel the waves and wind, but you can also be in a combat situation: to not overwhelm the player with too many variables is really tricky. It took a lot of time with R&D and prototyping and trying different things.
The ocean itself is honestly one of the greatest achievements we’ve made. It’s fully physics simulated but we have full control over it. If we want it to go from a calm sea to an intense hurricane, we can do it. It feels natural and normal and logical and it’s beautiful visually. The guys who pulled it off, my hats off to them.
With the Abstergo narrative backdrop Assassin’s Creed could feasibly go anywhere. Is it possible the series could ever make a break from its historical settings?
AI: Feasibly, but I don’t think that makes sense. One of the pillars of Assassin’s Creed is that it’s historical fiction. I think it’s one of the biggest reasons why the series is so successful. Everybody in this world can love a certain time period or a certain historical figure, and I think one of our successes is that we go to time periods that you’ll never be able to physically visit or see. We excite people around this concept. To me, it doesn’t make any sense to have an Assassin’s Creed game that doesn’t have an historical element to it because it’s core to the DNA. I’ve been asked about whether Assassin’s Creed will make it to space in the future, and while anything is possible I think we’ll always have an historical element because it’s core to the brand.  Mark my words.
Users are given the opportunity to rate missions, which will offer feedback directly to Ubisoft. Do you expect conclusive results?
AI: This is a very contentious feature in the game. I really wanted it in the game but our mission guys really hated it, which I understand why. We had many avenues of feedback, and one of the most important things a designer needs to be able to do is take in lots of feedback, whether its ideas or playtest results or just watching someone play and writing down notes. You need to absorb this information and then digest it. You don’t take it at face value – some stuff you can – but you need to be able to digest and understand what is happening. For me this is just another avenue of feedback. Of course when we see a mission is rated extremely poorly then okay, something went wrong. We’ll ask whether it was the writing, a bug, or was it just not a fun mechanic that was being used. On the other hand if something is rated really well, then for future games we can look at that and analyse why this mission was great.

Thursday, 17 October 2013

TowerFall setting its sights on a January launch for PC


Indie platformer TowerFall may land on PC as early as January, according to comments made by the game’s creator Matt Thorson to Shacknews. Previously exclusive to the Ouya system, TowerFall won the Media Choice Award Sunday at the IndieCade Games Festival and still looks set to include at least some of the new content we first heard about back in August.
“There’s two new archers and five new towers,” Thorson tells to Shacknews.
Already one of the Ouya console’s most popular games, TowerFall’s PC version will surely find a wider audience on PC for its 4-player combat archery. Thorson’s comments didn’t include word of the previously hinted-at single-player mode or online play, although he did mention to Shacknews at the IndieCade festival that he hoped to include a level editor as well as Steam Workshop functionality.
While the transition of a game from a console-based version to a PC can sometimes be problematic, it’s great to hear that Thorson has in mind some options for players to customize their experience, either through their own level editing or the always wild and wonderful universe of Steam Workshop.

Call of Duty: Ghosts system requirements posted by Nvidia


Update: Well, that didn’t take long. Activision’s support Twitter account has just confirmed that these specs are not official.
Original story follows below.
While it’s not official, the likely PC requirements for Call of Duty: Ghosts have been posted on Nvidia’s website. The minimum requirements are pretty friendly to those without giant rigs, but a slight step up from previous CoDs given the transition to new console hardware.
According to Nvidia, Call of Duty: Ghosts’ helicopter-crashing dog antics (and other things) will require at least the following specs to run fluidly:
  • OS: Windows 7 64-Bit / Windows 8 64-Bit
  • CPU: Intel Core 2 Duo E8200 2.66 GHZ / AMD Phenom X3 8750 2.4 GHZ or better
  • RAM: 6 GB RAM
  • HDD: 50 GB HD space
  • Video: NVIDIA GeForce GTX 550 Ti / ATI Radeon HD 5870 or better
  • Sound: DirectX Compatible Sound Card
  • DirectX: 11
  • Internet: Broadband connection and service required for Multiplayer Connectivity. Internet connection required for activation.
Nvidia also “recommends” a GeForce GTX 780, but that’s an extreme jump from a GTX 550 Ti. Unless of course you already have one. In which case, go for it, Mr./Ms. Badass—it is possible that the game scales well between mid-range and high-end.
For comparison’s sake, these specs are similar to the minimum requirements that Ubisoft’s Watch Dogs will reportedly require, except for the crazy 50 gigs of space.
Ghosts comes out on PC November 5, apparently with dedicated servers this time. We’ve contacted Activision to confirm whether or not Nvidia’s post represents the official system requirements.

Indie dev shares thoughts on Steam Controller after getting hands-on


Dan Tabár, the game designer behind Cortex Command, got his hands on a prototype of the recently announced Steam Controller and says he has “no qualms” with the ergonomic feel of the controller and is “surprised how well it worked.” He told us he’s excited to see how the device will affect the feasibility of PC gaming in the living room.
Tabár tested the controller during a visit to Valve in September and had a chance to play some Borderlands with the new hardware, which he described as fresh off of an in-house 3D printer.
“What I like about controller specifically, is how surprisingly usable and good the touchpads felt almost immediately,” Tabár said. “It certainly is not the laptop touchpad experience frankensteined onto a gamepad. The new paddles on the back are a stroke of genius that makes me smack my forehead…and in general I just dig that Valve is clearly taking a fresh approach and leaving nothing because of some kind of sacred legacy expectations of what makes a good game input device.”
The controller’s touchpads will use a tactile-feedback technology in order to replace the thumbsticks that are mounted on the front of most traditional gamepads. At least in shooters like Borderlands, this is one area, according to Tabár, where the controller is still a work-in-progress.
“They do have some work to do on the haptic feedback for these kinds of games, because my impression was that it was rumbling and making klicky sensations constantly, not really giving me much useful tactile feedback,” Tabár said. “I see that as a polish/tweaking issue more than a dealbreaker though, and [definitely] something that will be fundamentally less of an issue with games that are built with the controller in mind.”
While he caveats that he only got to use the prototype in an FPS game, Tabár did wonder how people would adapt the controller to other genres, especially real-time strategy games.
“I do worry about people trying to use this with fast-paced RTS games and hope to stay competitive, or arcade fighting games, as another example,” he said. “Some game genres just lend themselves to specialized hardware like arcade sticks, auto racing wheels, flight joysticks, et cetera. However, as a universal controller, this seems to be a very flexible compromise.”
And as one of the three cornerstones of developer Valve’s plan to take PC gamers away from the traditional, desk-based, mouse and keyboard setups that most of us know, a feasible controller has got to be central to making couch-based PC gaming a reality. But it’s always tough to predict how new input devices will actually function without getting your hands on them.
Tabár says he’s “confident” the graphical editor for his upcoming Planetoid Pioneers project could be operated using the Steam Controller, even though the interface was designed for a mouse cursor. What’s clear from his experience is that many of the real advantages of such a radically new device won’t appear until we see games that are designed—from the very beginning—to work seamlessly with the new apparatus.

Wednesday, 16 October 2013

Following the tradition of most fighting game ports, NetherRealm Studios‘ clash of DC heroes and villains will enter the PC arena a few months after the initial brawl of its console brethren in the form of the Injustice: Gods Among Us Ultimate Edition on November 12. As you’d expect, the Ultimate Edition includes the base game along with all the previously-released DLC, which includes the characters Batgirl, Martian Manhunter, General Zod, Lobo, Zatanna, and a re-imagined Scorpion from Mortal Kombat. The DLC also includes over 40 new costumes and 60 S.T.A.R. Labs missions. Americans (or those who ship themselves an American copy) also get the game soundtrack. The Ultimate Edition comes out on November 12 in North America and Europe for $50/£30, and other territories “beginning November 29” with High Voltage Software at the helm rather than NetherRealm. I’m usually weary of ports not developed in house, but considering High Voltage ported the PC version of Mortal Kombat: Komplete Edition, I’m not overly concerned.


President of Worldwide Studios for Sony Computer Entetainment Shuhei Yoshida has confirmed over Twitter that the “basic functions” of the PS4’s DualShock 4 will be compatible on Windows PCs without the need for additional drivers.
When asked whether Sony planned to release PC compatibility drivers for the DualShock 4, Yoshida tweeted back “the analog sticks and buttons will work just fine” and the “basic functions” of the controller will work by default. Of course, Yoshida remained vague about what those “basic functions” actually were.


The folks at Joystiq noted that most third-party controllers use the XInput API, which sort of tricks your computer into thinking that controller is actually an Xbox 360 controller. It’s worth mentioning that the DualShock 3 controller doesn’t have XInput, and requires additional software, tweaks, and quite possibly headaches to properly run on a PC.
When asked if games would automatically recognize a DualShock 4 as a DualShock 4, Yoshida tersely said to wait for a field report after the PS4 launch. There are plenty of other questions out there regarding the DS4’s touchpad and motion controls, though I’d be perfectly content if games just recognized the controller’s buttons and joysticks. Here’s hoping that’s the case come November.

Injustice: Gods Among Us Ultimate Edition coming to PC


Following the tradition of most fighting game ports, NetherRealm Studios‘ clash of DC heroes and villains will enter the PC arena a few months after the initial brawl of its console brethren in the form of the Injustice: Gods Among Us Ultimate Edition on November 12.
As you’d expect, the Ultimate Edition includes the base game along with all the previously-released DLC, which includes the characters Batgirl, Martian Manhunter, General Zod, Lobo, Zatanna, and a re-imagined Scorpion from Mortal Kombat. The DLC also includes over 40 new costumes and 60 S.T.A.R. Labs missions. Americans (or those who ship themselves an American copy) also get the game soundtrack.
The Ultimate Edition comes out on November 12 in North America and Europe for $50/£30, and other territories “beginning November 29” with High Voltage Software at the helm rather than NetherRealm. I’m usually weary of ports not developed in house, but considering High Voltage ported the PC version of Mortal Kombat: Komplete Edition, I’m not overly concerned.

Asylum Jam to focus on horror without stigmatizing illness


Decrepit psychiatric hospitals with Gothic architecture and their mentally ill patients still constitute a lot of horror fiction. The recently-released Outlast and Bethesda’s upcoming The Evil Within both take place in insane asylums housing horrific monstrosities, but Lucy Morris dislikes those tropes and seeks to challenge developers to create a different kind of horror game.
“You should not use asylums, psychiatric institutes, medical professionals, or violent/antipathic/’insane’ patients as settings or triggers,” states the Asylum Jam’s website. The 48-hour jam, running from Oct 11-13, was inspired by Ian Mahar’s Kotaku article that examined the negative effects of the horror genre’s prolific use of mental illness, including the societal perceptions that come with having one such illness.
In an interview with Polygon,Morris and participants in the game jam go in-depth on the stigmatization of mental illness, the potential for the jam to open a discussion, and their desire to explore other avenues for the genre’s future. So while Morris and developers, who can still sign up at the jam’s site, admirably try to move away from the popular horror tropes, they will try to create new, inventive ways to frighten people.
Great. Now games can make me squeal like a child for even more reasons.

Friday, 5 April 2013

Deus Ex: Human Defiance trademark filed by Square Enix [Updated]



Update: Mysterious gaming sleuth superannuation reports a couple whois searches for the Human Defiance domain shows CBS Films as the registrant, a strong suggestion that the title is for the upcoming film adaptation from CBS and Eidos Montreal. Previously, director Scott Derrickson and co-writer C. Robert Cargill said they’re targeting a cyberpunk vibe for the film’s theme.
Original: Time to activate your speculation augmentation. You did all get that particular upgrade, right? Honestly, giant arm swords are all well and good, but they’ll hardly help you to deal with the news that Square Enix have filed a new Deus Ex trademark. The trademark application – submitted February 26 and spotted by NeoGAF – is for Deus Ex: Human Defiance, and has a classification class that heavily focuses on words like “computer”, “video”, “game” and “software”. What could it all mean?
Best case scenario: a follow-up to the excellent Human Revolution. Worst case? Probably an iPad game/movie tie-in for the upcoming cinematic adaptation. Other possibilities? A port of DX:HR, a standalone time-trial of all the boss battles, an HD remake of Deus Ex: Invisible War…
Okay, clearly my speculation drives have failed. What do you think Square Enix have in store? (And more importantly, if Eidos Montreal are set to make a sequel, where the hell is Thief 4?)
Thanks, CVG.

Thursday, 4 April 2013

THQ’s remaining properties to be auctioned in April – Homeworld and Darksiders up for grabs



The date’s been set for the final court-supervised auction of THQ’s remaining properties. Those titles not bought in January’s fire sale have been divided into lots, with initial bids due in April 1st. Final bids are required by April 15th, then, pending court approval, THQ expects to sell the remaining vestige of its existence by mid-May. *Sniff*
While the tastiest morsels have already been picked away, there’s still some meat clinging to the THQ bone. Darksiders, Homeworld and Red Faction are all looking for a new home. In an ideal world, the Homeworld license will be picked up by someone who’ll actually use it, and Red Faction will end up somewhere that recognises the brilliance of Guerrilla over the mediocrity of Armageddon.
Here’s the full list:
Lot 1: Red Faction
  • Red Faction
  • Red Faction Armageddon
  • Red Faction 2
  • Red Faction: Guerrilla
Lot 2: Homeworld
  • Homeworld
  • Homeworld 2
Lot 3: MX
  • MX Alive
  • MX vs ATV Untamed
  • MX Superfly featuring Ricky Carmichael
  • MX vs. ATV Alive Tournament
  • MX Unleashed
  • MX vs. ATV Unleashed
  • MX vs ATV Reflex
  • MX vs. ATV: On The Edge
Lot 4: Darksiders
  • Darksiders
  • Darksiders 2
Lot 5: Other Owned Software
  • All Star Cheer Squad
  • Elements of Destruction
  • All Star Cheer Squad 2
  • Fantastic Pets
  • All Star Karate
  • Frontlines: Fuel of War
  • Baja: Edge of Control
  • Full Spectrum Warrior 1
  • Full Spectrum Warrior 2: Ten Hammers
  • Battle of the Bands
  • Beat City
  • Juiced
  • Juiced 2: Hot Import Nights
  • Big Beach Sports
  • Big Beach Sports 2
  • Lock’s Quest: Construction Combat
  • Big Family Games
  • Neighborhood Games
  • Crawler
  • Pax Imperia
  • de Blob
  • de Blob 2
  • Stuntman: Ignition
  • Summoner
  • Summoner 2
  • Deadly Creatures
  • Deep Six
  • Terranium
  • Destroy All Humans!
  • Destroy All Humans! 2
  • Destroy All Humans! Big Willy Unleashed
  • Destroy All Humans! Path of the Furon
  • The Outfit
  • Titan Quest
  • Titan Quest: Immortal Throne
  • uDraw
  • Dood’s Big Adventure
  • World of Zoo
  • Drawn to Life
  • Drawn to Life: The Next Chapter
Lot 6: Licensed Software
  • Costume Quest
  • Stacking
  • Scripps Spelling Bee (Scripps)
  • Daniel X (SueJack)
  • Sherlock Holmes and the Mystery of Osborne House
  • Deepak Chopra’s Leela (Curious Holdings)
  • Fancy Nancy: Tea Party Time! (Harper Collins)
  • Supreme Commander
  • Supreme Commander Forged Alliance
  • Jeopardy
  • Jeopardy 2
  • The Biggest Loser
  • Journey to the Center of the Earth
  • Truth or Lies
  • Let’s Ride Best of Breed
  • Vampire Legends: Power of Three (dtp)
  • Marvel Super Hero Squad: Comic Combat
  • Marvel Super Hero Squad: The Infinity Gauntlet
  • Marvel Super Hero Squad: The Infinity Gauntlet 2
  • Wheel of Fortune
  • Wheel of Fortune 2
  • World of Zoo
  • Nancy Drew: The Hidden Staircase
  • Worms 2
  • Worms Battle Islands
  • Worms Open Warfare
  • Worms: A Space Oddity
  • Worms: Open Warfare 2 (Team 17)
  • Nexuiz
  • Paws & Claws Marine Rescue
  • Paws & Claws Pampered Pets Resort 3D
  • PurrPals 2
  • Rio
  • You Don’t Know Jack (Jellyvision)
  • Rocket Riot
  • Screwjumper (Frozen Codebase)
Wow, that’s a mixed bag of Other and Licensed properties.
Wishful thinking time! Who would you like to see bidding on the various series?
Thanks, GI.biz

Wednesday, 3 April 2013

The War Z is back on Steam



Following customer complaints over misleading information on The War Z’s Steam page, Valve removed the unfinished multiplayer zombie survival game in December. It’s back, and Valve has explained the decision to give the controversial shooter a second chance in a brief announcement:
“Valve and Hammerpoint Interactive collaborated to address community feedback, update the Steam store page, and make the title available for purchase worldwide. In addition, a patch has been released to update existing customers. As such, the special refund offering extended for The War Z Steam customers who previously purchased the title has concluded.”
Below is a comparison of the Steam information from when The War Z launched in December and now.

Original Steam store page




New Steam store page



Details that are not yet implemented or not available in the Foundation Release, such as areas as large as “100 to 400 square kilometers,” have been omitted. The phrase “single purchase” is also gone. While it’s technically true that the game can be played with one purchase, microtransactions extend to individual bullets, making it only technically true, with italics.
Selling bullets was one of many problems we dissected in our review of The War Z. The lack of voice communication, poor sound design, homogeneous landscape, exploits, hacking, and even spawn camping were among the criticisms that resulted in our 30% verdict. On that note, the new Steam store page also displays the game’s now-available Metacritic score of 23/100.
A screenshot from The War Z’s Steam page
The War Z’s Steam forum is filling with the expected mixed reactions. A thread titled “Petition to remove ‘The War Z’ from Steam” sits next to a thread inviting new players to a private server. Another thread trolls with “Should I buy War Z or Aliens: Colonial Marines?” while others take issue with specifics of The War Z’s return to Steam, arguing that the screenshots remain misleading.
The question, as I see it, is: should Valve be responsible for curating Steam, making judgments based on a game’s reception, or should it take a laissez-faire approach and let us decide (given accurate information) what to buy on our own? Given the introduction of Greenlight and some of Gabe Newell’s recent comments, the latter approach seems to be the direction Valve is traveling.

Tuesday, 2 April 2013

Fifth set of Steam Greenlight games greenlit: Anodyne, Distance, Organ Trail, and more



Valve has announced the fifth set of games to be promoted from Steam Greenlight to Steam distribution. The service gives everyone with a game and $100 the chance to earn a Steam distribution deal—so far, 76 games have been greenlit, and 16 of those have been completed and released on Steam. The latest batch is below:
Surgeon Simulator 2013 will make a fantastic addition to the seemingly endless cavalcade of [MLG] Pro simulation videos. [Update: by "will make a fantastic addition" I clearly meant that someone already made one last month, which is like a year in internet time.]
While these developers should be proud of their accomplishment, Valve doesn’t seem too proud of Greenlight: Gabe Newell recently called the experiment “a bottleneck rather than a way for people to communicate choice.” He wants to go further, doing away with “artificial shelf space scarcity” entirely. We game in exciting times.

Monday, 1 April 2013

DayZ Mod update 1.7.6: new zombie logic, arrows, and a fight about cans

A screenshot of wandering zombies by Reddit user fitzybaby.
DayZ changelogs are so much fun. Update 1.7.6 adds some important stuff, like a six arrow crossbow quiver and reusable wooden arrows with a 20% chance to break on use, and some less important stuff, like cans of Rabbitman beer and Chef Boneboy Ravioli. Or it did, until Hotfix 1.7.6.1 removed the modder-named cans after a big community argument. Darn, and I just said how fun these are.
But first: zombie logic. Zeds’ max target range has been reduced from 300 meters to 120 meters, they should zigzag less, and their running speed has been reduced. That doesn’t mean you can rest easy: “zed attraction” now causes the undead to “loiter closer to players over time,” sending them wandering into new territory. Early reports indicate it’s a welcome addition.
In other DayZ news, it’s now super easy to install the mod if you own Arma 2: Combined Operations on Steam. There’s an extra step to jump to 1.7.6, though: after installing, right click on the mod in your library, select “Properties,” hit the “Beta” tab, and select 1.7.6.1 in the drop down menu.
Oh, about the cans. 1.7.6 added new cans named for contributors to the mod, presumably because it seemed like a fun idea. A segment of the community did not think it was a fun idea, and said so (some more civilly than others), prompting the hotfix which removes them.
DayZ creator Dean “Rocket” Hall attempted to toss a bucket of water on the flames, writing in the forums, “Let’s not slaughter everyone just because something didn’t go quite according to plan and some people think it’s going in the wrong direction.”
I’d have been fine with tossing back a few Rabbitmans while eating my Herpy Dooves Canned Muffins, but I understand the complaint from hardcore roleplayers. I’m more of a LARPer, in that I would actually like a beer and a few muffins if anyone has some.

Sunday, 31 March 2013

How to find a StarCraft 2: Heart of the Swarm launch event near you



Much as we’ve all had a love-hate relationship with brick and mortar game stores, some of my fondest memories as a PC gamer have been lining up in the freezing cold with dozens of other gamers to grab the next big collector’s edition at midnight on launch day. If you’re hoping to have that experience with Heart of the Swarm, Blizzard has created a dedicated page to find launch events in your area.
So far, there is only one event listed for each region. There will be some Blizzard presence in Mexico City, Brazil, the US, Russia, France, Taiwan, Singapore, Australia, and, of course, South Korea. Many of these events will also feature prominent eSports pros. The event in our neck of the woods, in Irvine, California (near Blizzard HQ), will feature MC, Polt, Suppy, and ViBE, with emceeing by Day[9] and Husky.
If you don’t live near one of the officially-sanctioned events, I’d recomment the r/barcraft subreddit, which is a hub for organizing (mostly StarCraft-centric) eSports viewing events at local venues. Depending on your area, it’s not always 100% dependable, and tends to be US-centric, but most major metro areas have at least one or two. There’s also a running list on TeamLiquid with a few more locations, including the Czech Republic, Hungary, Germany, Croatia, Sweden, and Israel.

Respawn Entertainment will be at E3 with “no intention of showing up empty handed”



On March 1st, 2010, Activision fired Infinity Ward heads Vince Zampella and Jason West. Things were said, lawsuits were filed, Zampella and West formed Respawn Entertainment, half of the Call of Duty studio’s staff walked out, EA jumped in and got sued too, then Yakety Sax played until everyone got tuckered out. Amid all that, Respawn seems to have developed a very blurry game, which may come into focus at E3 according to a pair of tweets from Zampella.
The news is notable because Zampella and West are notable, and not just for their role in creating Call of Duty. Before forming Infinity Ward, they were at 2015, Inc., where they designed one of my favorite shooters ever: Medal of Honor: Allied Assault. The duo is partially responsible for two of the best-known FPS franchises ever, making Respawn’s next game potentially a major competitor.
But if they do announce a game at E3, just how will they announce it? At EA’s press conference? Maybe, but I think it’s also likely Microsoft or Sony has snagged the announcement as a card to play in the battle between the PlayStation 4 and Xbox DifferentNumber. Even so, that won’t necessarily make it a console exclusive, whatever it is. And by “whatever,” I of course mean, “probably a shooter.”

Saturday, 30 March 2013

Valve don’t even fire people like a normal company – Varoufakis on hiring and firing



The vision of Valve as a utopian game developer’s retreat was dented the other week, when details of internal lay-offs and firings were made public. In an interview with the EconTalk podcast, transcribed by Gamasutra, Valve’s in-house economist Yanis Varoufakis spoke about the company’s hiring and firing process. It is, as you might expect, all a bit weird.
“It does happen,” Varoufakis said about staff firing. “I’ve seen it happen. And it’s never pretty. It involves various communications at first when somebody’s underperforming, or somebody doesn’t seem to fit in with the rest of the company.
“In many occasions people simply don’t fit in not because they’re not productive or good people, but because they just can’t function very well in a boss-less environment. And then there are series of discussions between co-workers and the person whose firing is being canvased or discussed, and at some point if it seems there is no way that a consensus can emerge that this person can stay, some attractive offer is made to the particular person, and usually there’s an amicable parting of ways.”
The hiring process is similarly crowdsourced. “Let’s say you and I have a chat in the corridor, or in some conference room, or wherever. The result of this chat is that we converge to the view that we need an additional software engineer, or animator, or artist, or hardware person. Or several of them. What we can do is, we can send an email to the rest of our colleagues at Valve and invite them to join us in forming a search committee that actually looks for these people without seeking anyone’s permission in the hierarchy, simply because there is no hierarchy.” Anyone within the company is then invited to take part in the interview process, and consensus is sought before a hire is made.
Varoufakis also details the pay-review process, which he says is largely bonus based. He notes that there’s no upper limit to bonuses, so thanks to the nature of mutual review, “bonuses can end up being 5, 6, 10 times the level of the basic wage.”
“I wasn’t with the company long enough to notice, but there must have been situations where somebody didn’t fit in and eventually was edged out of the company,” Varoufakis admits. “But the vast majority of such moves simply contribute to the overall efficiency, and to the private joy of working there.”

Friday, 29 March 2013

Death Inc gets co-op multiplayer, Molyneux’s fervent support


Plucky Kickstarter project Death Inc. is still fighting towards its £300,000 target with a little over a week to spare. Yesterday, mighty man of games Peter Molyneux joined with other industry chums to pledge his support to the promising plague-bearing RTS, and today the devs have added another two major bullet-points to the game’s list of features: co-op multiplayer and iPad support. You can see both the multiplayer and Molyneux in action after the jump.
The game is sort of Pikmin by way of Monty Python and the Holy Grail, in which your horde of sweating, puking plague victims sweeps through Merry Old England, claiming the souls of its citizens for the Grim Reaper. It’s funny, gorgeous to look at and snappy to control – a fact which you can confirm yourself if you download the demo.

Thursday, 28 March 2013

QuakeCon 2013 announced for August



Things guaranteed to happen each year: incrementally improved new versions of popular products, at least one earnestly predicted end of the world scenario, and QuakeCon, id Software’s mega-LAN party/PC gaming celebration. This year the BYOC event will be held August 1st – 4th at its regular stomping ground, the Hilton Anatole Hotel in Dallas, Texas.
Don’t fancy lugging your rig across the country/world? Not to worry, Bethesda will also be showing off some of their upcoming titles for the first time in public. Chances are that means Elder Scrolls Online, but I’ve also got my fingers crossed for a possible Prey 2 revival.
As with previous years, attendance is free. The hotel is also offering a deal on rooms, details of which are available at the QuakeCon site.

Wednesday, 27 March 2013

Arma 3 alpha goes live next week; get instant access through Steam pre-order



Attention, soldiers! After a uniquely challenging development period, Arma 3 is set to begin public alpha manoeuvres next week. From the 5th March, pre-orders for the military sim will go live on Steam, offering instant access to anyone who purchases either the Alpha or Digital Deluxe editions of the game.
The alpha trial will include four missions (“Infantry, Vehicles, SCUBA and Helicopter”), a limited selection of weapons and vehicles, two multiplayer scenarios, the scenario editor and modding support. All this will take place on the 20 km² island of Stratis, the smaller brother of the full game’s 270 km² Atlis.
“The Arma 3 Alpha is a big milestone in the project’s development,” writes co-creative director Jay Crowe. “Testing early and often puts us on the right track towards improving performance, stability and delivering on our goal of creating a robust final release. It’s also a big opportunity to get the game in the hands of our passionate community, which enables them to start work on their own creations, tailored to the fourth generation of the Real Virtuality engine.”
A free, limited version of the alpha, titled Arma 3 Alpha Lite, will also be available a week after the purchase edition, from March 14th. The lite version lacks both multiplayer and modding support. A full list of purchasing options and their benefits is available from this handy comparison chart.
Arma 3 Alpha edition will cost €24.99/£19.99/$32.99.

Tuesday, 26 March 2013

Red Orchestra 2 mapping contest rewards the community’s best battlefields



Tripwire have announced the winners of their community mapping contest. Over $35,000 worth of prize money was handed out in recognition of the expertly crafted World War 2 battlefields that mapmakers have created, fuelling fans of the military shooter for months and years to come. The grand prize went to Danh Truong for his Winterwald map, a harrowing icy assault on/defence of Soviet anti-air.
The winners for “Best Original Level”, including Truong’s Grand Prize map, are:
1. Winterwald by Danh Truong, winning $10,000 and RO2 laptop
2. Bridges of Druzhina by Kieran Tobin, winning $2,500
3. Coldsteel by Johan van Pelt – wins $1,000
The contest also looked at “Best Remakes”, awarding quality re-imaginings of classic maps:
1. Gumrak Station by Maik Doktor, winning $5,000
2. Stalingrad Kessel by Florian Montaut, winning $2,500
3 (Tied). Arad 2 by John Cree, winning $1,000
3 (Tied). Rakowice by Johan van Pelt, winning $1,000
All the maps, along with runners up, are now playable from the Steam Workshop.

Monday, 25 March 2013

AMD’s TressFX hair rendering magic revealed, makes Lara’s locks look loveliest on PC


After teasing us all with its TressFX tagline – Render. Rinse. Repeat – AMD have today revealed their (apparently painstaking) collaboration with Crystal Dynamics: the world’s first real-time hair rendering technology in a playable game. Tomb Raider is the first title to get the treatment, with its bedraggled heroine’s bonce featuring the most advanced follicle tech ever.
Realistic hair is, according to AMD, one of the most complex and challenging materials to accurately produce in real-time. With so many different strands and physics computations needed to model their interaction with each other, it’s no wonder that we’ve been stuck with chunky polygon make-weight barnets in gaming. But no longer.
Cheer up, Lara, at least your hair looks nice.
TressFX uses the existing DirectCompute language to use the massively parallel capabilities of modern graphics cards, and AMD is citing the Graphics Core Next architecture as key to the ability to accurately render the hair in real-time. It’s not clear yet whether the TressFX tech is going to be proprietary to AMD’s Graphics Core Next architecture, or whether it’s going to run on any GPU with the compute capabilities necessary to handle such a large number of objects. However, there are strong suggestions it’ll be an open technology: AMD have talked a lot about using the open DirectCompute language, and though their GCN architecture is particularly well-equipped to handle this stuff, they’ve never stated it’s the only architecture capable.
That could be very important for the widespread use of the tech by different developers, and considering Nvidia’s Tessellation/compute-based hair tech hasn’t been really picked up since its launch alongside Fermi in 2010, you’d hope AMD would see the opportunities inherent in making their tech open for all. Plus, AMD has past form in championing non-proprietary tech, like the HD3D tech and the Heterogeneous System Architecture (HSA) it is soon introducing to its APUs – possibly in the PlayStation 4 and NextBox – so we’ve got high hopes.
Nvidia showed off this demo of tessellated hair back in 2010
The possibilities for this technology are thrilling: more realistic yetis, real-time beard physics, Hair Salon Simulator 2014…
Just imagine!
So, Lara, where you off to on your holidays this year? Rampaged on any endangered species lately?

Sunday, 24 March 2013

Resident Evil 6 benchmarking tool prepares your PC for the coming horror



Whether you want to play Resident Evil 6 is a matter best left to reviews. Whether you can play it is something we can answer right now. Nvidia and Capcom have teamed up to create a benchmark app for the upcoming action horror sequel. Think of it as a separate game for you PC, in which it’s forced to battle with extreme hordes of polygons and lighting. It’s even given a score and end-of-level Resi-rank.
The app also comes bundled with some extra promotional gumpf, should a few additional trailers be of interest. Honestly, I don’t think anyone was expecting Resi 6 to be a graphical juggernaut, making this a curious thing to release. Still, for those who are planning an outing with the zombie-laden co-op shooter, I’m sure the extra reassurance won’t go amiss. Alternatively, you can just bask in the smug glow of an S-rank, provided your PC’s up to it.
Resident Evil 6 releases on March 22nd.
Thanks, Joystiq.

Saturday, 23 March 2013

PlanetSide 2′s boss on bans – says team are “busting our asses” to get cheaters out



In an address to Reddit, SOE’s John Smedley explained some of the methods and miscommunications behind their continued efforts to ban cheaters from PlanetSide 2. It’s clearly an issue that Smedley feels strongly about, and he doesn’t pull punches when describing the team’s attempts to track them down. “It’s a constant effort,” he writes. “We just want you to know we hate them just as much as you do and we’re busting our asses to get them out of the game. Do we do it as fast as you might like? Not all the time no. But we also don’t want to falsely accuse people without solid proof.”
“If we have clear evidence of a person cheating we ban them. We search for any other accounts they have and we ban those too. We have very good hacking detection algorithms. They aren’t perfect though. There are some things that are very hard to detect.” Smedley confirms that there is no seven-day ban, but that temporary suspensions can be placed on accounts – either for actions that don’t warrant a full ban, or as a measure while the team investigates suspected cheating.
“Sometimes people say ‘But this guy is an obvious aimbotter’. That may be true. It may not be,” Smedley continues. “There are a lot of really good people in this game. There are also aimbotting scumbags. Telling the difference can be tough for our players sometimes but it’s not for us. However we are careful about who we ban. We don’t just ban because some player reports and says person X is an aimbotter. We actually put in the time to confirm this.”
Smedley finishes by reassuring players that bans aren’t the only tool in SOE’s anti-cheat arsenal. “After having personally viewed some of the major cheat sites I can tell you I’m blown away by how sophisticated some of these operations are. They are making money on this. We’re working on that from another angle too that I’m not going to go into just yet (hint. it involves lawyers). But we have the resources to fight this fight and we will keep doing it.”
Thanks, Polygon.

Friday, 22 March 2013

Guild Wars 2 cuts the price of combat – ArenaNet remove paid PvP



Today marks the release of Guild Wars 2′s much-teased second Flame & Frost update, The Gathering Storm. The patch not only adds guild missions, a new PvP map and a continuation of the game’s Living Story, but also brings a change to paid PvP tournaments. Specifically, it removes them, instead relying on a more robust matchmaking system that will govern the remaining free tournaments.
“One of the reasons we initially introduced Paid Tournaments was to create a place for hyper-competitive, highly skilled players to find matches with other players of comparable skill, leaving the Free Tournament system available for more casual competitive play,” explains ArenaNet’s Tyler Bearce. Now that the matchmaking system can accurately place players of a similar skill level, that paid tier is no longer necessary.
After the update, 1-round and 3-round free tournaments will be available, each with a separate matchmaking rank.
Bearce notes that any remaining Tournament Tickets can now be exchanged for Gold, Silver or Copper reward chests at the Ticket Merchant NPC, next to the Tournament Master in Heart of the Mists.

Thursday, 21 March 2013

Crysis gets VR mod – beam maximum graphics directly into your face



Listen, developers: if you’re planning to add Oculus Rift support into your games, you’d better do it quick. Wait too long and modding powerhouse Nathan Andrews will beat you to it. He’s unstoppable. Fresh from taming the Source engine to add head and gun tracking to Half-Life 2 and Black Mesa, he’s now turned his attentions to the CryEngine, and has a video of Crytek’s first nanosuited outing running with the tech.
“I ported the Half-Life 2 VR mod that I’ve been working on over to Crysis and Crysis Wars (and also Cryengine 3 if anyone is interested in building a game from the ground up with VR support),” writes Andrews, as if it ain’t no thing. The mod’s not yet complete – as you’ll see in the video, it’s lacking crosshair tracking and iron-sights, making aiming a bit difficult. Still, as proof of concepts go, it’s undeniably impressive.
This may be the thing that pushes me over into actively wanting an Oculus Rift. The device has always seemed interesting in an academic way, but the chance to go Predator through Crysis’ jungle island sounds simply irresistible.
Given that modders are geniuses who can do anything (probably?), which games would you love to see running in VR?

Wednesday, 20 March 2013

Watch Dogs will use new engine, not old Assassin’s Creed tech


Ubisoft’s much-anticipated hack-’em-up Watch Dogs will not be powered by the same engine behind Assassin’s Creed, which in the name of progress, is good news. The confirmation comes via Ubisoft’s Sebastien Viard, who is the technical director on Watch Dogs and has contributed to Far Cry 2 and 3. He Tweeted earlier today that Watch Dogs uses a “brand new engine” called Disrupt, which was created by Ubisoft Montreal and has been created for the express purpose of powering the new game.
The new info comes after reports yesterday that Watch Dogs will push what creative director Jonathan Morin is calling “hyperconnectivity.” Morin explained it as online “all the time and anywhere.”
Watch Dogs will release towards the end of the year – probably November

Tuesday, 19 March 2013

After Reset is a post-apocalyptic RPG with classic tastes

After Reset
There’s something attractive about eking an existence from the charred ruins of civilization. Perhaps it’s because of the various ways to share a story within such a backdrop. Or maybe it’s the carte blanche moments of acting like a complete butthead without consequence. Whatever the magic truly involves, it’ll hopefully work its way in during the development of After Reset, a (deep breath) Unity-powered, multiplayer, isometric, post-apocalyptic sci-fi RPG.
As the nameless development team describes it, After Reset “takes place in the future on Earth dying slowly after nuclear cataclysm that buried nearly all life on the planet.” They say we’ll get a “deep and emotional story” fashioned after genre greats such as Fallout and Stalker, as well as a custom adventure toolkit for modders and persistent multiplayer support.
Further pokings around the game’s website suggest After Reset is still in its very early concept phases. The Contacts section shows an “In Progress” for the 3D modelers and programmers section, a responsibility kind of required if any gamesmithing is to occur. That makes the peculiar presence of a pre-order button a little questionable.
Still, a few proto-screenshots and a fair amount of concept art are available for viewing, so it seems like the team is set on getting this project done. Have a look below. More can be found at After Reset’s website.
After Reset cave
After Reset desert
After Reset tracking
After Reset ghost city
After Reset gas station
After Reset first look
After Reset facility

Monday, 18 March 2013

The PS4 version of Diablo 3 may have offline co-op, no word on PC equivalent



In a video which has now been removed from YouTube (via the RPS forums), a Blizzard rep announced the addition of offline, shared-screen co-op to the PlayStation 4 port of Diablo 3. Whether this is strictly co-op, or will allow single-player offline as well, wasn’t specified, but it seems odd that offline play would be present and restricted to co-op. There’s no word on whether the feature will make it to PC, and Blizzard tells PC Gamer that it is not yet ready to share anything on the subject.
Offline play has been a highly-requested feature among Diablo 3 players since before release, with its always online model presenting one of the largest controversies in a story that has had more than its share—the infamous “Error 37″ connection failure that plagued launch is up there among the most recognizable memes in PC gaming.
Early interviews with Blizzard seemed to suggest that always online was a decision made in order to give us the best version of the game possible. If the PS4 version really has offline co-op, we have to wonder why they’re allowed to have “not the best version” and we aren’t. The most obvious assumption is piracy concerns.
We’ll update you as soon as we know more.

Sunday, 17 March 2013

Black Snow co-op mod: because it’s better to flee the darkness with a friend

Black Snow
Forget for a moment about debating what happens to horror’s impact whenever another player enters the scene. When you open a murkily lit doorway framing a pitch-black hallway seething with malevolent abominations of shadow, you’ll want someone close by to cling to…or a giant, stuffed teddy bear. The Black Snow mod for Half-Life 2 is sadly bear-less, but its new co-op mod-in-a-mod revisits the atmospheric creepiness with up to four players and up to four pairs of pants ready for wetting.
Piggybacking (with permission) on the original single-player Black Snow, the co-op mod adds a few necessary communication binds such as a character, radio, and inventory key. You’re also equipped with a flashlight, since foraging for items in the dark sort of gets easier when you have a bit more light. That’s just me, though.
The objective in Black Snow’s co-op stays the same: gather items, solve puzzles, and fight bravely run away from Very Scary Things. As part of a response team sent into the eerily silent Amaluuk Research Station housed within the icy grip of Greenland, you need to figure out what happened, where everyone went, and oh my God what is that thing runrunRUN.
If you’re ready, head over to Black Snow co-op’s website and give it a download. Be sure to grab your nearest teddy-friend for support.

Saturday, 16 March 2013

BioWare: next-gen graphics are “a big leap,” but the difference “won’t be as obvious”

Mass Effect 3 DLC casino
We’ve heard from Crytek on the stacked odds next-gen consoles face against PCs in the ongoing struggle for graphics glory, but BioWare has some thoughts on how money factors into whatever dances across your screen. In an interview with OXM, Art Director Neil Thompson believes the next graphics tier will represent “a big leap” for studios, but any such progression “won’t be as obvious” due to already ballooned budgets.
“People will do things in a cleverer fashion—and I have to be careful here as there are non-disclosure agreements involved; I think they’ll be better prepared, shall we say—but we can’t see a ten-fold team increase again as the budgets would just be ridiculous. You’d have to sell 20-30 million copies before you broke even,” Thompson explains.
Though Thompson’s comments deal more with the generational differences between consoles instead of PCs, his stance on developers staying economically aware as they push their games’ visuals further seems pretty universal. It’s a far cry from the consumer side of the issue, as gamers can achieve comparable visual quality with a setup costing as little as $600.
“I think the main thing is that the industry doesn’t get itself into a corner where it becomes economically nonviable to make a game,” Thompson continues. “The last technology iteration caught folks by surprise, especially with the number of people you needed and the skillset jump that was required to do the work that people expected. In the last generation, the perception was that it was going to be a ten times improvement over the previous generation.”
Check out the rest of OXM’s interview for more of Thompson’s words on BioWare’s art direction and life at the studio.

Friday, 15 March 2013

Red Alert and Tiberium universes planned for new Command & Conquer


The upcoming, free-to-play Command & Conquer is based on C&C: Generals—it was originally being developed as a sequel—but Victory Games says it plans to add the Red Alert and Tiberium universes sometime after launch. Speaking at a preview event last month (read our hands-on impressions), Victory Games GM Jon Van Caneghem laid out those plans and more as he looked ahead to the next 10 years.
“So, we like to say that 2013 is…the beginning of the next 10 years of Command & Conquer games, and we’ve been building this platform and this first game to start that process,” said Caneghem. “As we mentioned, our first outing is going to be in the Generals universe…but over time, we want to add the Tiberium universe and the Red Alert universe, even a new fiction we’ve been working on.”
I was also happy to hear Caneghem mention plans for single-player campaigns. “This really becomes a service that just goes, and goes, and goes,” he said. “We’ll be adding content weekly, monthly, constantly going forward: new universes, campaigns, single-player, more game modes.”
When asked, Caneghem wouldn’t elaborate on how single-player content will be monetized or if we can expect the series’ trademark FMVs. Victory also isn’t saying exactly when Command & Conquer will enter open beta, other than “sometime this year,” or when we can expect the Red Alert and Tiberium universes to show up. We reached out to Kane for comment, but he just did this.