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Wednesday 30 January 2013

DayZ’s Dean Hall answers questions on Standalone release, engine plans and The War Z


Dean “Rocket” Hall, creator of zombie survival mod DayZ, recently took part in a Reddit AMA thread, answering questions on the development of the upcoming standalone version of the game. During the Q&A session, he outlined new features and release plans. He also talks frankly about the impact of controversial rival The War Z, saying “I am angry about the WarZ. I’m very angry. I’m quite hurt personally because anyone can see how similar the words are, and while the average gamer knows the difference individual people don’t.”
When asked if DayZ Standalone – originally due for release last year – would now surface before April, Rocket said, “Yes I think so, but anything could happen and usually does. We’ll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn’t work out so good.”
He also confirmed that Standalone’s focus will be firmly on the Arma 2 engine. “My real hope, is that the next “DayZ” comes out and get’s it’s big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that’s the awesome thing about this community.”
Inevitably, the issue of The War Z was also raised. “I don’t think I’ve ever said they weren’t competition. But I have said … that competition doesn’t necessarily mean lower prices or better quality for the consumer (automatically). It can actually mean that companies get carried away competing for something that isn’t important (such as perception, or marketing).”
“I’ve had family members/close friends mistake the difference and confront me about what they believed was unethical behavior they thought I was making,” Rocket adds. “I really don’t think anyone can understand just quite how exasperated that can make you feel when you’ve gambled everything on something, put your whole self and reputation on the line. So it hasn’t made my life very pleasant and I disagree entirely with the conduct and how consumers have been treated.”
You can see a full digest of the DayZ development progress highlighted in the AMA here. It covers everything from individual feature tweaks, to the possible tease of a new map: “I think DayZ needs a new map, [Bohemia Interactive] made, that features a western city… let’s just say I have plans.”
Thanks, CVG.

Codemasters face job cuts, Grid 2 and F1 reportedly unaffected



Codemasters is currently in consultation with members of staff, who were told yesterday that they were at risk of redundancy. An anonymous source for GamesIndustry International claims that around 80 job cuts are being planned. While Codemasters have confirmed that the company has proposed a restructure, and that the consultation process has started, they say that their core titles – including Grid 2 and the F1 series – should be unaffected.
The studio have released the following statement:
“As the Company realigns its operations to focus on areas of increased strategic importance and decrease resources in areas that are not delivering value for the business, the Company has proposed the restructure of certain aspects within its digital development and publishing units in line with future product strategy.
“As a result of the proposed restructure, the Company has therefore entered into a period of collective consultation with the affected employees.
“The restructure is not company-wide and is not anticipated to impact the development of its core console and PC titles such as GRID 2 or its annual FORMULA ONE title.”
As well as the recently formed Codemasters Racing Studio, which is responsible for the Dirt, Grid and F1 franchises, the developer also has a publishing arm and online team. The statement suggests that it’s these latter two departments that will be affected by the cuts.
Thanks, Eurogamer.

Legend of Grimrock sells over 600,000 copies, devs tease future content



Almost Human, developers of Legend of Grimrock, have shared details on the performance of their Dungeon Master inspired RPG. According to their 2012 recap post, the game racked up over 600,000 sales through the year. To celebrate, they’ve also released teaser images of some brand new dark, dank dungeons, suggesting that new content is incoming.
“Legend of Grimrock … was the best seller for two weeks in Steam and has continued to surpass our expectations,” writes Almost Human’s co-founder Juho Salila. “we’re now proud to announce that Legend of Grimrock has sold over 600.000 copies! We would’ve been happy with just one tenth of the sales numbers, so needless to say we’re very happy and the future of our company is secured for a long time.”
The post also celebrates the success of Grimrock’s Steam Workshop support, which hosts over 450 mods for the game. “Our great community is always surprising us with their skills, creativity and activity in the forums … That means you don’t run out of dungeons to explore in the future.”
Two images are included with the post, giving a hint as to what Almost Human will be working on in the coming year. “But beware,” they say, “this is only the tip of the iceberg.”


Wait, is that a rat person in the second image?

Trials Evolution bunny-hops the console fence, lands on PC this March



RedLynx sure know how to keep a platform waiting. Their breakout biking hit, 2D motorbiking platformer Trials 2: Second Edition, launched on Steam back in 2008. Since then they moved their game-development garage to Xbox Live Arcade, making the expanded and enhanced Trials HD and the flipping brilliant Trials Evolution. Unfortunately, it seemed as if the PC had been long left in the dust. Instead, RedLynx appear to have been biding their time for a dramatic re-entry, as they’ve now announced Trials Evolution: Gold Edition.
The Gold Edition will include both Trials Evolution and Trials HD, in a version that’s “specifically enhanced for PC.” Both games will run in Evolution’s fancier engine, with Ubisoft Shanghai handling porting duties, and RedLynx overseeing the process. The 2D motorbike platformer is due out for “both digital and retail channels” on March 22nd.
What doesn’t appear to be included are the two Evolution DLC packs, Origin of Pain and Riders of Doom. Presumably they’re being held back for future PC DLC. Still, you do get the ace Trials track editor, which has been responsible for a wealth of crazy courses, including this familiar level:

PC Gamer UK Podcast: Episode 83 – Spacetime Knife-Fight Disco



Graham, Chris and Marsh discuss Kentucky Route Zero, Dark Souls, Deus Ex and more in the latest episode of the PC Gamer UK podcast. Also featuring Increpare’s Slave of God, NVidia Project Shield, Piston and your questions from Twitter. Marvel as we identify an entire new genre of adventure games! Sigh with relief as Chris looks like he might be starting to talk about Mass Effect again, but doesn’t! Shake your head slowly as, at a certain point, we forget entirely how to speak!
You can subscribe to the podcast on iTunes, or download the MP3 directly. You can also listen to it on YouTube. Follow PC Gamer UK on Twitter to be informed when we’re putting the call out for questions. Alternatively, follow us as individuals:
Graham@gonnas
Marsh@marshdavies
Chris@cthursten

Show notes

Tuesday 29 January 2013

Left 4 Dead 2 gets Steam Workshop support



Valve have posted a patch for Left 4 Dead 2 this morning. Along with the regular old incomprehensible patch notes, (“Cleaned up DLC add-on file dependencies and simplified talker file structure.” Huh?) they’ve finally enabled Steam Workshop support, creating an easy system for browsing and installing new weapons, campaigns, items and – er – clothing. I guess the Venn diagram of fashion enthusiasts and mod creators does have some crossover.
As it’s only been live for a few hours, L4D2′s Workshop listing is still a bit barren. It shouldn’t take long for some top content to appear, though – Left 4 Dead 2 already has a healthy modding community, so, with any luck, some of the best will be uploaded in the coming days.
Adding mods to the game was already a relatively simple process, but of course the Workshop streamlines it down further and, perhaps more importantly, will automatically each mod with any patch the creator uploads.
Hopefully we’ll soon see some of the great community created campaigns start to appear, like these brilliant Back 2 School maps.

Thermalright’s AXP-100 could be the perfect CPU cooler for your homebrew Steambox



The recently released AXP-100 is the latest low-profile CPU cooler released to the UK market designed for those powerful mini-ITX motherboards I’m so fond of.
Cooler manufacturer Thermalright might be better known for their hefty, macho chip chillers, like the hefty Macho Rev.A tower cooler, but this here low-profile design ought to deliver some impressive cooling performance too.
With six 6mm heatpipes shifting the heat from the CPU out to the heatspreader and fan array it’s got the sort of cooling layout you’d normally expect to see in larger tower coolers. In fact the massive Macho Rev.A cooler is also running with six 6mm heatpipes too.
But it’s not all about the pipes and fins though, the actual fan makes a big difference to the cooling performance of your chip chiller too. The AXP-100 comes with a similarly low-profile 100mm fan, which adds just another 14mm on top of the heatsink itself, but they include a secondary fan mount that allows you to attach larger, more effective fans to the cooler.

That allows you to add fans up to 140mm and that will allow you to either keep your chip even cooler or allow you to spin it slower for the same thermal performance but with less noise. This Enhanced Fan Mount also allows the position of the fan to be moved around on either x or y axis so that you can ensure the larger fan doesn’t interfere with your small mobo’s attached graphics card or chunky performance RAM modules.
The fact Thermaright are including mountings for the LGA 2011 socket means that they’re pretty confident about the thermal performance of the AXP-100. Realistically though I think most people are going to be sticking these low-profile coolers on the sort of mini-ITX boards we’ve seen in the H77/Z77 range.
It does also mean you might be able to get some overclocking loving out of your CPU if the AXP-100 can give you a bit of thermal headroom to play with.
With the full-spec performance gear you can drop into a mini-ITX machine now who needs the crazily priced Piston Box when you can put together a teeny tiny system yourself for a fraction of the price?
My review sample has just landed on my test bench and I’ll be putting it through its paces very soon.

Diablo III Director Jay Wilson leaves team for other Blizzard projects

Diablo 3
In a lengthy post on Blizzard’s official forums, Diablo III Director Jay Wilson has announced his departure from the team he led for seven years to pursue another unspecified project at Blizzard. “I’ve reached a point creatively where I’m looking forward to working on something new,” he writes. “This decision was not an easy one for me, and not one I made quickly, but ultimately it’s what I feel is right.”
Wilson’s oversight of the much-hyped RPG wasn’t immune from rocky periods. The clumsy, error-plagued launch frustrated fans that had waited almost a dozen years for a follow-up, and many criticized the game’s end-game and real-money auction house.
But despite the difficulties, Wilson says he feels proud of Diablo III and its community, though he admits his communication could’ve been better at times. “I feel I have made many mistakes in managing that relationship, but my intent was always to provide a great gaming experience, and be as open and receptive as possible while still sticking true to the vision the Diablo team has for the game,” he writes.
Wilson also promises future updates and support for Diablo III will continue, including the upcoming 1.0.7 PVP dueling patch. He didn’t name a direct successor for taking over directing duties, but he didn’t rule out the studio posting a future opening for the job “as we want to make sure we explore every opportunity to find the best possible leadership for the project.”
Read the rest of Wilson’s farewell on the forums.

Warcraft: A New Dawn mod sends Starcraft II to Azeroth

Warcraft: A New Dawn mod
Sure, conquering space bugs is fun and all, but none of it would exist if Blizzard hadn’t first honed its strategy skills on a certain beloved fantasy franchise. Warcraft III released a little over a decade ago, and it remains a major influence to balancing, unit design, and story. That’s why the Warcraft: A New Dawn total conversion excites us: it aspires to let us relive the entire Warcraft III experience with Starcraft II’s updated visuals. Time for a little less Zerg and a little more zug-zug.
It’s a work in progress, the few images and videos for A New Dawn show an intense dedication to recreating Warcraft III’s memorable matchups of Horde against Alliance. Staple features such as day/night cycles (and associated visibility effects), weather, hero units, and gold-granting creep creatures are in the works. For the latter, modding group Wrekin Krew Studios plans two new creep types, Wanderers and Camps, to put up a challenging fight when encountered and drop powerful items when defeated.
The next step for Wreckin Krew is a working demo by spring, with maps using assets stitched together from Warcraft III and World of Warcraft. For now, take a look at some pre-alpha footage showing an Orc encampment apparently completely fine with a few Protoss buildings in its midst. How about that Blademaster, eh?

Australia may finally, legally, get an uncensored version of Left 4 Dead 2


Australia’s newly minted R18+ rating for video games is starting to work its magic. In a post on the Steam Forums, Valve’s Chet Faliszek has confirmed the company is “exploring options” for resubmitting Left 4 Dead 2 for classification in Australia, where it was released as a censored version in 2009. Of course, enterprising and bloodthirsty Australians simply opted to order a copy from overseas, but technically that’s illegal. Now, there’s a chance you’ll be able to inflict gratuitous harm safe from prosecution.
According to the post on the Steam forums, Faliszek said the company was on the case. “We have been exploring the options here and what we can legally do,” he wrote. “We will have more information on this when we understand the issues fully and how we are moving forward, but don’t worry, any cost associated with it doesn’t worry us, this is something we want to do.”
The Australian Classification Board introduced the new R18+ rating on January 1. Since then, Ninja Gaiden 3: Razor’s Edge for the Wii U has been the first to earn the rating, while Warner Bros has confirmed they will resubmit the previously banned Mortal Kombat for classification.

Monday 28 January 2013

Valve launches Steam Guides: browse and create user-made walkthroughs and tips

Dota 2 Steam Guide overlay
Someday, Valve will eventually run out of wonderful features to pack into its mega-gaming-hub Steam. Let’s hope it’s a long way off, because we’ll all be busy poring over the user-written manuals, walkthroughs, and tips for our various games in the newly launched Steam Guides section of Steam’s Community area.
Anyone can create and submit a guide for the game of their choice by clicking the new Guide tab on a game’s Community Hub page. You can pretty up your words with images and embedded YouTube videos as well, and the guides also appear upon Steam’s overlay whenever you’re running a program. Neat. I can finally whip up my “How to avoid tigers” guide I’ve been planning for Far Cry 3 quickly and easily.
Head over to the Steam Guides page to take a look at the over 1,000 guides already created.

PlanetSide 2 Community Design Meeting initiative: help address metagame concerns

PlanetSide 2 Bio Lab bust
As part of SOE’s focus on factoring player proposals into PlanetSide 2′s major updates, the PlanetSide 2 Reddit group’s Community Design Meeting draws suggestions and feedback directly from players for direct submission to SOE. As PlanetSide 2 Creative Director Matt Higby stated: “I see our role on the development team as curators of the game, not necessarily the wellspring of all ideas.”
The first topic under discussion involves possible improvements for metagame mechanics such as base capture bonuses, territory control, and experience points. Participants can share their thoughts through video, text, or audio formats. Tagging your post with [Metagame Design Meeting Idea] adds it to the voting pool, and the five highest-rated ideas will get direct responses from Higby and Senior Art Director Tramell Isaac on January 26 at 12pm PST. The talk will take place on the Azure Twilight outfit’s Twitch stream.
I’m pleased to see another method for community input on PlanetSide 2′s finer design tweaks. Some of the advice put forth so far sounds quite interesting, so be sure to check out Reddit’s PlanetSide 2 page to see the outlines.

Bailed Bohemia developers return home after nearly 130 days in jail


Ivan Buchta Martin Pezlar home
Martin Pezlar (left), an artist at Bohemia and Ivan Buchta, Arma 3 Creative Director. Photo courtesy of Dean Hall.
Bohemia Interactive developers Ivan Buchta and Martin Pezlar, both of who were detained and jailed in Greece for nearly four months on charges of espionage, have returned to the Czech Republic today after posting a €5,000 bail ($6,672).
Despite the bail’s allowance of traveling home for both men, the charges levied by the Greek government—which claim Buchta and Pezlar spied after they recorded footage of military facilities on the island of Lemnos—still stand, with a court date to be determined at the conclusion of the ongoing judicial strike. Greek Prime Minister Antonis Samaras and Czech Republic Prime Minister Petr Nečas apparently negotiated a bail agreement after Buchta and Pezlar were denied appeal in November.
The community-led support site helpivanmartin.org posted a series of videos and snapshots showing a visibly smiling Buchta and Pezlar reuniting with family members and loved ones. In the past, the website’s organizers has produced translations of Czech news coverage, which we hope will arrive later on. For now, here’s a sample clip of the reception. Head over to helpivanmartin.org for more videos.

AAA to Indie: BitMonster’s Lee Perry

Lee Perry Lili
Lee Perry has been exploring new territory.
Formerly Senior Gameplay Designer on Gears of War 3, Perry is one of BitMonster Games‘s six founding members. But Bitmonster’s debut title is bereft of gargantuan firearms. Instead of steroid-infused marines in heavy armor, Lili has a bespectacled teenage girl as a protagonist. It’s one of the many changes Perry and the other co-founders have experienced after their amicable departure from Epic Games.
Perry compares the transition to an indie environment as something similar to moving from an driving an automatic to switching to a car with a manual transmission. “You’re more connected to the project, but there’s far more to keep an eye on,” Perry says. “There aren’t 150 other people to rely on when you need something like a random sound effect or logo.
“There are no safety nets,” he continues. “Granted, prior to Epic, every company I worked for shut down or at least closed the office, so stability isn’t that great in the industry to begin with. But, with indie development, you stack that on top of the fact that, ‘If you’re not doing it, it’s not getting done,’ and it’s exhilarating and terrifying. There isn’t a dedicated sound guy over there you just hand off requests to. You have to just do it.
“In many ways, it’s like home ownership. You think, ‘I can’t fix a broken sink!’ Then you read up on it, head to the store, and you just figure it out. When the process is done, you’re better off for it.”
An industry veteran, Perry worked on high-profile games like Unreal Tournament 2004, Deus Ex the Gears of War trilogy. Though game design has always been a part of his aspirations, Perry explains that it wasn’t always an option, saying, “The reality is that nobody wants to hire someone to come up with ’ideas.’ Virtually everyone has projects they want to do already. So, I started out as an artist, animator, modeler, etc. I worked on gaining practical skills to execute visions. By the time I was fully a ’designer,’ I had been an art director, lead level designer, track lead… As a result, I could talk to people in different departments with their own language.”

“The reality is that nobody wants to hire someone to come up with ‘ideas.’”


But AAA development isn’t without its problems, according to Perry. “The most challenging thing about working in that environment is ‘industry risk aversion,’” he says. “Having sanity checks and processes are great, but at some point, you’re drowning in the debates, the limitations, the meetings, and ultimately, the feeling you’re spending the best years of your life creating something that is very hard to consider yours.
Lili janitor
“I’ve been fortunate to work with some talented, big names in the industry, but the harsh reality for most people in that situation is that no matter how hard you work, no matter how well your work is received, your accomplishments are largely reflecting on the big names associated with any AAA company.”Perry continues: “As long as that’s the case at a AAA company, you’re not likely to ever get a shot at creating a new IP of your own. If that’s your true passion, it can’t work. With the indie world, you eat what you kill, and the more successful you are, the more freedom you’re creating for yourself.”
Perry pauses before quipping, “The negatives of being indie are often the same as the positives. You’re eating what you kill so, logically, if you’re not killing it, you’re starving.”
Another too-frequent downside for AAA development, Perry suggests, is being subject to shareholders and bureaucracy. “With AAA projects, you’re far more likely to be laid off after working insanely hard than you are to see big rewards. You’re ultimately part of a larger machine, and it’s depressingly common for talented developers to be treated as little more than variables in spreadsheets.”
Perry characterizes his previous employer differently, though. “Epic was more unique simply because they were respected, stable, and successful,” he says. “They didn’t have to bend to the whims of publishers and shop projects around to stay afloat.”
In spite of these cautionary tales, Perry isn’t without praise for large studios. “The most rewarding aspect of AAA development has always been knowing that many people out there will experience your work and hopefully be influenced by it. If you’re fortunate and are working on a huge hit, you know the work you do on some aspects of the game are going to be enjoyed by millions of people. That’s a really empowering feeling. You can look at a level and think, ‘If I add a one second pause here, I will use two months of human life over the course of millions of people playing this game.’”
Lili beach
That said, Perry doesn’t seem to regret migrating to the other side of the fence. If anything, he sounds like he’s considerably satisfied.
“We’ve cranked out a ridiculous amount of work over seven months for six people in a basement,” he says. “I don’t think people believed those numbers when showing the project around at Casual Connect. We learned so much making Lili about all kinds of game creation we wouldn’t normally be exposed to. We were all digging into our past skill sets that have been gathering cobwebs in an AAA environment where you typically do a specific task often. It was challenging beyond belief, but when it’s done, you can sit back and feel like you’ve really advanced your skill set and grown as a game creator.”
Perry’s advice to anyone looking to make a name for themselves in a big studio is to temper enthusiasm with maturity and a healthy dose of self-awareness. While talent may be important, the ability to take criticism is paramount. Companies need to know who they can work with, not just what they can work with.
“Don’t ever take offense at someone asking you to do an art test or code test,” Perry advises. “It’s not an ego thing. They’re simply trying to cut out people who would…oh, take offense at being asked to do something.”
Describing Epic as a “notoriously tough place to get into,” especially in its formative years, Perry says that many joked that the hiring process was nearly “Seinfield-ian” in nature. “If you didn’t impress virtually everyone, you had no shot. I started off doing some contract work for them on the side, and they really loved what I was doing so I had an edge with people using my work as opposed to just coming in with a portfolio.
“My biggest suggestion to people is know the company you’re looking to apply for, and do something tailored for them,” Perry says. “Make them feel like you really want to work for them specifically, not just any game company.”

“My biggest suggestion to people is know the company you’re looking to apply for, and do something tailored for them.”


When questioned about whether its previous involvement with AAA productions had been helpful to the fledgling team, Perry’s answer was one shaded with hearty agreement. “It provided a nice PR bump out of the gate which can be pretty critical to getting your game visible. Twenty years of working with all kinds of tools was also just a great foundation for getting things done quickly. The six of us here have done about everything at some point, and I can’t imagine how much harder it would be without that experience to pull from.”

Splinter Cell: Blacklist slips away to August, uses trailer as a decoy



Have you always wanted to see a montage of US presidents raising their right hand? If so, that’s a bit weird, but do I have a trailer for you! In this latest look at Splinter Cell: Blacklist, a round-up of US presidents recite their Inauguration oath, before Splinter Cell’s own President Caldwell tasks Sam Fisher with stopping the Blacklist attacks. Tenuous connection? You bet!
Can we all agree that the line “we’re not going to stop this attack; we’re going to stop all the attacks” is absolutely amazing? All the attacks? How is that logistically possible?
The trailer also drops a date bomb, confirming August 23rd as the day Sam Fisher stops every conceivable attack, which is a slight delay over the previously fuzzy release window of “Spring”. Keep in mind that this is Ubisoft, though, so the PC date could well slip further.
Rather expectedly it seems to continue in the trend of Splinter Cell: Conviction’s slick stealth-lite action. Thoughts?

Sunday 27 January 2013

An Illusionist in Skyrim, final entry: Solitude


This is the diary of me attempting to play Skyrim using only Illusion magic: I’m not allowed any weapons, armour, or magical items, and I can’t attack anyone directly. The first entry is here, or you can see all entries to date here.
My attempts to play Skyrim using only Illusion magic have driven me to intentionally contract vampirism, for the sweet illusion powers it will provide. The disease takes three days to take hold, and I’ve spent them messing with the Stormcloak rebels for the Imperial Legion. My mission is to deliver some forged orders to a Stormcloak commander in Dawnstar, and on my first morning in town, it happens.
“Your blood boils as your vampiric powers awaken.” The screen burns red, then my vision clears. I look around. No-one is staring at me. I switch to third person view to examine my face: it’s grim, steely, shadowed, haunted – so no change that I can see. I also don’t have the invisibility spell I was hoping for – I guess that, and the face stuff, come later.
After looking left and right suspiciously, I find the Stormcloak commander and give him the fake orders. He’s fine with just taking his orders from whoever runs up to him and gives him some, which is a policy we share.
Back at camp, the plot is starting to take shape. The orders we intercepted revealed the Stormcloaks need reinforcements at fort Dunstad. We changed those orders to say they didn’t. So now, we’re going to attack Fort Dunstad, and retake the Pale. Again, The Pale seems to be some kind of place with some kind of importance. I am ready to die for it.
It’s going to be a huge battle, the decisive one for this whole chunk of Skyrim. So I want to up my game a little. In practical terms, this means lying down on a bedroll and going to sleep for 57 hours – two days to allow my vampiric powers to grow, and 9 more hours to skip to early evening, so that it’ll be night by the time we attack.
I awake with a whole host of new powers – no invisibility yet, but one big improvement for a pure Illusionist: a universal 25% boost to the power of all Illusions. I set off.

Fort Dunstad

The men are gathering outside the fort as I arrive. It’s dark, a furious blizzard makes visibility even worse, and the fort is surrounded by spiked barricades. We charge.
Rather than just buffing our own troops with Courage, I decide to take a more aggressive role for this final conflict. I use Fear. Anyone I hit with it runs from the battle, but unlike Calm, it doesn’t stop our own troops from hacking them to pieces. I neutralise three archers with it before I have to wait for my magicka to recharge, and I bide the time by chasing my last victim, magicky hands waving.
“I yield!” he yells, sprinting away from me in search of some cover. I keep chasing, despite having no way of harming him. Look at my sparkly hands, soldier! Fear them!
“Victory is yours!” He cowers in a corner, hands over his head, terrified of the unarmed elf woman in a dress.
Meanwhile, the troops have smashed down several of the barricades and are flooding hte fort, clashing with the Stormcloaks in the courtyard and on the battlements. Belrand storms through them, stopping to dispatch enemies with devastating sweeps of his jagged axe. His ghost wolf is out and equally savage – I see him kill an archer and a berserker.
I get back to my Fearsome work, sending the enemy troops packing just long enough for ours to kill them in small, manageable batches. It takes a long time, and I burn through all of my health potions to survive the hail of enemy arrows, but at last the fort is ours.
It seems wise to heal up before the journey back, and with no health potions, that means sleeping.
Three days as a vampire.

The turn

When I wake up, everything’s normal for about a second – just long enough for me to read that “As a fully developed vampire, you are hated and feared.” Then the entire Imperial Legion turns on me. Ah. This is going to be a problem.
Belrand, to his enormous credit, is still on my side. He summons his wolf, draws his axe, and ploughs into the entire imperial legion.
I run – I still have no health potions, and this is an even higher tonnage of incoming arrows than last night. I zig-zag through the fort to dodge more arrows, and come against against two squads of my former brothers in arms. I hit each one with a ball of Frenzy, and the enormous splash radius catches every one of them with an urge to kill each other. I keep running. I want to help Belrand, but the fight is just too hectic right now. I hop onto a Legion horse and gallop away under a rain of fire.
Once I’m out of range, I veer round and skirt the fort. The sounds of shouts and butchery are still coming from inside, but I don’t see anyone on the battlements now, so I cautiously canter back in. Belrand’s doubled over on his knees in the center of the courtyard, two Legion soldiers bearing down on him. I fling a Rally spell at him, summoning him back to his feet in a ball of green light, and making him stronger and tougher.
Belrand cuts down two more troops, then jumps into the air and brings his axe down crushingly hard on the last of them. The body flops awkwardly on the snowy stone, Belrand holsters his weapon and looks up at me with a wordless look of, “Well, I guess this is what I do now.”

The problem

We’re in trouble. I mean, aside from the 18 murders and 1 horse theft we just committed. I knew my vampirism would be ‘controversial’, but I hadn’t quite accounted for the fact that my own employers would attack me on sight, forever.
Normally, vampires pass as humans by drinking blood – it lessens their power, but returns their appearence to normal. But they don’t sell that stuff in bottles, you have to drink it from a sleeping victim’s neck. Whichever way you slice it, puncturing someone’s jugular with your teeth and drinking their blood definitely counts as an attack. I can’t do it. There’s a cure for vampirism, but it involves soul-trapping, which again is against my rules.
The war for the Pale is won – or maybe a draw, now that we’ve wiped out the Legion forces too – but I can’t complete the quest until I talk to General Tullius. And even if I could get past all of Solitude’s guards and the entire Legion garrison at their headquarters in Castle Dour, Tullius himself would sooner kill me than talk to me.
I can’t end this without closure. I need that check in my journal, the acknowledgement of my superiors, and to genuinely complete the mission I was given as a soldier of the Imperial Legion. So I keep thinking, and I think I have a plan. It’s a plan of which the following clichés are true:
  • It’s a long shot.
  • It’s so crazy it might just work.
  • And it’s something I have to do alone.
I’ve asked a lot of Belrand, and he’s done it all unquestioningly – all the way up to slaughtering a whole Imperial army to defend me from persecution as a vampire. But I won’t ask him to attack his home, Solitude. Not because he wouldn’t, but because he probably would.
I could just tell him to ‘Wait here’, but I decide to be honest. I’m not coming back from this.
“It’s time for us to part ways.”
“OK, if you think that’s best. If you ever need me again, you know where to find me.”
I do. He sounds sad.
I hop back onto the black Legion horse I stole earlier and ride on into the night.

Solitude

I ride north, to the coast, and come at the city from across the mouth of the Carth river. There’s a heavy fog on the water, and it’s still dark – perfect for my approach. I slip off the stolen horse and let him stroll back to Fort Dunstad, while I swim quietly across the water towards the Solitude docks.
There are two guards patrolling the jetties, so I cast Muffle: it creates a blue mist around my feet that conceals my footsteps, so I can sneak as close as I like to the guards without them hearing me and turning around. That makes it easy to slip by one on the pier, and another on the winding path up to the city gates.
At the top, though, something incredibly awkward happens. Day breaks. The sun isn’t strong enough to burn my skin, but vampires can’t regenerate magicka when it’s light, and I’ve cast Muffle again before I realise this. I’m low, and the sneaking only gets harder from here.
While I’m figuring out what I can and can’t afford to cast, I spy the horse and cart guy up ahead – and he spies me. I’m rumbled. He jumps off his cart, the guards come running from all directions, and I bolt out of cover.
City guards are dramatically more powerful than Legion soldiers, and I know from hard experience that their arrows can kill me in a single hit if I’m not at full health. And I’m not. That’s a problem, because as well as all the ones chasing me, there are two stationed at the gate itself. Gee, if only I was a monstrous vampire who could turn invisible at will.
Shadow’s Embrace, the power I became a vampire for, makes me completely invisible and gives me night vision. It lasts for three minutes, but I’ll have to reveal myself to open the city gates – you can’t ‘use’ things or cast spells while invisible.
My pursuers still have a rough idea of where I probably am, but no further arrows come near me, and the guards at the gate have no clue I’m even there. I’m in.

Talking to Tullius

Now, it gets harder. The streets of Solitude are crawling with guards, and it’s a long route through an open street to get to Castle Dour. I decide to break it up by stopping off at the pub for a drink.
The Winking Skeever is where I found Belrand, and it’s restocked with health potions since I last ransacked it for health potions. I run in and steal all the health potions. The entire city guard follow me in, of course, but I barge past them on my way back out before they can really react. Before I go, though, I want to Frenzy them all – start a bar fight that’ll keep them all busy in here while I run to Castle Dour. The only problem is, I don’t have enough magicka.
I’m about to abandon the idea, then I remember something – I’m ready to level up. All I have to do is pick a stat to improve, and my health and magicka are fully restored. Level 11! Let’s Frenzy!
I escape the bar room bloodbath I’ve just created and burst back out into the streets. I run zig-zag to stymie the annoyingly accurate guards still on the streets, and jump a wall to get up the ramp to the castle.
The last obstacle before Castle Dour are the two Imperial Guards at its door. Running straight at them, I can’t dodge both their arrows. I can’t Calm them both, because that’d leave me completely out of magicka, and I’ll need some once I get inside. Instead I calm the furthest guard, then run straight at the nearest one. Before he can fire, I’m in close combat range, so he puts away his bow and draws his sword. Before he can attack, I’m inside.
Tullius is directly in front of me, surrounded by soldiers. I run at him. He draws his sword. And for my next trick, I spend my last chunk of mana to hit him with my last ever Calm spell, and immediately strike up conversation.
Reporting for duty, sir!

As his men sink their blades into me from all directions, Tullius commends me on my work, and lectures me on the strategic importance of The Pale to the Empire’s war effort. The notification pops up: Quest completed.
I quit out of the conversation, amazed to find I’m still alive, and push past the troops to a door to the castle battlements. I have no magicka, almost no health, and I’m stabbed and cut several more times even as I open it.
It’s sunny out. My vampiric night vision makes the light dazzlingly white, and at the same time, my skin burns in the sun. The combined effects are so bright that, for a second, I don’t realise I’m dead. When colour floods back into the world, I see my limp body slide down the castle door.
Thank you, ladies and gentlemen, you’ve been a wonderful audience!

No Time To Explain arrives on Steam next week



After a successful Kickstarter campaign, multiple Steam rejections, and a subsequent, triumphant, Greenlight bid, tinyBuild Games’ 2D comedy platformer No Time To Explain will finally reach the digital distribution daddy on January 25th. That’s over a week away, which should give us plenty of time for an explanation.
No Time To Explain is a fantastically frantic paradoxical platformer in which a version of you from the future travels back with a grave warning. And a giant crab. Using your future-self’s jetpack gun – which doubles as both a weapon and a method of propulsion – it’s your job to traverse each trap-filled level and reach the portal at the end.
While tinyBuild have been selling the game (and its bundled second season expansion) directly from their website, they’ve been working to make the Steam release the definitive version. It will feature the following:
  • Steam Achievements
  • Steam Cloud Saves
  • Working Full screen
  • Lots of ribs in people’s eyes
  • Hundreds of levels
  • Including levels made by our Kickstarter supporters, and even a dedicated Minecraft universe since Notch helped us a lot during the Kickstarter campaign
  • Many bug fixes since initial release
There are also collectible hats.

iOS hit 10,000,000 comes to PC, match-three to upgrade a castle, punch skeletons


It may be hard to believe but, before Puzzle Quest came along, we used to match three types of one thing just for the hell of it, without compelling meta-campaigns around to turn these moderately addictive puzzle games into giant timeholes of which there is no escape. It was a simpler time, and probably a worse one, but even so, the easily addicted might want to steer cleer of 10,000,000, the iOS match-three/puzzler/endless runner/RPG type thing that’s just been added to Steam.
The premise here is that you’re a dude imprisoned inside a castle, and you can only escape by reaching the coveted 10,000,000 high-score. As the little guy runs on the upper part of the screen, you match icons on the lower part, to determine the outcome of his encounters. And, as EightyEight Games put it, “When you are not facing monsters you will be back in your prison, constructing buildings and getting stronger for your next run.”
10,000,000 will set you back £3.99, although it’s been reduced to £3.19 for the next few days.
Thanks, IndieGames!

Crysis 3′s latest trailer tours the innards of its new gun



After the last video inexplicably decided to be backwards, I was wondering what the gimmick for the next in Crysis 3′s 7 Wonders series would be. Maybe it would play upside-down, or entirely in sepia, or be madly rotating like a hyper-violent level of Super Hexagon. Turns out it was none of the above. Instead, we get a somewhat fetishistic view of the game’s new Typhoon gun. Think the opening to Fight Club, with sci-fi weaponry replacing Edward Norton’s head and face.
From the trailer description: “Meet the Typhoon: one of the world’s most lethal weapons, firing 500 rounds a second.” Yikes, not even Sasha can manage that much.
The narration is sticking with ridiculously overblown hyperbole then. “It’s the purest form of expression” – really? Still, the Typhoon appears to be marvellous at shredding alien/robot things into tiny chunks. I look forward to doing that.
Crysis 3 is due out February 21 in Europe and Australia and February 19 in USA.

Portal’s Still Alive performed in Guild Wars 2 – a time-wasting triumph



God bless those brave pioneers willing to embark on an awesome/thoroughly silly project simply because… well, what else are you going to waste your time doing? They truly make life better for all of us. Here’s a rendition of Portal’s Still Alive, performed entirely by YouTuber Marflas1′s Asura using Guild Wars 2′s Wintersday Bell and Pipe Organ. It’s strangely appropriate, given that the Asura are all about the science.
The song uses the in-game sounds, with some slight pitch editing in Audacity. According to Marflas1, “Somewhere around 40 bells were used in the creation of this video, mostly due to recording at tonnes of locations before picking the clips I liked best. Recording all the parts probably took about 3-4 hours in total, spread over a period of several days. Sound + Video editing to pull everything together took…a long time. A long, long time.”
Thanks, Kotaku.

Saturday 26 January 2013

Far Cry 3 concept art shows theme parks, tourist resorts and other rejected ideas



Rook Island: home of caves, dilapidated buildings, caves, bars that can withstand a barrage of RPG fire directed at them by an angry me after a particularly unsuccessful poker game, caves, temples and caves. Far Cry 3′s island is beautiful, to be sure, but it’s not the most wildly varied of environments. This collection of early concept art shows a much wider selection of themes and locations. There’s the familiar rusted shipwrecks and wooden shacks, but also ideas that would mark a very different tone than the game’s final setting.
Theme parks, a golf course, yachts, luxury resorts. Much of the art suggests Rook was once planned to be a tourist retreat for the wealthy. All of the locations are in some state of disrepair, presumably hastily abandoned after the threat of Vaas or whatever alternative antagonist was being considered at the time.
The pictures were made by concept art specialists West Studio. I’ve embedded some of the best below, but you can see the full collection here.
Thanks, Kotaku.








Baldur’s Gate: Enhanced Edition now available on Steam



Despite it seeming like Overhaul’s Baldur’s Gate overhaul would remain tied to the developer’s Beamdog distribution service, the game has now gathered its party and ventured forth to Steam. Top news, right? Well, as it turns out, the Steam release may not be the most enhanced edition of the Enhanced Edition.
According to tweets by Trent Oster, BG:EE’s Creative Director, “Atari did the integration for [Baldur's Gate: Enhanced Edition] on Steam, so it is a very basic setup. We were not involved.”
“With regards to updates, we have to submit updates to Atari for them to prepare for Steam. There will be a delay,” he added. He also revealed that, unlike the Beamdog version, the Steam release does not support cloud saving.
In response to the accusation that early adopters had been “screwed,” Oster argued, “I disagree. You get the game early and you get updates instantly. Steam version is currently 2011.”
So the Steam release has some notable disadvantages. But then, so does the Enhanced Edition in general. As I said in my review, my recommended set-up is to instead grab Baldur’s Gate 1 & 2 from GOG.com, and use fan mods, like EasyTuTu or Baldur’s Gate Trilogy, to benefit from the community’s own extensive enhancements. There’s a great guide to doing that here.
Thanks, PCGamesN.

PC Gamer UK February issue: Bioshock Infinite


The evenings may finally be getting lighter, but the Frost Giants who rule this frigid land have yet to be driven back into their icy lairs. If this was the floating city of Columbia (as seen in the spectacular story-driven shooter Bioshock Infinite, this month’s cover-star) we’d simply quaff the pyrokinetic vigor known as the Devil’s Kiss and turn them into Puddle Giants instead. Alas, we must resort to the meagre compensation provided by thermal underwear and sneaky swigs from a hip flask while the editor isn’t looking. But at least we can all settle down with the latest issue of PC Gamer and vicariously experience the blue skies and gruesome immolations of Bioshock Infinite through Tom Francis’ gigantic hands-on feature.
Not only this, but Allods players can beat the chill by donning a few extra in-game layers, purchased with the £4 of item cash that comes with the magazine.
Issue 249 should be on shelves today and will be available digitally soon. Alternatively, you could simply subscribe and get each issue delivered to your door, earlier and for less money! Hot. Hit the jump to see the exclusive subs cover, and discover what other treats await: news, previews, reviews, retrospectives, tech tests and more!

This month we…
  • investigate the ten most exciting games of 2013, including StarCraft 2: Heart of the Swarm, Arma 3, DayZ, Planetary Annihilation and Total War: Rome 2
  • go in-depth with mega-previews of Bioshock Infinite, Neverwinter and Warface
  • slam dunk the weirdest indie RPG sequel ever made: The Magical Realms of Tír na nÓg: Escape from Necron 7 – Revenge of Cuchulainn: The Official Game of the Movie – Chapter 2 of the Hoopz Barkley SaGa
  • rediscover the joy of text with Rich Cobbett’s interactive fiction feature
  • offer £395-worth of StarCraft 2-flavoured Razer peripherals to one talented competition winner
  • drop scores on Hawken, Lego Lord of the Rings, Baldur’s Gate: Enhanced Edition, Super Hexagon, Rift: Storm Legion, Stealth Bastard Deluxe, Chivalry: Medieval Warfare and more
  • pick out the perfect big screen beauty in our review round-up of the latest monitors
  • stop off at memory lane in Transport Tycoon. Choo choo!
  • uncover the story behind Supreme Commander’s creation
  • and loads more!
Enjoy!

Assassin’s Creed 3 and 007 Legends nominated for WGA’s games writing award


2012 was a particularly great year for writing in video games. There was the harrowing campaign of Spec Ops: The Line, the consistently funny caricatures of Borderlands 2 or, like, a whole 90% of Mass Effect 3. Then, of course, standing way out in front was the emotional bombardment of Telltale’s The Walking Dead. So it was no surprise that when the Writers Guild of America announced their shortlist for the Outstanding Achievement in Videogame Writing award, they of course included… wait, what?! They included 007 Legends? How does that make any sense?
Here’s the full list of nominations. Set your facial expression to “huh?”
  • 007 Legends, Written By Bruce Feirstein; Activision
  • Assassin’s Creed III, Story By Alex Hutchinson, Corey May, Matt Turner; Multiplayer Story By Richard Farrese, Jeffrey Yohalem; Lead Scriptwriter Corey May; Scriptwriter Nicholas Grimwood, Russell Lees, Matt Turner, Danny Wallace, Ceri Young; Ubisoft
  • Assassin’s Creed III: Liberation, Scriptwriting by Richard Farrese, Jill Murray; Ubisoft
  • Disney Epic Mickey 2: The Power of Two, Writing Consultant Marv Wolfman; Disney Interactive Studios
  • Halo 4, Narrative Design Christopher Schlerf; Microsoft Studios
  • Uncharted: Golden Abyss, Written By John Garvin; Sony Computer Entertainment America
It’s worth pointing out that a WGA nomination is dependant on a couple of additions. Firstly, the game must have been released between December 1st 2011 and November 30th 2012. Secondly, and this is the big one, “Credited videogame writers must have been or must have applied to become members of the WGA Videogame Writers Caucus at the time scripts were submitted.” WGA membership is less essential in the games industry than in film or TV, so it’s entirely possible that many of the year’s great game scripts simply weren’t eligible.
The awards will be held on February 17th.

Gearbox: Borderlands 2 level cap increase by March


Borderlands 2 Scarlett pirate
The latest adventure for Borderlands 2′s Vault Hunters involves knocking the loot-stuffing out of Pandora’s deadliest creatures in the Sir Hammerlock DLC, but why stop the madness there? Gearbox has been talking about a level cap increase beyond 50 for some time, and speaking to Official PlayStation Magazine UK, Producer James Lopez said we’ll see more levels sometime during the year’s first quarter which ends in March.
As Lopez explained, picking the correct moment to make everyone more powerful came from poring over player stats tracked by Borderlands 2′s SHiFT system. “SHiFT allows us to see a lot more about the way players are playing the game and see what they’re doing. We wanted to give people enough time to get at least one level 50 and then see from there. We also didn’t want to wait so long that people were no longer interested or felt like it wasn’t coming.”
It’s unclear how we’ll get the added levels—perhaps included in a future DLC pack or as a separate patch. Heck, with how wacky things get on Pandora, we wouldn’t be surprised if Dr. Zed just randomly decided to shoot a strength-boosting syringe into our eyeball one day.
Lopez previously told Polygon the issue of ability balance and power-creep weighed heavily on Gearbox’s decisions for adjusting character levels. “We try to find ways to balance it out and we also need to adjust the enemies so they are still challenging at the higher levels. It’s one of those funny things where people assume that whenever they hit level 50 they’re going to steamroll through everything”

Warzone 2100 fan remake keeps the classic RTS game alive

Warzone 2100
Warzone 2100, originally released in 1999 by Pumpkin Interactive, had us pumping out mass armies of artillery to carpet bomb our enemies, as was the glorious RTS style of the time. Similarly attractive was its thoroughly spaghettified tech tree and its then-new usage of 3D graphics. When Pumpkin released the source code for Warzone in 2004, a team of enthusiasts picked up the material for a remake, which received its latest update yesterday (via Blue’s News) after two years under the anvil.
Warzone sends four factions into the zone of war: The Project, the New Paradigm, the Collective, and Nexus. As part of The Project (indie rock band name right there), you’re tasked with rebuilding civilization after a devastating nuclear war. Unity and happiness apparently doesn’t jibe with the other groups, so you’re forced to spread peace at cannon-point.
An interesting feature among the salvo spam is the ability to create custom units based on chassis, drive system, and weapon type. Still, Warzone’s emphasis on map-revealing radar coupled with a rather mediocre AI strongly favored the almighty tank rush. That’s not a bad thing. I like tasting the subtle nuances of absolute overkill every so often.
Grab Warzone 2100 for free from its official website, and check out the development team’s handy guide to get up to speed on units and structures.

Custom StarCraft II observer interfaces coming in Heart of the Swarm


Along with the new campaign, new multiplayer units, and a Swarm Host of other additions, StarCraft II’s Heart of the Swarm expansion will include some tools to create custom interfaces for use in observer mode. Elements of the UI that are designed to help you play the game, but don’t necessarily add the experience of watching it, can be shrunk, moved, or axed completely. Fonts can be swapped, and custom assets can be inserted.
This will be particularly significant for streamers, casters, and tournament organizers. Instead of relying on self-made overlays to corral things, casters will be able to build a UI from the ground up. At best, this could improve the viewer experience and grant specific channels, casters, and events a unique feel, and maybe even help with monetizing through sponsor placement.
These options won’t be available from within the game client itself. You’ll have to get a bit fiddly with some of SC2′s resource directories. If you’re interested in what will and won’t be possible, this post on the Blizzard forums explains in a little more detail. Just be prepared, as it’s geared more toward experienced modders, and doesn’t do a great job of demonstrating how the functionality translates into the game.
Heart of the Swarm remains burrowed before its March 12 release. I’m planning to cloak inside Blizzard’s main—I’ll be visiting them in Irvine, CA tomorrow—and collect more intel, which I’ll post up as soon as I can.

U.S. wants to spend $10 million investigating possible gun violence causes, including games


In the wake of tragedies like the Sandy Hook shooting, the U.S. government is taking a closer look at, among other things, the causes of violent behavior. Vice President Joe Biden recently met with game developers to discuss the issue of a potential link between violent games and antisocial or criminal behavior. Today, Reuters reports that the Obama administration is looking to set aside $10 million for the Centers for Disease Control and Prevention to “study the root causes of gun violence, including any relationship to video games and media images.”
Support for this initiative exists in both government and the industry. The International Game Developers Association expressed their affirmation of this in an open letter to Vice President Biden, available in its entirety on their own site. “Unlike some industry groups, the IGDA does not seek to impede more scientific study about our members’ products,” it reads. “We welcome more evidence-based research into the effects of our work to add to the large body of existing scientific literature that clearly shows no causal link between video game violence and real violence.”
The CDCP, best known for combating the threat of pathogen-based pandemics (and the tongue-in-cheek literature they put out a while back about the zombie plague), is also involved with research on psychological illnesses. We’ll go out on a limb and predict that, if the $10 million grant goes through, the research will add more weight to the claim that games are not a root cause of armed violence. To the hindrance, perhaps, of certain officials in Missouri.

Star Wars: The Old republic update 1.7 returns the Gree, adds new reputation system

Star Wars: The Old Republic Gree
In an announcement post yesterday, BioWare revealed more details on the new content hyperspacing in the upcoming 1.7 update for Star Wars: The Old Republic. A new recurring event on the icy PVP planet of Ilum features the ancient Gree, and a reputation system furnishes your character’s legacy with prestige ranks and unique titles.
The reputation system appears to be similar to World of Warcraft’s structure, bestowing rewards at each tier. Players progress through Outsider, Newcomer, Friend, Hero, Champion, and Legend by completing quests and performing other tasks for their faction and its allies, suggesting a heavier reliance on repeatable dailies and their bonuses as another incentive to log on and play.
And though the tentacled Gree do a fine job driving everyone insane with their confusing metaphors, they apparently falter behind the wheel. A new explorable starship wreck on Ilum, the Gray Secant, contains relics, special weapon and armor shells, and “a powerful opponent that awaits you at the center of this ancient vessel.” The event comes at no cost for both subscribers and free players.
The Gree previously served as the focus for the Asation operation, the latest end-game content released in the 1.6 patch. The Dread Masters, TOR’s current antagonists, seized an ancient Gree Hypergate to flood the planet with interdimensional creatures of unspeakable horror. Why? The Force clouds the real reasons, but I imagine it’s along the lines of, “Um, hello? Dread Masters?”
BioWare is also working on its first expansion, Rise of the Hutt Cartel, which adds the planet Makeb, raises the level cap, and introduces hotly debated same-sex relationships.

Skyrim Enhanced Terrain mod increases detail of distant textures


Skyrim HD Enhanced Terrain mod
Being Dragonborn hath its privileges. For one, you have tons of time for heroic gazes across Skyrim’s arboreal vistas, a Nordic breeze whipping your victory braids while a Hans Zimmer track (optionally) plays in the background. Skyrim’s stock textures, however, tend to get smudgy at extreme ranges, and that just won’t do for a warrior destined to save everyone and everything. The HD Enhanced Terrain Mod, then, returns the ruggedness to far-off ground with high-resolution grass effects.
Modder Hritik Vaishnav updated ground textures with a 2048×2048 canvas of grass-like foliage noise, a definite upgrade from Skyrim’s dive in terrain quality at distance. He offers two versions for download: a high-detail, high-noise variation and a slightly less-detailed alternative that ties more seamlessly into existing textures.
The simplicity of the mod and the ease of its installation makes it a worthy addition to your collection. Looking for more? Check out a bunch of other mods we’ve found.