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понедельник, 30 сентября 2013 г.

Mondo dei carri armati annuncia la prossima nazione per unirsi alla battaglia

World of tanks is something of a misnomer. Yes, there are lots of tanks, but a whole world of them? Not so much. That roster is expanding, however, with last week's announcement of Wargaming that Japan would become the seventh nation to join the multi mechanical mayhem-culture increasingly absurd. Before you watch the teaser trailer, try to guess how many Japan-centric cliches which will include.

«The new tree of Japanese technology will initially two branches,» says the introductory post, "with a total of nine middle and five light tanks. Models will include the legendary Chi-Ri prototype, the first postwar Japanese type 61 design, light type 95 Ha-Go medium variants and Chi-Ha. The medium tank prototype X will be level of ST-B, which was developed in the late 1950s.

Wargaming have yet to announce when we will see the tanks were added to the game, saying only that they will arrive in an upcoming patch. " The most recent update, 8.8 WoT, added new drawings of existing Nations tech trees and now was published in all regions.


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EverQuest Next first look: a daring, fantasy MMO destructible

I fell through the floor in an MMO before. Isn't that uncommon – in the worst case, all you have to do is send a GM a message and they will relocate is relatively painless. As players generally accept that break, and games that sometimes you'll end up falling somewhere you shouldn't be.

' Falling somewhere you shouldn't be ' is part of the Mission of EverQuest Next. SOE's vision for the next generation of MMO involves a game world is layered like Minecraft, fantasy landscapes with hand-drawn on surface and procedural generated galleries below. The next Norrath is built out of voxels – intelligent pieces that can be generated, printed and destroyed. Based on the highest level, which means a world of surface built out destructible components: demonstration of the game for the first time, game Director David Georgeson showed how the melee strikes and magic attacks can jump the walls and leave craters.

This is simply as an impressive visual effect and adds a level of responsiveness that is not present in other games. Over time, this damage will repair itself make sense for adventurers fresh and some key areas will not be at all – but destructible is voxel what technology allowed the SOE do after rising from awesome to important.

Break through the floor in EverQuest Next, following a shocking blow or a spell or picking up a shovel – and enter a subterranean cave generated on the fly for you to explore. You will be able to hunt monsters, items, and lead the rest of your MMO in a company that promises a new experience every time you enter – and the deeper you go, the more you meet.

In addition to differentiate the layers of the world through Visual themes – underground lakes, Crystal Caves, volcanic core – each level corresponds to a time in the tradition of the game, which will allow you to meet the story first hand as you click through the remains of all ages.

EverQuest Next is a reboot, rather than a sequel. The key characters and places of Norrath will return, but their alignments, appearance and destinies have been remixed. The creative freedom that this has granted that SOE will be extended to the players as well.

Later in the year, SOE will release EverQuest Next Landmark – a game of voxel-freeform building where players can claim plots of land, dig for resources and build what you want with them. The obvious inspiration is Minecraft, right down to the random generation of numbers on each server. Unlike Minecraft, however, allows construction tool of reference for smooth carving blocks: rough edges are possible, as are curves and perfect spheres. Is really impressive in action, how to look professional 3D software running in a game engine.

Players can then take the things you've done and list them for sale on the player, take the steam workshop of SOE. If you buy one of these prefabs for real money and use them in their own buildings, any money you do then earn royalties to the original creator. Minecraft is with microtransactions, where players have a chance to qualify directly. To say it has the potential to be massive feels like an understatement. I can see only obstacles are technical and SOE will be under enormous pressure to show that their engine actually works.

The continued development of EverQuest Next will take place in collaboration with players Landmark. Through contests and events, SOE will allow the community to decide which player-made structures are plucked from their Landmark masses and used in the final version of Norrath. Talking to the team, quickly turn ideas: plaque on temples crediting the player who laid the foundation stones; buildings that cycle between different versions – each made by a different player – whenever you are destroyed and rebuilt.

"While not every player is capable of creative genius, there are groups and individuals who are," says Creative Director Jeff Butler. "We want to find those people and give them a chance."

This spirit of openness will claim, SOE, define the rest of the development of the game. I asked the art director Rosie Rappaport if would never ' hard code ' parts of the environment so that players could not. "We consider cheating if we make our own tools [owners]," she says. "It is not our philosophy. We're playing under the same rules that the players are. "


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Battlefield 4 Battlelog new details, including in-game overlay and user-made missions

Last post by dev nuts on Battlefield 4 focuses on the latest iteration of Battlelog, the virtual scribe who finds your career siche extensively. The big news of this review is the addition of an overlap in the game, allowing players to access important functions – such as game-menu from within the game. Don't you think it would be possible to say that as an imminent improvement, but then, Battlefield 3 was a weird experiment in having part of your game actually be a website.

Other enhancements include synchronization between web, game and compressed version of Battlelog, and an "enter" that I'm not entirely convinced it is so innovative that dice would have us believe:

"The remote is Joining another really cool feature game-related. Maybe you are playing on a server but would like to join another or you want to join a friend somewhere else. Usually, he quit the game in which you're currently and then try the next server in the menu. Now you can pull on the list of servers on Battlelog, find the one you want to play and press "Subscribe". It will roll right into that server. It is extremely fast and fluid and a whole new way to find games on consoles and PC. "

UM, guys, I think you've mistaken "fixing things that Battlefield 3 hurt" with "a whole new way to find games".

One of the most interesting uses of the new Battlelog is the new mission system, which allows friends to create specific challenges based on the score that can be tied to a specific map, through a set length of time. This gives players the opportunity to add a secondary competition, asynchronous, which can play through a group of people, regardless of when you play during the mission. Of course, that doesn't stop nuts making it seem a little creepy.

"You'll get a notification on Battlelog when you are invited, when lead in the mission was taken from you, and when you or someone else WINS. Notifications will be displayed on Battlelog on all devices including in-game notifications and push notifications on your mobile phone. We will ensure that any of these important events you won't miss. " ... That is a threat?

Check out the rest of the Battlelog laundry list characteristic here.


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Takedown: Sabre Red is weighted by the insect launch day

The long-awaited Takedown: Sabre Red finally released last Friday, but was unfortunately plagued with bugs. Problems with server connections and the enemy AI have marred the launch of kickstart hardcore tactical shooter created by designer of Clancy Ghost Recon 2.

I hate having to relay this news; I got to play at QuakeCon Takedown, and it was my favorite thing at the show. However, this list of known bugs is long as it is disappointing. We have weapons disappearing out of the hands of players, "disconnected from host" messages during single-player games and crippling server connection problems that cause the game to crash. From all indications, the game could have used more time in testing and the best thing now is to wait for the patch.

We'll be sure to keep developers work to straighten these bugs. You can also keep an eye on the website of the game.


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Free Webgame Round-Up

An isometric world gradually succumbing to nothingness. A deeper sleep. A nested multiverse and a psychopath Dun-dun Pac-Man. .. Dun-dun. Dun-dun dun dun dun dun dun-dun – is a particularly good week for indie games, browser-based, five of which we have collected for you below. Just don't go in the water, OK?

Play online here.

Spielberg's seminal Film classic hook JAWS makes a good text adventure, as it turns out. He (or she, I can't remember) is a simple beast, so you don't have to remember a ton of different parser commands while swimming around an island looking for meaty wet humans. The main one is eating, understandably; like in the movies, the shark is particularly hungry, order the purpose of this terribly nostalgic adventure being to fill his stomach with extensive meat. (Via Joystiq)

Play online here.

An amazing isometric puzzle game by Terry Cavvvvvvanagh. It starts in a lost city mysteriously shrinking world, before moving to a sort of techno-labyrinth full of wit and ledges hidden platforms. To see the real world, using a scanning device, which reveals the true layout of the environment. Predictably, the isometric perspective, coupled with the mechanics of crawling a bit obtuse means I'm still a bit deceived, but those of you with the brain running in the morning should do much better.

Play online here.

Reign of scriptwelder the world of indie horror-adventure continues with the deepest sleep, deep sleep sequel unsettlingly beautiful. Like its predecessor, this is a collection of point-and-click in a nightmarish world literally drenched in shadow. scriptwelder does a lot with a grain filter and an increasingly effective lighting engine – this is one that you should play in the dark late at night. (You know, if you've decided you're becoming too sleep.)

Play online here.

! It's really the best way to express my thoughts on Nested, a truly extraordinary text title CRAM in a multiverse giant – the whole damn thing – from Galactic Superclusters in universes of galaxies to stars planets to countries of living areas to the rooms to people for their hair, bones, muscles, DNA and thoughts, all in a seemingly infinite nesting cluster of fine words. Nested is a huge, tiny exercise of exploration; I recommend that you poke around its many universes post-haste. (Via free Indie Games)

Play online here.

What is with indie games and Pac-Man? We've already had FPS-Man, Pakkuman, Pac-Man and Chompston – we now have Pac-Man, a psychopath who mutters troubling thoughts, as he makes her ride a 3 ? 3 grid of puzzles. The principal hook here, however, is the same. Rather than directly into Pac-Man movement, click and drag the comic-style panels instead. Connect the right (preventing or eat the ghosts and coming to ms. Pac-Man straight up) to succeed and be carried to the next stage. (Via IndieGames)


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Free indie horror SCP: containment breach Gets a new update, full of low-fi scares

Do you know what is better than free? Free updates for your free games. We recently covered our 50 favorite games, including the SCP excellently scary: containment breach. SCP has just announced an update to version 0.8 on his site that gives us even more scary stuff to check out. Free — did I mention free?

Rich had fun with the monster "bulbous white Tellytubby" in SCP and suitably scary atmosphere. Main game mechanic is in the timing of flashing your character. Wait, wait, stay with me. The most dangerous enemy in the game, codenamed SCP-173, cannot move while you're looking directly at him. You can reset the timer by blink anytime, but blinks at the wrong time allows SCP-173 free rein to you mess, like being in a room full of weeping Angels from Doctor Who.

There is an array of gruesome monsters beyond what white Tellytubby and each of them sounds awful in their own way. If you're in the mood for a good horror game, look no further than the low-fidelity graphics and check out the new version of SCP: containment breach.

Image via Edge Online.


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Nowhere needs 120,000 euros to get somewhere

There are a lot of golf games out there, but German Developer Duangle has created something that we just have to share. Is a game called anywhere, and could very well be one of the most interesting is that we've seen in a long time of life — it's just become a game before.

You play as a "Nowherian", an alien who grew up in various sizes — to the point where Nowherians event live inside other Nowherians. Behave as a company. Fight wars, speak a language and finding love. It's almost like an abstract interpretation of spores, although that example doesn't do justice of pitch.

Nothing has been developed for the split Oculus from the get go, making it even more intriguing this alien-abstract life Simulator. The game is still early and the team of two people is asking for 120,000 euros to finance the development cycle of the game about two years. The base game will cost you $ 21, although there is an option $ 10,100 for those quickly ran out of oxygen because their House is full to the brim with cash. I'm guessing it isn't a common problem.


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Battlefield weapon customization trailer 4 details, active camo, to levels of reloading

Let me go through my checkbook loadout pre-match. 1) check if I have a gun. 2) if so, whether that weapon has the tip to tip where the bullets come out. 3) okay, I'm bored, let's just shoot something. If you're a player more militarily inclined, who painstakingly compare handlebars and thought – regardless of logic – that some camo painted on your gun in any way will make you invisible, then videos of latest features of EA Battlefield 4 should be of interest.

Strangely, the customization of the vehicle – probably a much more dramatic change in the customization of the game – is touched less in detail. The video has a final piece of information to reveal: "reloading levels". The system remembers what stage we're reloading when switch weapons and will continue from that point when you return. In other words: what every FPS should probably be already, but for some reason isn't.

Thanks, MP1st.


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Map of Minecraft in Britain, created by Ordnance Survey

Is work of artillery survey to map every inch of the country, to assist in creating a richly folded maps. It must be assumed that already have done that. Britain's only so big after all. That could explain why they had enough free time to do this: recreate the entire country in Minecraft, using blocks of over 22 billion to map the land, roads and rivers.

Don't worry, the map of fans. The project was undertaken by Joseph Braybrook intern, who, in collaboration with the innovation team Labs of OS, brought on a 3D model of the country block-building sandbox. As a result, the rest of the Agency were free to concentrate on their stated goal of making increasingly accurate top designs of Daventry.

"We think we could have created the world of Minecraft largest ever built based on real data," OS Innovation Lab manager Graham Dunlop told the BBC. "The resulting map shows the huge potential not only to use for computer technology and Minecraft geography in schools, but also the huge flow of applications for OS OpenData too."

The OS OpenData project page describes the process of crushing of Britain into a Minecraft map format:

"Each block represents an area of land of 50 sqm. The rough height data is stored in meters and must be resized to fit within the limit of 256 block height in Minecraft. A maximum height of 2500 metres was chosen, meaning Ben Nevis, appears little more 128 blocks high. Even if you overdo the Royal Highness maintains coastal lowland features like cliffs of Bournemouth, adding interest to the landscape. "

As a result, specific blocks had to be chosen to represent the characteristics of the map. Built up areas appear as bricks, highways are diamonds, gold, a-roads and B-roads are pumpkins. Just like in real life.

Download and install the map files 3.6 GB, and you can get to the HQ of OS in Southampton. Alternatively, just wait: the map is intended to become the basis of more than a few multiplayer server, which provides an easier way to scrounge around the land and fill it with more detailed recreations of various landmarks. Or with nobs.


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воскресенье, 29 сентября 2013 г.

Total War: Rome 2′s third patch launches another attack on performance and AI issues

AppId is over the quota
AppId is over the quota

The republic of Creative Assembly continue to work on the list of complaints presented to them by agitated gamers after the launch of Total War: Rome 2. Much like last time, Patch 3 makes changes throughout the game, focusing on key weaknesses in the formation, including performance and AI tweaks. CA have also focused fire on multiplayer, and claim to have significantly improved the online campaign speed, which will now be determined by the slowest player’s machine. Patch 3 is currently in beta, and can be applied through the game’s Steam properties menu. A general release should come later this week. You can see the full changelist below.

Technical and Performance Issues

Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine. Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode. Fix for lock-ups reported on loading into battle in DirectX9. Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High. Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain. Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time. LAN multiplayer modes are now accessible when Steam is in Offline mode. Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign. Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes. Further campaign map optimisations. Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed) Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1. Fix to prevent the games user interface from flickering when SLI is enabled. Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles. Improved the desktop icon for Total War: ROME II to support multiple resolutions.

Gameplay Improvements

When the player is attacked whilst in a minor settlement (not provincial capital), a new “Sally Forth” button is available on the pre-battle panel to fight the attackers in an open field battle. All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before. When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle . Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains. Combined battles where the defender has a navy will retain their Victory Point. Victory Points have had their capture time increased by 3x their previous length. Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles. AI controlled Agents are now more likely to act upon the player’s settlements instead of standing around outside of them. Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats. Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating. Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty. Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes. Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted. The size / radius of capture points has been increased in Coastal battles. Fix for some instances of passive AI during River Crossing battles, when the AI is defending. Fixed issue which prevented reinforcement artillery ships deploying. Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach. In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily. Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes. Snow ground type now replaces grass in snow attrition areas of the battle map. Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles. Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate. AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes. Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen. Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders. Improved responsiveness of Siege Equipment when dropped and picked back up multiple times. In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege – 1 Further improvements to AI collision detection with Deployables in battle. Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce “blobbing” where units converge into a disorganised brawl. Fixed bug with missile units on ships not firing on enemies reliably during battles. Fixed bug with ship artillery not firing on buildings reliably in battles. Fix for ships surviving on the campaign map after sinking on the battle map. Fix missile ships getting stuck when targeting land units just outside of their range. Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.

Balancing Changes

Hit points for all units have been increased in combat. Melee defence has been reduced for most melee cavalry units and for some elite infantry units. Reduced melee weapon damage in battles, and increased melee defence from shields. Various trait effects are now working as intended. Improved pike weapon damage balancing in battles. Fatigue for running and being in combat has been increased in battles. Further tweaks and rebalancing has been made to unit morale in battles. Elite infantry morale has been reduced slightly during battles. Experience level thresholds have been increased for units. Special ability cool down times have been re-balanced in battles. Building costs have been updated to reflect the changes in building effects in Campaign modes. Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units. Cost of experience bonuses for Custom and Multiplayer battles have been reduced. Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes. The Headhunt ability has been re-balanced in battles. The charge bonus for Celtic, Briton and Germanic units have been reduced. The masses of horses and men on the battlefield have been made more reasonable. Reduced the mass of camel units in battle.

Usability Improvements

The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50. Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game. When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found. Improved multiplayer compatibility between players who own the Greek States DLC and those who don’t. In Multiplayer Ambush Battles, if Player 1 clicks the “Start Battle” button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls. All battles now end 5 seconds after the victory is decided (This used to be 10 seconds). In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out. In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to. Fix for battle music getting paused while in slow battle speed. When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future. Slightly improve combat responsiveness and animations for formation attacks in battles. Fixed bug with ship artillery not firing at all after using first-person mode in battles. The Attacking Testudo can no longer be activated in melee during battles. Battering rams moves out the way correctly after battering a gate down in battles. The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed. Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed. Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting. During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location. The number of arrows is now correctly depleted when units fire whilst moving during battles. Correct bonuses are now being applied to units from Workshop buildings. Fixed bug with pike phalanx not getting back into pike stance after running. Charge bonuses are now correctly applied to units recruited in certain provinces. Projectile impact effects hitting units and buildings are now positioned more accurately. Improved fire effects for buildings, siege vehicles and deployables during battles. Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain. Damaged visual effects have been improved on the campaign. Fixed Briton Chariot unit attributes. Fix for Scythian horse unit variation. The achievements “Noble Master”, “Spymaster” and “Champion of the Gods” now unlock sooner after their requirements have been met. Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map. Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes. Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements. In the Province panel in Campaign modes, provinces can now be sorted by their level of food production. Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes. The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode. The warning message that informs the player that they are not researching any technology when they press the “End Turn” button in Single Player Campaigns is now also displayed in Multiplayer Campaigns. The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions. Fix for user interface bug showing the wrong tax level on the Province Details panel when the “Tax province” button was ticked in Campaign modes. Culture conversion coming from some characters now correctly shows up as “character” in the culture tooltip, no longer as “building”. In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted. The “Reduces slave population decline” icon in the information panel when placing the mouse over the “Slave Trader” in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it’s a positive affect). The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction’s equipment chain without researching. Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit. Improved ship melee/ramming target selection in battles. Fixed boarding mode button state issues when attempting to board a ship in battle. In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.) Improved Advisor lip sync in various pieces of advice in Campaign modes. Clicking the “Square” special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles. When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically. When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed. Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement. Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move. Fixed some inconsistent ability names for General Skill Types. In Campaign mode, Roman “Basilica of X” temples have now been renamed to “Precinct of X”. Tooltip regarding the “Armoured Siege Units” technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer. Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes. Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected. Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish. Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark. Improvements to the wall connectivity in a Greek Port battle map. Boiling oil poured from gate houses in battles will look better where it intersects with the ground. Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles. While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds. Fix for a small hole in the terrain in a Greek Minor Port battle map. When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say “Our enemy have lost a victory point”. Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as “Enemy Reinforcements” during battles. Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish. Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska). Fixed typo on ‘Conscription’ edict in English. Improved culling of certain rocks on the battlefield. Added French, Italian, German and Spanish localisation to the word “Settlement” in the Agent Action Panel in Campaign modes. Various text and grammar fixes for the Campaign user interface.

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Company of Heroes 2 gets two free maps, first update of the theatre of war around

Remember the good old days of a few months before the release of Company of Heroes 2? Life was simpler then. Would you like to visit your favorite gaming PC, certainty that the relic would have cooked a new trailer for their RTS sequel, probably showing a Russian conscript looking sad. Here, we get to indulge in some nostalgia at the beginning of 2013, with a new trailer of CoH2, tourism is one of the two free maps that have been added to the game.

Rostov, the battlefield trailered, is based on the battle of Rostov 1941, fought between the Germans and the Soviets around to Rostov-on-Don and the River Don. Was also added the Kharkov map, based on Ukrainian cities, which was the setting for many battles during the war.

Not only is the multiplayer that relic are working on. In this month of "manufacturer" letter to the community, Greg Wilson sfottuto the unveiling of the first major update to the theater of war, that will add a new "mini-packs", focusing on the Germans in 1942. The update will be available for free to owners of Collector's Edition and as a DLC pack for the standard edition. More details are due later this month.

Wilson also notes that the relic are preparing for the release of the 1.0 version of their mapping tool, giving modders community the opportunity to create their own battlefields.


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SteamOS announced by Valve, a free operating system "available soon" for PCs

Due to his enigmatic announcement-of-an-ad last week, Valve has introduced SteamOS, a standalone operating system free "living machines."

The OS "combines the solid architecture of Linux with a gaming experience built for the big screen," according to the announcement. In-house stream to a TV, similar to what is used in Nvidia's shield, is a feature of the operating system.

Also emphasizes the valve opening of SteamOS. Users can "can modify or replace any part of the software or hardware they want", and hardware manufacturers are free to "run into the living room at a much faster pace," setting in addition to the console style closed systems.

A vague ad component is Valve's claim to "achieve significant performance increases in graphics processing" in SteamOS. Adds that valve is "targeting reductions now and incoming audio latency performance at the operating system level." It is also not clear how many of the 3,000 games on Steam will run natively on SteamOS – Valve says you'll be able to "access" the complete catalog of steam through streaming. We're also curious how the OS will be suitable for your desktop PC or laptop that is not used in the living room.

Check back on Wednesday for the second of three expected announcements from this week.

History of Tyler Wilde and Evan Lahti


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Command & Conquer dev interview reveals plan to revisit Red Alert and Tiberium universes

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AppId is over the quota

Once upon a time, a group of game developers sat down to create a real-time strategy. More importantly, they sat down to create an intro video for that real-time strategy. The game was Red Alert, and that intro featured Einstein building a time-machine to assassinate Hitler with a handshake. It’s an important, nay, defining moment in the history of gaming, and one that shouldn’t be forgotten. By the sounds of it, it’s one that current C&C custodians EA haven’t forgotten, because briefly buried in this official promo video for the upcoming free-to-play Command & Conquer, is the admission that both the Red Alert and Tiberium storylines will be revisited.

The relevant line, from development director Tim Morten: “in the future, we’re going to go back to the Tiberium universe and the Red Alert universe.”

Of course, originally they were the same universe. But then continuity slipped through a chrono-hole, and common sense rode away on a mechanical dolphin. For instance, Red Alert 2?s intro. People wrote that. For money. And then that guy from Twin Peaks acted in it. For money!

The upcoming Command & Conquer is based around the infinitely less interesting Generals universe, with its near-future West vs East vs Terrorist structure. Despite being free-to-play, this sequel will feature a singleplay campaign, which will be released episodically. It’s currently in beta, and is due out before the end of the year.

Thanks, RPS.


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GTA 5 on PC: five things we want to see

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Sorry, I could not read the content fromt this page.

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Elite: Dangerous trailer shows off deep-space slugfest, mercenary pilots jumping in to help

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A new video of space trading sim Elite: Dangerous has drawn my normally stoic eyebrow into a firmly raised and locked position with its gorgeous depiction of sci-fi dogfighting in deep space. You may remember Elite as the Kickstarted Space Sim That Isn’t Star Citizen, but for a trailer this good I’m willing to reallocate some enthusiasm.

The trailer shows pre-rendered instead of in-game footage, it’s true, but if we can extrapolate one thing from the script, it’s a practical look at how being a space mercenary might work. Upon receiving a mayday call, the fighters get a “bonded combat assist request” and jump in to help in a fight between two massive ships. After all is said and done, payment is sent and the fighters continue on their way.

The big question is how this will translate into gameplay and what level of freedom mercenary groups might have. Still, with 100 billion systems and a lot of dark black in between, we’ve got a lot to be optimistic about. If you’d told me a few years ago that we’d have two ambitious space exploration sims vying for our attention now, I’d have called you a fool. Space sims may have gone into a long cryo-sleep at the end of the ’90s, but it’s awesome that independent games are bringing the genre back into style.


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Halo: Spartan Assault review

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Written by Nathan Brown

Windows 8 is a confused thing, so it’s little surprise to find that Halo: Spartan Assault is too. Like the operating system to which it’s tied, it’s been designed to work on smartphones, tablets and PCs but doesn’t entirely convince on any of them – jack of all trades and Master Chief of none.

PC users are spared the touchscreen version’s virtual controls, but it’s impossible to escape the feeling that you’re playing a topdown twin-stick shooter that doesn’t support twin sticks. Controller support is promised, but its absence is keenly felt here, especially when you hop in one of Spartan Assault’s vehicles and find it can only move in eight directions.

This is recognisably Halo, at least, even if it’s not quite the return of Master Chief forecast by students of the Steam database. Even from high up in the sky you can tell those are Covenant enemies running around down there, both in look and feel: Grunts happily waddle into your line of fire, while Elites smartly fall back behind cover when you deplete their shields. You do the same, naturally, and there’s a familiar rhythm to combat as you flank round to open up enemies behind cover, retreating only when a pulsating sound effect and throbbing red energy bar alert you to your diminished defences.

The story tells of two Spartans – one of each gender, because there’s no safer moment to introduce Halo’s first female protagonist than when she’s wearing a helmet and viewed through a lens placed a couple of hundred feet in the sky – seeking to fend off the latest Covenant advance across 25 protect, escort and destroy missions. It’s told in flashback through a UNSC training simulation, which gives handy narrative justification to the scoring system. At each level’s close your score is boosted by medals awarded for killing enemies within a certain time or without taking damage, and you’re given a gold, silver or bronze badge. And it’s here you realise once and for all that you’re playing a mobile game on your PC.

The only way to change the loadout you take into each level is by spending currency. You’re given three choices for each weapon and special ability – a forcefield, for instance, within which your shield speedily replenishes. One of these costs XP earned in game; the other two can only be purchased with Credits, available only through real-money purchase in bundles starting at ?2.19 / $3.50 and going all the way up to ?28.99 / $46. Skulls, which change the flow of the game – strengthening enemies, say, or having your shield deplete when you fire – increase the XP gained from each mission, but the best toys are locked behind a paywall. It’s an unwelcome free-to-play system in a game you’ve already paid for, a mechanical construct that belongs on a smartphone screen, not a high-end PC. Halo: Spartan Assault is, in that sense, the quintessential Windows 8 game.


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Dishonored: The Brigmore Witches review

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There’s little chance Daud and Corvo would ever have been friends. One’s an assassin who killed an empress, the other’s a bodyguard who failed to protect one. Two inherently opposing forces, with blood and Outsider marks on their hands. Put them in a room without bladed weapons though, and they’d find they had a lot in common. Corvo is fighting to redeem himself in the eyes of the city. Daud accepts his damnation, and is just shooting for a little personal redemption. Both men get their chance.

As with the first part of the DLC, The Knife of Dunwall, playing as Daud feels immediately familiar but just slightly different. He has most of Corvo’s powers, plus a few extras such as summoning assassins to take out targets for him, and the ability to call in favours from his underworld contacts. More importantly, he gets a moral flexibility that Corvo lacked. Playing the former Lord Protector, ghosting felt like the ‘right’ approach. Playing Daud, that’s still possible, but helping to feed hungry corpse-rats or deciding “Nah” to a fiddly looking puzzle simply feels more appropriate.

His continued mission is to track down Delilah: a Brigmore Witch who lives down a dangerous river – a Brig over troubled water, if you will. It’s broken down into three missions, one re-using the prison from Dishonored, one set in Dunwall’s garment district during a gang war, and a final one in Delilah’s dilapidated mansion full of shrieking, rose-wrapped witches, living statues and other horrors. All are excellent. The first DLC started strong and then lost steam with a bland second mission, a boring, combat-heavy retread of the Flooded District, and absolutely no payoff. Each part of this finale however has a distinct theme and vibe we haven’t seen before, catering to both combat and stealth approaches, and Daud confirms himself as a more interesting character than Corvo ever was.

As with the main game, much of what’s good about it comes down to the details – the ability to buy Daud a uniform to go undercover in the prison for instance, or an elderly godfather’s reaction to you killing his nurse in front of him. The levels are packed with secrets, documents and general things to discover, and while most of the favours Daud can call on are a little boring, the ability to continue a save or get a ton of points up front means he gets to cut loose from the start.

The one disappointment comes in a cameo by Corvo, in a scene that frustratingly relies on Daud’s chaos level rather than – cough – a certain rather important decision made during Dishonored’s campaign to decide how the story ends. That aside, this DLC sends the game out in style. It’s more of the same, where ‘the same’ refers to quality rather than rehashed content – an honourable end, by even the Outsider’s ambiguous standards.

Expect to pay: ?8 / $10 Release: Out now Developer: Arkane Studios Publisher: Bethesda Softworks Multiplayer: None Link: http://www.dishonored.com/

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суббота, 28 сентября 2013 г.

Greenlight approves 25 new games, including Next Car Game and SuperHot

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Bloody hell, SuperHot! You only added yourself to Steam Greenlight a few days ago, and already you’ve been approved. My guess is it cheated: stopping time in the moments between people voting. As a result, it and 24 other games have made it through PC gaming’s X-Factor, and will be released on Steam in the coming months/years/millennia.

You can view the full list here. Typing out a list of 25 games sounds boring, so instead I’ll point out some highlights, and things we’ve covered before:

This all comes just a few week after the mega-batch rubber-stamping of 100 games. For all Greenlight’s problems, it’s good to see that the approval process is becoming less of a roadblock for quality games.


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SOE will ban players for online abuse outside of their games

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If you’d stared into the dark heart of the internet, well… you’re probably too busy being curled up in the foetal position to read this. For game makers, balancing a lively community with the need to maintain a safe space for both developers and players is an age-old problem. In a profile on GamesIndustry.biz, SOE’s director of global community relations Linda Carlson outlined the company’s approach to dealing with abusive members of their community. One of the more interesting methods outlined involved holding players accountable for their actions outside of the game. Even players posting abusive messages on Twitter can now find themselves on the wrong end of SOE’s banhammer.

“Not only will we ban your forum account, but if it’s serious enough we’ll call up customer service and have you banned from all of our games,” Carlson says. “We do not need those individuals as customers. A very influential player, high up in a huge guild – we’ll still ban them… In our games, if you are an exploiter we don’t care who you are, how big your guild is, how many people you threaten to take with you when you go.

“We can control anybody who’s playing our games…[but] if we know who you are and you’re abusing somebody on Twitter, we will ban your game account and we will not accept you as a customer ever again. It’s not always possible to identify people [in that way], but we take that seriously.”

Not that she’s proposing a one-jerk-fits-all policy. Carlson recognises a difference between their competitive environments – PlanetSide 2, for instance – and their collaborative ones, like Everquest. But even within those different environments, there are certain patterns of behaviour that SOE – and basic common decency – deem as going too far.

Examples of this behaviour aren’t exactly hard to find. Even so, Carlson recognises that, to an extent the reaction is part of human nature. “You may not like it, but knowing that is normal will help you deal with it. It’s not just you – it’s everybody, and, yes, they are jerks, but that’s normal”

Check out the full Games Industry interview for more. Thanks, PCGamesN.


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Firefall developer Red 5 Studios lays off 10 percent of workforce

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CEO and Founder of Red 5 Studios Mark Kern announced that the company is laying off 10 percent of its staff. “As Firefall matures, we must transition our priorities and our development strategy to focus on streamlined operations and live product support,” Kern said.

According to the statement, most of the people laid off were from Red 5’s “video internet entertainment channel,” known as Stage 5 TV. The statement assures that the recent layoffs won’t affect Firefall’s development and promises a juicy new patch to be issued later this month.

This might feel a bit sudden considering Red 5 recently announced it was temporarily pulling Firefall’s PVP mode out of the field for additional polishing. I don’t know what percentage of Red 5’s staff worked on the video channel, so it’s difficult to know exactly how much (if any) of the core team was laid off as well.

As always, we wish those affected by the layoffs the best of luck in their future endeavors.

Thanks, Polygon.


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State of Decay shambles on to Steam Early Access later today

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The thing about the zombie apocalypse? There just isn’t time to make sure everything you do is made with meticulous perfection. Go all tortured artist over that barricade, and you might as well be erecting a sign saying “free brains, one careful owner”. With that in mind, Undead Labs will today launch a rough-and-ready PC version of their open-world zombie survival game State of Decay. The Steam Early Access launch will then be smoothed out through community feedback. See, teamwork. That’s another thing that can help stop you from being the first course in a brain buffet.

“This process is not for everyone,” warns Undead Labs community director Sanya Weathers in her announcement post. “Casual players, the easily frustrated, and the short of time should NOT get the Early Access version.” For one thing, the beta will launch without keyboard support, meaning players will need an Xbox 360 pad. “You all deserve the best, so if you’re not into giving feedback, just wait a few months and play the final version after we make it great.”

According to Weathers, the game will cost “twenty bucks”, the same as the Xbox 360 version, and – as always – purchase of the Early Access build will secure a free copy of the full game. It should be available as soon as the Steam beast rises.

For more on State of Decay, check back this afternoon to read our interview with Undead Labs’ Jeff Strain.


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SpecialEffect launches crowdfunding campaign Playing With Your Eyes

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Crowdfunding isn’t just about resuscitating genres, pandering to nostalgia, and making roguelikes. The charity SpecialEffect have just launched their first crowdfunding project, Playing With Your Eyes. They’re looking to raise ?5950 to purchase specialist eye-controlled equipment, which would help bring gaming to people with severe disabilities. Look at this way: Star Citizen probably has enough money.

“We set up, create, lend and support the use of specialist games controllers from our library of equipment,” explains SpecialEffect CEO Dr Mick Donegan. “Everyone we work with is different. Some of the people we work with find it difficult or impossible to control parts of their body other than their eyes. In these instances we use computers which are controlled just by moving your eyes.

“The demand for this work is growing all the time, so we are asking the gaming community, who have always been enormously supportive of our work, to help SpecialEffect through crowdfunding. The Playing With Your Eyes project will help us meet this growing demand and enable us to purchase this very special piece of eye-controlled equipment in order to reach and help more and more people with disabilities to play games.” With the equipment, SpecialEffect will be able to help gamers with locked-in syndrome, motor neurone disease, muscular dystrophy, cerebral palsy, among other conditions.

To read more about the work SpecialEffect are doing, head over to Andrew Tsai’s recent profile of the charity. The Playing With Your Eyes project will run until October 13th.


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Frozen Endzone dev diary: Origin Story

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Mode 7 Games, creators of our Strategy Game of the Year in 2011, share an update on their progress with Frozen Endzone.

Welcome to the first in the series of this behind-the-scenes look at Frozen Endzone. Although it’s our third game, Endzone feels a lot like a difficult second album. Our previous title Frozen Synapse had an amazing critical reception, winning awards and exceeding all of our expectations. Following something like that that is a pretty torturous soul-searching process as you try to find the needle of an intelligent decision in the haystack of random gibbering that accumulates in 4 years of making a single game.

We were confident from the outset that simultaneous-turn-based gameplay was something we wanted to continue. Here’s Lead Designer and Programmer Ian Hardingham:

“Two years before I even started coding Frozen Synapse, I spent the Christmas break playing Chaos League‘s simultaneous-turn-based mode. I was spellbound by the idea of a turn-based sports game,and absolutely loved inventing different formations and plays for every match. “Competitive geometry” might sound dry, but the thrill of both you and your opponent viewing the exact same field,but often seeing totally different things, is very exciting to me. I soon got frustrated with Chaos League’s flaws–much as I did with Laser Squad Nemesis–but the idea for Frozen Endzone was born that holiday season.

I wanted to make a game which was more creative and a bit less punishing of lapses in concentration.  But it had to be as deep, if not deeper. The sports game idea that came from Chaos League was perfect.”

The first phase of making the game was to prototype the gameplay, and this happened inside Frozen Synapse itself. The mechanics, though pretty different, required the same framework to operate so this ended up being a great choice.

“It took six months of full-time prototyping to come up with the core mechanic,” says Ian. “Originally the game was to be based around allocating points to Speed, Power, and Reactions for each of your players; maybe gambling on making a player run at full speed for the next turn, but if he was tackled the result would be disastrous. There was promise in this but it was too fiddly. I spent all day every day tweaking rules and playing against (Level Designer and Tester) Bin, and eventually found the core mechanic: when you’re stationary, you’re powerful; when you’re moving, you’re vulnerable. It sounds extremely simple but I believe the best game mechanics are.”

At the same time, our Lead Artist Rich Whitelock started concepting. Initially, we wanted a VR-like, almost Tron-style look again but as time went on we decided to move away from that as we felt like we had a chance to do something more unique. We wanted the robots to seem like machines and have a real physicality to them. Here’s one of the first concepts:

“I was trying to create a concept that didn’t fall into typical tropes of concept art,” he told me. “This utilised techniques (lighting, rendering, materials etc.) which were feasible for the eventual realtime game engine and showed the game in a state of play.  Readability was a priority.  Exploring different ideas led to towards a strong kind-of-tech-fantasy atmosphere in both the stadium locale and the lighting and FX.”

We decided to use Torque 3D for this project mostly down to Ian’s familiarity with it and the ease with which we could add new features. Our ninja freelancer Martin Johnson was brought into work mostly on rendering stuff to see if we could execute Rich’s concepts.

Ex-Sony animator Martin Binfield was brought in to work on early animation stuff. We wanted the robots to have a big and characterful style but also a heavy realism: it needed to be impactful when two of them clashed in a big tackle or block. Martin’s distinctive animation style now pervades the game.

Over the next few months, I’ll be letting you know what’s currently happening with Frozen Endzone as we reach beta and beyond.

Follow Paul Taylor on Twitter @mode7games.


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Dota 2 First Blood update adds local network play and new mode, goes live September 23

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Dota 2?s First Blood update looks set to bring local play, a new game mode, and a better backpack to the ultra-popular free-to-play game. The patch drops September 23 and also includes a host of smaller tweaks and changes to Dota 2?s interface, economy, and community features.

First Blood will allow lobbies to be formed over local networks either at home or a cafe, according to Valve’s summary of the update. A new game mode called Captain’s Draft adds another layer of intrigue to the team selection process. Teams will take turns whittling down a random list of 24 heroes in order to fashion their rosters before matches begin. Additionally, improved item filtering and sorting changes to the game’s backpack system is what Dota 2 is now billing as a player “armory.” The filters should allow for better organization of items by “type, quality, and rarity,” according to Valve.

Dota 2, which officially launched in July after a long beta, will also see some less visible changes under hood. The quality of items players will see dropped in-game will be tied to their Dota profile level once First Blood releases. In a change to how the game attempts to deal with cheaters, Valve reports that “beginning soon, users will be suspended from Dota 2 for 30 days when external tools attached to Dota 2 are detected by the Valve Anti-Cheat system.”

New to Dota 2? Check out our handy introduction to all things MOBA.


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Dark Souls 2 producer says multiplayer to remain lonely, indirect, also comforting

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Several new comments have surfaced today from Dark Souls 2 producer Takeshi Miyazoe on the game’s idiosyncratic approach to a multiplayer RPG. Miyazoe emphasizes how DS2 isn’t going to try and compete with or copy other sorts of multiplayer approaches, but rather focus on keeping player interactions fleeting and powerful, according to an interview with Shack News.

“It’s the sharing of emotions, the sharing of the loneliness with other people, so that you get that faint sense of comfort when you feel that another player’s facing the same difficulties in the game, but without being able to have direct contact,” Miyazoe said.

Miyazoe said that several of the “core elements” of the first Dark Souls will also appear in the sequel, such as player summoning and Covenants, which were a type of faction mechanic that granted bonuses and perks to player characters. ”Our dev team’s goal is to enhance some of these elements even further, so that you still have that loose connection–how you interact with other players will be an enhanced experience, a new experience,” Miyazoe said in the interview.

While it might seem counter-intuitive to advertise a game’s multiplayer by pointing out how it restricts player interaction, this is still in the classic tradition of the first Dark Souls. What made both those games satisfying was their ability to make isolating and, indeed, brutally lonely experiences so compelling.

For more on Dark Souls 2, check out our E3 hands-on with the game.


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пятница, 27 сентября 2013 г.

Metro: Last Light’s Developer Pack DLC detailed, arriving next week

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Deep Silver have revealed details of the third of Metro: Last Light’s four planned DLC packs. The ‘Developer Pack’ is due out next week, and… well, I’ll level with you, it’s a bit of an odd one. Of all the DLC bits we’ve seen for the post-apocalyptic shooter, it’s the one that most resembles a random assortment of disparate ideas, mixed together into a thick goulash.

Here are the three main parts, as announced over Deep Silver’s PR tannoy:

“Players can experiment with every gun and attachment combination in the Shooting Range, and complete unique marksman challenges for each weapon.” “The AI Arena allows players to pit customisable squads of human soldiers and mutants against each other or prove themselves in several challenges.” “Lastly, players can explore Metro’s cast of characters, and human and mutant foes, up close in the ‘Metro Museum’.”

There’s a solo mission, too. The Spider’s Nest traps you in a arachnid-infested catacomb, with just a lighter, a torch, and a giant flamethrower for company. That’ll be a fun one for arachnophobes.

Despite the weird mix of ideas here, I quite like the sound of the AI Arena. It’s unlikely to usurp Salty Bet as the king of the AI battlers, but – as someone who has spent hours creating random fight scenes in Gmod – it’s bound to be an amusing distraction.

Previously, Metro: Last Light received the Faction Pack, adding three single-player missions that each dealt with a different group in the game, and the Tower Pack, an out-of-universe combat arena. The final DLC release will be the Chronicles Pack, which will add more single-player missions that explore the side-characters Pavel, Khan & Ulman, and Anna.

Metro: Last Light’s Developer Pack is due out September 17th, and is priced ?3.19, $3.99 and €3.99.


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EA’s new CEO: “I envision EA as the World’s Greatest Games Company”

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EA has a new CEO: VP of EA Sports Andrew Wilson took the throne today, filling the seat John Riccitiello left behind in March. In a blog post, Wilson describes a plan to keep on doin’ what they’re doin’, saying that EA’s strategy is sound, and that continued investment in next-gen consoles and “mobile and PC free-to-play” is the thing to do.

“I envision EA as the World’s Greatest Games Company,” writes Wilson. “This is not about what we are aiming for or what we will become. Rather, it is about an unfaltering commitment to what we will be every day. This is an attitude that must drive our culture as one team.

“I also believe EA’s strategy is sound. Our focus on our talent, our brands and our platform together with our investment in next-generation consoles, mobile and PC free-to-play, as part of our ongoing transition to digital, is right. But we have plenty of work ahead to ensure our collective success.”

Wilson joined EA in 2000, and most recently served as Executive Vice President overseeing EA Sports and Origin. Prior to that, Executive Chairman Larry Probst says he “distinguished himself” as Executive Producer of the FIFA franchise and gained extensive experience with EA’s Asia Online Publishing Group and studio in Seoul, Korea.

Probst, who has acted as interim CEO since Riccitiello stepped down, will “continue to serve as EA’s Executive Chairman for an indefinite period” while Wilson transitions to his new role.


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Starbound: an ambitious 2D sandbox game set in a procedurally generated infinite universe

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Is it actually like Terraria in space?” I’m talking to Finn ‘Tiy’ Brice, lead developer on Starbound – a game habitually described as ‘Terraria in space’ and which shares some of the same development team.

“I guess that description is a little misleading, because when you play the game it doesn’t feel at all like Terraria. There’s a massive emphasis on the atmosphere, the combat is very different, and the building is entirely different,” says Brice. ‘Terraria in space’ is a handy basiclevel explanation but not an accurate description, he adds.

So that’s what Starbound isn’t. What it is is an ambitious 2D sandbox game set in a procedurallygenerated infinite universe. In addition to the sandbox elements, there will be a main storyline that will alter depending on which race you play, as well as a slew of side quests and the potential for co-operative multiplayer as well as PvP.

“[Starbound] starts with each of the races you can play as either fleeing or choosing to leave their home planet for some reason,” explains Brice of the main story. “Through the course of the story they’ll come together, and I think all of their futures somewhat intertwine.” But the idea of being forced to leave your homeworld at the beginning of a game seems at odds with Brice’s insistence that Starbound be as lovable as possible.

“A lack of charm is one of the saddest things plaguing videogames,” he says. As a result, the team are focusing on making Starbound as charming as is humanly possible. “We’ve put a huge amount of effort into that. It tends to be the smallest things that create the most charm – smoke swirling off the top of teacups or leaves falling from trees.” So how does that marry up with the displaced people?

“Tonally, there is actually quite a bit of contrast there. Obviously the art style is quite friendly to look at, and a lot of the time while you’re playing it’s pretty friendly – especially in the peaceful parts of the game – but the story is quite dark and quite adult as well,” he says. “We didn’t want it to be something Mario-style, where it’s great in its own way but there’s not much depth. We wanted something people could really sink their teeth into.”

Despite not having the main story fully fleshed out yet (it won’t even be in the open beta when that launches later in 2013), the Starbound team are already thinking about how to integrate DLC. One of the ideas is a paid-for season of content that operates like a television series. “Once you pay for it, you get a new episode every week on the same day at the same time,” says Brice. “We want to turn, say, Thursday nights at 6pm into Starbound night, and create cliffhangers that people can discuss between episodes and the end of a season.”

As much as it will contain narrative, a massive part of Starbound will be rooted in exploration and discovery. One result is that the developers are aiming to give the player an “almost unlimited” number of things to find. It’s this need for an abundance of objects that should also make the game mod-friendly.

“The amount of content had to be so high that relying on a small group of programmers to do it all was just not feasible. What we did was set up the engine in such a way that even artists who had never touched code in their lives could add new objects and new monsters or guns or armour in five minutes. It’s that simple. There are going to be different levels of modding [but] just adding content is absurdly easy. Anyone with Notepad and Paint can just draw a chair or something and add it to their game.”

As well as this vast, moddable object library, procedural generation is being used for content from guns to landscapes so new worlds and experiences should always be possible to find. The emphasis is on creating opportunities for the unexpected, although sometimes the actions of the dev team can have a similar effect.

“We have a physics system we can apply to blocks,” says Brice when asked whether anything unexpected has happened to him in the game. “Sand cascades and forms into big piles, and water reacts like liquid. One of the guys on our beta team built a huge sandcastle fortress thing; I wasn’t aware, but after he’d built it I added the cascading physics to the sand block. He loaded up his game and said to me, ‘Come visit my big sand fortress thing!’ We joined his planet and the whole thing fell down.” A once-mighty fortress turned to sand soup. “I think it was sad for him and funny for me.”

The experience reminds Brice of playing Minecraft, accidentally setting parts of his home alight when building a fireplace. “I like seeing things like that happen, even if it happens to me – at least I didn’t expect it, and anything unexpected is great,” he says. “That’s what Starbound is about really.” He pauses. “There probably won’t be experiences that burn the player’s house down, though.”


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Tom Clancy’s EndWar Online brings World War 3 to your browser

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Yep, you read that correctly. The voice-controlled RTS Ubisoft released more than three years ago on the PC is finding a war-torn home in the world of free-to-play, browser-based games.

According to Ubisoft, EndWar Online takes place 10 years after the first game, with your faction of choice fighting for dominance in the smoldering aftermath of World War 3. The lone wolves out there can stick to single-player PvE missions, but the more competitive players can duke it out against your fellow survivors in PvP.

EndWar Online will use a flash-based browser plug-in to render the game within your browser. Ubisoft hasn’t announced which browsers are battle-hardened enough to endure the toils of war, but the game will work on both PC and Mac. The game’s also free-to-play, though Ubisoft hasn’t unveiled any revenue strategies to support End War Online financially.

EndWar Online creative director Michal Madej told Polygon that Ubisoft chose to create a browser-based game as it allowed the publisher to connect more players to their “Theater of War” online system than individual gaming platforms would.

“The original game was on console and it was faction versus faction, but what was lacking was not everyone was connected,” Madej told Polygon. “There wasn’t a shared theater of war. But on browser, almost everyone has a web browser, so we can try to achieve the goal of the original EndWar of having everyone be connected.”

Those interested in enlisting for Ubisoft’s seemingly everlasting war can sign up for the beta on the official site. You might want to stock up on gasoline before heading back to the future. Daily commutes can get a little pricey when gas is over 18 dollars a gallon.


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SuperHot dodges its way to Steam Greenlight for an expanded version

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AppId is over the quota

Hot soup! Time-bending FPS ballet Superhot was a brilliant example of the importance of the 7dFPS competition. It took a tired genre cliche – Bullet Time – and reinvigorated it with an elegant and simple twist. Time moves when you do, giving you the opportunity to methodically weave through levels with an assumed fluidity that’s detached from skill and reflex. Also, at the end of each level, the game chants “Super Hot Super Hot” at you, which is badass. Such a winning formula deserves a more thorough exploration of the mechanic, which is on the cards if the game can slip through Steam Greenlight.

The updated version promises “a LOT more” features, including slo-mo explosions, a machine gun, and an enemy type that can also dodge your bullets. Of course, if we’re in wishlist territory, I’d also like to see an end-of-level replay that shows your performance from an outside, non-time wizard, perspective.

You can play the free prototype version of Superhot here, and vote for the game on its Steam Greenlight page.


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Rise of the Triad update improves performance, adds multiplayer maps, caps blood spray

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AppId is over the quota

Rise of the Triad is a messy game. Partly because eyeballs can burst out of a man’s head and fly onto your screen, but also because its launch version had a fair share of glitches, exploits and performance problems. This first, massive patch attempts to fix those latter issues. You’ll still be strafing through a procession of raining man-chunks, but at least you’ll be doing it at a steady frame-rate.

In addition, the ‘old-school’ FPS is bolstering its rather good multiplayer mode with new maps. Five are being added, from a weird science tube, to a weird collection of chunky floating platforms. An update trailer takes you on the tour of these free battlegrounds.

In regards to bug-fixes, Interceptor claim over 200 issues have been squashed, ranging from individual level fixes, to a capping of blood spray to increase performance. Don’t worry disturbed gore fans, you can still enable entrails through PhysX support in the launcher. What hasn’t been changed is the campaign’s infuriating checkpoint-only saving, but it’s a good start nonetheless.

You can see the update’s full scope over at the official changelist page. Rise of the Triad v1.1 is out now.


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четверг, 26 сентября 2013 г.

Football Manager 2014 release date announced

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AppId is over the quota

How best to persuade you to sit through an exploration of the underlying tech powering the new features of a management sim? For Sports Interactive, the answer is to announce the release date of that game at the end of their five minute info-burst. It’s a clever idea, but one that I’m going to immediately nullify, by posting that date right here in this paragraph. Football Manager 2014 is coming out on the 31st of October. You should still watch the video, though.

Mmm, tech!

If you’re an risk-taking, review-ignoring obsessive, you can also pre-order the game for a two week early access beta period.

For more on Football Manager 2014, head over to the official site, or check out our interview with Sports Interactive’s Miles Jacobson.


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Hyper Light Drifter sails past Kickstarter goal, securing the ARPG’s eventual existence

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AppId is over the quota

Normally I’m a paragon of caution and balance, especially when it comes to the unknown depths of pre-development game funding. But hot dang would you look at this thing! Hyper Light Drifter has shades of Zelda, of course, but visually, there are also hints of gorgeously stylised games like Sword & Sworcery EP and Supergiant’s Transistor. The project has also secured the talents of composer Disasterpeace, him what did the brillo Fez soundtrack. Naturally, the game has already shot past its funding goal.

“Hyper Light Drifter is a 2D Action RPG in the vein of the best 8-bit and 16-bit classics, with modernized mechanics and designs on a much grander scale,” explains the Kickstarter page. “It plays like the best parts of A Link to the Past and Diablo, evolved: lightning fast combat, more mobility, an array of tactical options, more numerous and intelligent enemies, and a larger world with a twisted past to do it all in.”

Originally targeting $27,000, the project has currently raised over $57,000 after a single day. That means we’re well into stretch goal territory, with two down already, securing new environments, bosses and a New Game+ mode. Future goals include more Disasterpeace, and a co-op campaign.

More details are available on the Hyper Light Drifter Kickstarter page.


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Saturday Crapshoot: Quickies Week II

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AppId is over the quota

Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. This week, rather than one game, a bit of a medley. The PC’s always been the best platform, obviously. When it came to platformers though…

Yes, once again… a little later than planned, thanks to getting hours into this week’s intended subject only to be stopped by an unfixable crash… it’s time for a look at a random grab-bag of what was historically one of the PC’s weakest genres. If you wanted platform games, you got a Nintendo/SNES (or if your parents secretly hated you, a Sega) or an Amiga/ST. It’s not that there weren’t attempts made on PC, just that they rarely worked out that well – remember our version of Mega Man? – and too expensive to risk a punt on compared to something likely to last longer, like an adventure, an RPG, or a Slush Puppie. Let’s take a random spin through some of the good and the bad, and the very, very ugly…

He’d be better off as backup for the real heroes. You know. Comic relief.

Where better to start than right at the beginning… at least, more or less. Captain Comic is often credited as being the first PC platform game, though a quick look at the graphics – simple as they are – should be a clue that it’s not. It came out in 1988, while players craving disappointment could have been playing the likes of Ario Bros (sic) as early as 1983. You can probably work out what game that was a clone of, and note the lack of the word ‘Super’ in its name. Its graphics consisted entirely of ASCII figures, with Mario replaced with a smiley face and Shigeru Miyamoto with a dodgy photocopier.

Captain Comic was however arguably the first that became iconic, due to being released as shareware and thus appearing constantly whenever magazine disk editors needed to fill a little space, or shareware editors got bored of Shooting Gallery and whatever Skunny was up to that week. It’s not a complicated game, as if the name “Captain Comic” wasn’t a bit of a clue about that, but it’s more advanced than you might think. The creator was inspired by Metroid to add an adventure game element to jumping around the levels and being assaulted by more dive-bombing birds than Hitchcock ever dreamed of, and the controls are clumsy. It bothers with a few things that many games that followed wouldn’t though, including correcting a jump in the air, as well as taking the view that if you had a gun, you’d probably want to use it. True, it’s powered by soda for some reason, and no “Captain Comic” will ever be badass, but shareware of a similar vintage would regularly restrict you to just a few shots so that they had something to use as a pick-up. Here, you can fire almost as much as you want (with an energy meter offering mild limitations), and each gun upgrade means being able to shoot more projectiles at once.

Weird that the default ‘shoot’ command key was ‘Ins’ though. Look on your keyboard. Yes. That one.

It’s a simple enough platformer, not really notable for anything but getting in there first, but did start a bit of a trend – shareware developers desperately trying to make the genre work. If a new game was held up as the PC’s answer to, say, Sonic the Hedgehog, it was going to be a shareware game. Even if it was the original Duke Nukem, back in the days where he wore pink, wasn’t sure how to spell his name, and wanted to be done with his ass-kickery in time to get home and watch Oprah. It probably goes without saying that none of them were that successful, at least until what was then called Epic Megagames got into the action with a little game called Jazz Jackrabbit. Prior to that though…

Shareware was the F2P of its day. Someone had to be paying to make it profitable, but you’d never meet them.

Even as far back as 1992, people were rolling their eyes at the classic ‘prince saves princess’, ‘rescue the kidnapped girlfriend’ storyline… so it’s a good job that it’s never used any more, right? Few remarked on it as openly as this game though, with its colour-swapping heroine fighting her way through some of the blockiest platforms ever to be jumped on, and a third episode called “Jill Saves The Prince” featuring the most romantic, epic ending ever. Or possibly the most favor-y favour ever to be requested.

THE PRINCE ASKS: “Jill of the Jungle, you have not only saved my life, you have saved the jungle from great peril. You have the eternal gratitude of my family. Now I ask you only one more favor, Jill… will you marry me?”

JILL ANSWERS: “Okay.”

Sniff. Truly, a legendary tale.

The game itself was very primitive, being notable mostly for its gradient backgrounds and having a non-sexualised (unless you squint, or look at the box, which was a different and much sillier story) female protagonist. It wasn’t the first, earlier games like The Colonel’s Bequest, Plundered Hearts and King’s Quest IV already having broken that ground, but it was still a rarity. Not like today, of course. That makes it all the stranger that the game intended to be its follow-up ended up morphing into an original game called… wait for it… “Vinyl Goddess From Mars.” With a name like that on its title screen, a game only has two possible ways to go. See if you can guess which one it chose!

A poor choice for field work. If nothing else, you can’t sneak up on enemies if you squeak with every movement

You guessed correctly. Though as mentioned before, no game has ever featured a more underdressed hero than Lost City of Atlantis… whether it was the kind of nudity players wanted to see or not.

Jill of the Jungle did however put Epic Megagames and its creator Tim Sweeney on the map. A few years later, he would go on to create the Unreal engine, which of course powers much of the industry right now. In a very real sense, much of the games industry right now, along with titles like Bioshock Infinite, owes its existence to this platforming blonde in a bathing suit, and Jazz Jackrabbit, the bright green rabbit that followed her. Not so much its official follow-up Xargon though, since even fans of Epic Megagames in the day tended to know that one as “That Game That Also Exists.”

Jazz Jackrabbit was a fantastic game for its time, ‘fantastic’ in this case admittedly needing to be followed with ‘if you envied console owners their 16-bit platformers but hadn’t really played enough of them’. It had awesome music, seemingly endless levels, 3D bonuses and more, and for a while was hands-down the best mascot platformer you could get on the PC, shareware or not. It was followed by a sequel, which paired Jazz with the unfortunately named partner “Spaz” (more of a deal in the UK than in the US, I suspect…) and a 3D version was in production for a while. It’s not hard to find a copy of that if you poke around, but I wouldn’t bother. It’s very primitive stuff. The original shareware version though? I had some great times with that, and it’s one of the very few shareware games I ever personally registered with my pocket money. When I could get the whole game for about ?10, anyway.

But shareware couldn’t have the whole genre to itself. What wonders awaited on the shelves?

Based on an actual acid trip in a funhouse.

No.

Which came first, the game mechanic or the pun? By the way, if you don’t get the pun, sea kelp.

Given that his entire series was little more than a pun with a couple of prosthetic games attached, James Pond did pretty well for himself. Only one of his adventures made it onto PC though, and it wasn’t the platforming that quickly made it infamous. The platforming was okay, in the strongest, most hand-wavey sense of okay imaginable, as everyone’s favourite fish became everyone’s favourite fish-and-chips thanks to some cyborg technology that let him stretch up and grab platforms.

It also marked a confusing point for the industry, as everyone tried to work out whether levels filled almost entirely with Penguin chocolate bars in their wrapping counted as either a cool acknowledgement that games were important enough to get that honour, or just a bit tacky. A few more years of product placement would of course confirm the latter, from the Chupa Chups in Zool: Ninja Ant From The Nth Dimension Whatever Its Creators Thought, to platform and puzzle games based on the Quavers mascot, to Space Quest V ending all futuristic phonecalls with “Thanks for using U.S. Sprint!”

Robocod’s crowning achievement on PC though was to be one of the most glorious demo cock-ups of all time. The demo was cover-mounted on our sister magazine PC Format, along with probably a few other places, and on the surface was fairly standard. You got a couple of levels, which was likely enough to realise that the game was okay but you didn’t really want any more of it. Your mileage may vary there, but since far more people remember Robocod fondly than actually bought it, the odds were pretty good. The problem was that to make this demo, the creators simply dumped the whole game on a disk and flipped a switch to stop the doors to the levels unlocking after the first couple.

…but forgot to switch off the ‘access all levels’ cheat code.

As a result, the entire game was playable from the coverdisk simply by tapping a few items in the right order at the start of the game. This was a well known code at the time, and so an obvious thing to try and be stunned when it actually worked. As I remember, the only thing that was missing was the ending – the game just crashing there. Since the ending consisted entirely of Santa dropping a bag of toys on the villain and he and Robocod jumping up and down, it wasn’t worth investing in the whole game for.

If anyone does feel any lingering guilt though, there’s a James Pond Kickstarter coming soon. I don’t know if they’ve decided on a pun, but the good money is on Tomorrow Never Fries or License To Krill.

There’s no real story behind this one, I just remember it fondly…

Now, here’s one for the ‘forgotten classic’ category. Fury of the Furries (later redrawn and re-released as the Pacman game Pac-In-Time, one of several attempts to break out of the maze and make a game nobody wanted – the most bizarre being the semi-point-and-click adventure Pac-Man 2: The New Adventures) was a slow-burning but terrific mix of platforming and puzzling. Its plot was an irrelevance, its graphics hardly worth mentioning. Its feel though was great. You control a gang of furballs called Tinies, or one colour-changing one, with coloured gates determining which powers you can call on at any time. Red can devour platforms, yellow shoots fire, blue is the diving specialist. King of all of them though is Green, who can travel around the map via unlimited ninja ropes. This was extremely cool, especially as it was much more forgiving than the more famous rope over in Worms.

There’s not a lot more to say about this one. It was just a simple idea, really well executed. Also, along with French, English, German and a couple of other languages, you could choose to play the game in Fremen. As in Dune. This didn’t change a lot, really, this not exactly being a plot-heavy game. It did however mean things like the opening desert level being renamed Arrakis, and selecting ‘Bazir al Kalash’ for sound settings. Kalah, or Neb kalash? It comes on a stick. Wash it down with some Crab Juice.

It’s good to remember that 90s platformers weren’t all bad. Right. What’s next?

Meanwhile, in the deepest corner of your nightmares…

Christ, no.

Oh, Rick, you’re no Flash. RealVideo at best.

Rick Dangerous was a defining game for me. Specifically, it defined what I wasn’t willing to accept in a game, which in this case is sadistic, brutal death where survival is less about skill than rote memorisation. For some reason though, just about everyone I’ve ever spoken to who remembers these two games does so with eyes so misty that they should probably get some windscreen wipers.

Both are about the adventures of an Indiana Jones type, with the first game (from 1989) set in his natural habitat – caves full of rolling boulders and the like – and the second taking on a more sci-fi vibe, with the box riffing on Flash Gordon and the game having Rick fight off invading aliens. Between deaths, anyway.

In both cases though, the stock joke was that Rick wasn’t dangerous, his games were. Some say that diamond is the hardest material in the world, show-offs sniff that it’s actually wurtzite boron nitride. Both though are incorrect. Beating them all into a bloody mess is the cranium of anyone who willingly made it through these games. They’re not the toughest ever made or anything, just a relentless death march of traps and screw-you design, with limited lives to really rub salt into the wound. On the very first screen of the first game for instance, you start in a corridor. As soon as you move, a boulder starts rolling right behind you, chasing you down a passageway with only a second or so head-start… a passageway that then drops you straight onto an enemy who kills you in one hit. In game design terms, that’s up there with having a convicted poisoner cook you an almond cake. It just gets worse from there.

Still, if you’re in the mood for its trial-by-ordeal, there’s a modern PC port that at least helps make the controls slightly less horrible. You may also enjoy the experience of repeatedly stepping on a rake.

O_O

…so, it’s like that, is it? Very well.

Under normal circumstances, I’d feel sorry for the creators of Trolls. In this case though, I can think of no more fitting punishment for having made Trolls than having to spend extended periods of time in its company – forced to build and then play the most eye-gouging platformer ever to hit the PC. Based of course on the long-haired horror toys from the 90s, Trolls used so many neon gradients that it caused a worldwide colour shortage. For the three months after it came out, every game was black and white. (Luckily, they were all later secretly patched back to their intended form by an army of magic elves.)

Could it be worse? Well, yes. Slightly. The box could have been the kind of thing that would get you put on a list just for picking it up off the shelf. It would have required a second deal with Satan though, and even he has his limits. “Dude, seriously,” he might say. “I already let you make a game with the same effect as opening the Ark of the Covenant. Chillax. Have a cappucino.”

The game itself, stripped of the graphics and the fact that it’s about Trolls, isn’t the worst in the world, though the migraine it brings on can feel like it. The goal is to get around the levels and rescue baby trolls without thinking that the presence of baby trolls means that these hideous abominations must occasionally slip off their T-Shirts and jeans to make the beast with two backs and ten gallons of hair gel. Your weapon is a yo-yo, because it’s hard to bind ‘the sudden existential horror of realising you’re in a Trolls game’ to the Ctrl key, with themed levels ranging from “Just Took Ecstasy And Stared Into A Kaleidoscope World” to “Synaesthete In A Rock Concert Land.” Something like that, anyway. This is the only game ever made that could have done with a sewer level to break up its imagination.

But on the plus side, it wasn’t a broken interactive movie from the 90s that I now plan to take outside and use as a frisbee, possibly hard enough to not simply break it into shards but atomise it into failure dust. Next week, a more reliable game, or a noose. Stay tuned for updates. (No noose is good news.)

Apologies to anyone mentally scarred by the Troll. Here’s a kitten playing with some yarn.


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