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пятница, 25 октября 2013 г.

Space Marine creator: Captain Titus would have “gone rogue” if the series had continued

Space Marine, the ultra-violent close-combat exploration of the grisly Warhammer 40K universe, was a good game that didn’t get enough attention. Still, had THQ not completely imploded at the end of 2012, Space Marine’s protagonist Captain Titus was planned to have been at the center of two more games. The game’s director, Raphael van Lierop, is now part of the team that successfully Kickstarted The Long Dark, and he claims to have had big plans for Titus.

“The second part of his story was to focus on a ‘Titus Unleashed’ plot—basically there were forces arrayed against him that would see his loyalty to the Adeptus Astartes pushed to its limit, and his reaction would be to kind of ‘go rogue,’ and we’d see a different Titus, not quite as in control as we saw him in Space Marine,” van Lierop told The PA Report. “He would survive, and come back even stronger in the third game, where other Space Marines still loyal to him would rally around him and he’d return to ‘clean house,’ but as the head of a brand new Chapter that we would build around him.”

I found Space Marine to be a well-made ballet of death and carnage, which is my favorite kind of ballet. For more details on Titus’s cancelled storylines, check out the full interview with van Lierop at PAR.


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Saturday Crapshoot: The Clue!

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, GTA is far from the only way to experience a life of crime. You could rob a bank in real life! Or, alternatively…

As credos go, a thief’s is pretty simple: What’s yours is mine. Why, it’s so fundamental to the job, games about them may even pinch it from each other. Before Garrett though, and certainly before… uh… The Yellow Guy, the art of thievery was a little more of an adventure. A not very well translated one, admittedly, but still. The time is the 1950s. The place, London. The goal, to master the art of theft.

I hope it’s fingerpainting. I was always best at fingerpainting.

I want to know the cross woman on the right’s story. Just look at her sullen fury.

So there I was, pretending to be in the middle of an anecdote, when I found myself on the platforms at Victoria Station. Three pounds in my pocket, a perpetual cigarette between my lips. No friends, no contacts, and only at 82% health. Probably something to do with the cigarette. This of course will not be allowed to stand. By the end of the week, I fully intend to be the Moriarty to this city’s Sherlock, the Lupin III to its Zenigata, the Hamburglar to its Mayor McCheese. All I need to accomplish this is everything. Conveniently, that’s also what I intend to steal.

But first things first.

Despite being broke, I call a taxi. I’m expecting a typically dour taxi driver, which will make it easier when I either Grand Theft Auto or Daley Thompson’s Decathalon my way out of paying at the end of the ride. Instead, I come face to face with the terrifying sight of Dan Stanford, the taxi company’s boss. “May I congratulate you on being the 1000000. client of our Taxi & Transport Company!” he exclaims.

Well, that’s a stroke of luck. FOR YOU.

With my free ticket, I head down to Holland Street to find a place to crash out, and start assembling my crew. Bed first. Crime later.

Hallo. My shop is F. Maloya. You undercut my father. Prepare to buy.

The Ugley Dog Hotel appeals to me, because any establishment that casual about typos must be confident of itself. “I’ve booked a room in advance,” I lie. “Under which name?” the fiendish receptionist replies, cutting right through my lie like some kind of super detective bastard man. I can’t use my own, obviously – which is “Matt Stuvysant”, incidentally – so I go to the second name on the list. “Mark Goldberg,” I say, as confidently as I can. Nothing happens. “Oh,” I add, and actually click the option.

“Oh, Mr Goldberg, I’m awfully sorry I didn’t recognize you at once!” says the receptionist. “We’ve got no room booked in advance under your name, but this is certainly due to a mistake in our administration!”

“Yes, well, don’t let it happen again,” I order him, taking the keys to Room 8.

You… er… ‘took advantage of a private hotel room’ already? For shame, sir. This is the 1950s!

“Home sweet home,” my future self tells me, as I survey it. That makes me feel better, mostly because I can see that some time in the future, I’ll be upgrading from a damp cigarette to a full on pipe. I wonder if he gets flash-forwards to his even more future self covered in Nicorette patches. I hope not, because that would be incredibly wussy thing, and a master thief like myself has no time for such childish nonsense.

Anyway, the first thing I do in my hotel room is phone Mummy.

“If someone listened to the rest of this conversation, he would surely believe that I’m quite a whimp for someone of my age,” narrates my future self, who can’t spell ‘wimp’, apparently. “However, it has to be said that my father never had enough time for me, and that therefore I had a very close relationship to my mother.” What he doesn’t mention though is that Mummy is connected. Where most mothers will advise wrapping up warm or wearing clean underwear, Mummy instead wastes no time setting up an underworld meeting with a man named Mr. Briggs, in what’s technically called the Fat Man’s Pub but looks disturbingly like the UK branch of Callahan’s Crosstime Saloon.

Sometimes you want to go where everybody knows your name… unless it’s the fuzz asking, obviously.

Briggs is a fat man with a plan – probably involving an all-lard dinner. He also wants to arrange a really big score, which currently has just one minor problem holding it back. He’s broke. How broke? He can’t afford the tools, he can’t afford the car, and his best plan for fixing this is to rob… a kiosk. Somehow, I don’t see this guy going after the Crown Jewels any time soon.

To conduct a burglary though, I need a couple of basic things – a getaway driver, who will be behind the wheel of some clunking piece of crap that he can provide, and some kind of tool to jemmy open a lock. Both, I’m told, can be found on Watling Street, along with the police station should I decide to go and turn myself in for kicks at some point. On a whim, I head over to meet the Competition – Inspector Gludo.

He’s very professional.

It’s okay, he’s just auditioning for that hit play “An Inspector Calls You Names”.

And he doesn’t even notice me steal his police identity card. Score!

A second bar beckons, called – oddly – “Walrus & the yellow shades”. It’s a little funkier than Callahan’s Transworld Saloon, so I figure that it probably has a better class of criminals. Like this lady, Elizabeth.

So, before you ask me what a nice girl like me is doing in a place like this, ask if you like your car in one piece.

Coughing, I switch effortlessly into my most charming voice. “What’s your job?” I ask. “Housewife.” she replies. “Have you ever had any trouble with the police?” “No. I’ve never committed any crime.”

Ah.

“Would you like to help me break into a kiosk in Fulham?” I ask anyway. “I’ll take 55 percent,” she snaps.

I think we have our getaway driver!

How does an adventure gamer implement their crimes? In the ‘scum’ engine, of course!

Back at the hotel, it’s time to plan a crime. Elizabeth will obviously be the Bonny to my Clyde, but unfortunately when I assign her to the car, she refuses on the grounds that she’s sure I can find someone much more qualified. Her name turns out to be Justin White… Justine, presumably… who actually has the balls to follow a complete stranger into an illegal heist. Liz, you broke my heart.

Planning is a little strange. It’s done in time units, with adventure game commands that build up into a full operation. Walking to a door will take as long as it takes, obviously. Breaking through it with a jemmy is another 15 or so seconds, while other things take longer. This being a smash-and-grab, there’s really nothing more to it than Justin waiting outside, me going in to grab the cash, and then us all leaving.

You could have done that, Liz. This could have been you. This money could have been yours. But it is not, and it never will be, and that’s on you, Liz. That’s your fault.

Oh, come on! Pig-Pen from Peanuts doesn’t leave this much of a trail where he walks!

After the heist, the police go over the scene in great detail but don’t pick up a vast number of clues, or The Clue!s as the case may be. This one can be officially declared a success, unless your name is Liz The Coward, obviously. And Liz? That’s your new name. To celebrate, I head down to the pub to find more work, only to be stopped by a totally legitimate looking bloke who definitely isn’t the Inspector.

Monsieur! Votre subterfuge est tres formidable!

Telling him where to stick his pipe, and offering him a light with which to start smoking it, Not Inspector Gludo takes immediate umbrage. “Mon cher, don’t be that aggressive. I’ve only got one toute petite question: Would you sell me your… how do you say… loot?”

Well, why not? Ignoring that the loot is already cash, obviously.

“Ha! You thief!” Gludo screams. “You are under arrest, in the name of Law! Everything you say from now on… may be used… and, um… everything else… may be, umm… used as well!” And from there, it’s mostly downhill. To the station. Booking. A long jail sentence, with much time to reflect. Finally, a quieter, more honest life, as a monk who takes the old ‘smoking habit’ joke a little too literally.

As far as his sex life goes, he’s had nun for years.

Yeah, right. As if. Though honestly, the idea that I’d fall for that trick is almost as insulting as the offers I’m given from local dealers. See, despite having stolen cash, The Clue doesn’t see it as regular money, the kind which you might be able to just spend. As such, I need to take it to a fence. About ?175 for ?190 seems like a distinctly poor rate of exchange, even on the streets…

Wonder if fences get annoyed at people taking them fences to sell as a joke? They must get real epee-d off.

At this point though, I feel free to be my own criminal… more or less. Mr. Briggs claims he has some big score planned, but that I’m not a bad enough criminal yet. Please! I raided an unoccupied kiosk. I’m basically Scarface, only better, because I have no scars. I’m… uh… Face, I guess.

Most of the rest of The Clue is at least somewhat open, with seven places to rob in ascending order of complexity – an old peoples’ home, an art gallery… the grave of Karl Marx. Yes, really. You break in at night to lift his bones. Not jump them, mind. That would be a very different game.

A thing that actually happens in this game, actually happening.

Each one involves going to the site and Investigating, which means sitting outside and filling up an accuracy bar without being caught, then assembling a team, buying the equipment and getaway vehicle, and setting out a plan with pinpoint precision. The catch is that while you do get to see guard movements while conducting the plan, it’s only when actually carrying it out that they’re able to trigger alarms and call the police. This is officially known as “A Bad Thing”. Possibly even “A Very Bad Thing.”

‘Vhrom’? Want to try that onomatopoeia again, game?

Of course, the more heists you do, the more heist-gear you can afford. In that first mission, it’s just a jemmy. Later, more advanced breaking and entering gear is on offer, as are useful extra tools like chloroform. No rope arrows or Outsider powers though, more’s the pity.

But what’s all this in aid of? What’s Mr. Briggs’ big mission?

The Tower of London, of course. He really does want the Crown Jewels.

Can’t fault his ambition, I guess.

But that’s a lot of crimes away, and there’s a little bit after it when it turns out that there’s no honour amongst thieves. Not even Carmen Sandiego’s crew, as they discovered after one too many karaoke performances of her theme song led to her deciding that her next theft would be ‘their oxygen’.

The Clue, itself an enhanced remake of an older game called They Stole A Million, would later get a 3D sequel called The Sting, which took the game into 3D but focused more on the heists in a world so foggy, it’s like going treasure hunting in Silent Hill. Technically, that was always the meat of the game. The Clue though was far more fun for its adventure game leanings, with the characters wandering around town, the weird conversations that sometimes popped up, and the sense that you weren’t just ticking heists off a list – though obviously, you totally were. The Clue gives up any pretence of being a hardcore criminal simulator round about the time it provides free boarding, taxis, and only objects to you standing around for literally days on end without food and water because you’re being boring.

Though it is enough of one to suggest that a modern remake could be seriously cool.

Why steal Karl Marx’s bones? Why does a mountaineer climb mountains? Because **** mountains, that’s why.

As for my little crime spree? It ended in ignominious failure after a watchman caught me digging up Karl Marx’s bones from his grave, mostly because I was fascinated to see who the hell was going to be able to fence them. It’s not the kind of thing you can just take to eBay, and it’s not as if London’s hardcore gangsters are likely to care much whose moldy bones are over the fireplace. Sadly, when the whistle was blown, too much evidence… too much Clue… had been left behind to make a clean getaway.

Needless to say, I totally blame Liz.

I don’t know what happened to the rest of the team, but monastery life didn’t turn out too bad, all things considered. Especially when I saw some of the nice stuff in the glass cases. Jean Valjean had the right idea, if you ask me. His only real mistake was losing his balls afterwards and becoming a whimp. Yes, one with a h. That’s how it’s spelled these days, young whippersnappers.

(sucks on pipe, reaches for Nicorette patches)

Incorrectly.


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Warface goes liveface next Monday

Crytek’s free-to-play shooty shooting game Warface is already open for business in Russia and China, and after a long Western beta period, it will very soon open shop over here too. Monday 21st October is the launch date to write on your face in military crayon, though you can sign up in advance if you already know what online handle you’re going to use. (Something with the word ‘face’ in it, presumably.) To mark the occasion, Crytek have released a ‘going live’ trailer, below, though they’ve neglected to include Philip Schofield and Gordon the Gopher.

Warface, of course, recently came in for a kicking over its dismally designed female soldier avatars. Have Crytek come up with some more fitting attire for the game’s Western launch?


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Spice Road: an alternate history trading strategy game, now with demo

Spice Road is an upcoming indie game about a very spicy road. It’s also about trading, economic simulation, empire-building, expansion, eighteenth-century alternate history, real-time strategy, and dudes with particularly luxurious sideburns. That’s a lot of stuff to take in all at once, but developers Aartform Games have you covered with that most antiquated of things: a playable demo (direct link). If you enjoy buying, selling, building or expanding, you owe it to your clicking finger to take a look.

Spice Road’s (surprisingly download-friendly) demo is quite slow to get started, while the game itself is labouring under some rather functional presentation – however it doesn’t take too long for its inherent, slightly clunky charm to poke through. (Spice Road is still in beta, so there’s plenty of time for things to change). It’s a game with some considerable breadth, employing real-time strategy, 4X, town-building and trading elements, and mashing them together in a reassuringly approachable strategy melange. If the demo sits well with you, you can vote for the game on Steam Greenlight, or buy into the beta on the site.

Spicy trailer below.


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Reinstall: Jagged Alliance 2

Reinstall invites you to join us in revisiting classics of PC gaming days gone by. This week, we roll into tactical RPG history with our soldiers of fortune in Jagged Alliance 2.

The Hamburglar has fatally misjudged the blast range of TNT. Wayne Gretzky is dead, too—his blood all leaked out on an airport runway through a sniper hole between the lungs. I can’t keep my team of fantasy mercenaries alive.

Naming a party of characters is one of the game-given rights of X-COM-like turn-based tactical RPGs. It’s instantly gratifying to take a commando named after your cat into combat. And when permanent death is a possibility, it’s a way of emotionally investing yourself in the animated sprites you’re sending into harm’s way.

Jagged Alliance 2 didn’t release with that feature, but the community-produced 1.13 patch/mod that I’m playing with adds it. It injects content into PC gaming’s best late-comer to the isometric tactical RPG party without altering any story or quests.

Easily installed, 1.13 doesn’t change JA2’s identity—it’s still a game of deliberate, tactical gunplay that feels like South American guerrilla chess, in which you hire a team of mercenaries to stage an insurrection against the unruly queen of Arulco. And there’s still charming ‘90s action-humor threaded through the plot (“Let’s pop some zits!” one lady-merc yells when an enemy is spotted).

1.13 enhances what’s there, upping the maximum resolution to 1024?768, adding hundreds of new weapons—including gratifying super-items like Ghillie suits and depleted-uranium bullets—reorganizing hotkeys and altering the AI so that enemies flank better, take cover more often, can climb onto roofs and utilize suppressive fire.

Playing back through JA2 with 1.13 appended is an exercise in intricate tactics and character development. There are so few RPGs that make the act of fostering a party member a series of small-but-meaningful decisions in the way that JA2does. By the third mission—the liberation of a mine and sweatshop in Drassen—you’re juggling piles of pistols and equipment that you’ve inherited from deceased enemies or found lingering in rooms, closets, shelves and refrigerators that you explore during and after combat.

But characters don’t have a generic inventory—you can pick between pistol holsters (and which leg to strap them to), harnesses or backpacks, and each of these bags has a different weight and capacity associated with them. What those granular bits of design create is room for more creativity and ownership over your characters. In the middle of my playthrough, I had a knife-wielding explosives expert that I used to breach walls and lay traps, a dual-pistol-wielding femme fatale, a frail, dedicated medic and a 96-marksman-ship sniper that could dismantle enemy ambushes with his Dragunov rifle.

There’s also an unconventional mechanic for improving characters. In lulls between combat, you can set any character to be a “trainer” or “student,” using a merc with high mechanical or agility training to teach another. In the same way, you can train friendly NPC militia within towns that you’ve cleared to fight better on your behalf. I hired a merc named “Raider” for a two-week, $20,000 job just so he could boost my militia in the town of Omerta.


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четверг, 24 октября 2013 г.

Watch Dogs producer: sci-fi surveillance tech of the game “exists in the present”

One of the games I’ve been most looking forward to this year (and now next year) is Watch Dogs, both for its non-GTA open world environment and its ludicrous display of hacking and Big Brother omnipresence. An all-seeing security grid is a great sci-fi premise, but according to a new feature at Polygon, Chicago’s real-world surveillance technology is just about as pervasive as the fictional version in Watch Dogs.

Chicago is apparently home to an extensive array of Chicago PD–monitored cameras, and technology like facial recognition searches have been used to solve crimes. The surveillance network in Chicago, named Operation Virtual Shield is the largest in the United States. As it turns out, the most fictional thing about Watch Dogs is the protagonist’s ability to hack into any system with his phone.

“When we started five years ago we were thinking, ‘Are we pushing too much? Are we too futuristic?’” Ubisoft Producer Thomas Geoffroyd says. “But in the past few years the present has caught us. We feel [the game exists] in the present, in the now.”

Senior producer Dominic Guay seems to agree. “Reality has caught us…Looking further out to if we’d make a sequel to Watch Dogs we could probably make a much bigger jump forward and probably have reality catching us again.”

Check out the excellent feature in its entirety over at Polygon.


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Civilization V to get two new map packs, Scrambled Continents out now

Mmm, scrambled continents. Perfect with a bit of black pepper and toast and – oh. I seem to have hilariously gotten the wrong end of the stick. Scrambled Continents is a new map pack for Civ 5, announced and released right now, which randomises the contents of continents each time you start a new game to ensure “endless replayability on countless plausible worlds”. They’ve even gone and thawed Antarctica, giving us an early look at life in the post Global Warming-era.

Firaxis will follow up Scrambled Continents on November 5th with the similarly mashed-up Scrambled Nations, which is the same deal but for nation states rather than chunks of land. As you may have guessed, both bits of DLC are inspired by the Civ 5 scenario Scrambled Africa, and they’ll set you back $4.99/?3.99 a piece. Scrambled eggs, meanwhile, shouldn’t cost any more than a couple of quid, even in That London.

Thanks, GameZone.


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Divinity: Dragon Commander trailer rounds up players’ political decisions

Divinity: Dragon Commander has been out for a few months now, giving Dragon Knights ample opportunity to decide the fate of its colourful world. Now, developer Larian Studios have collected up those myriad political decisions into an infotrailer showing what players decided. What would the world look like if it were ran by people who enjoyed pretending to be a dragon? Well, for one thing, there’d be slightly more nudity.

Sure, it’s not a perfect utopia. Torture being approved 50% of the time is slightly alarming. Still, maybe we should take comfort from the fact that players voted overwhelmingly in favour of helping the ill and impoverished. In fact, it seems dragons are more open to the idea of universal healthcare than dinosaurs. Yeah, I could do political satire.

The trailer coincides with a recent patch, bringing AI improvements, global chat, a new battle report system, and a series of balance changes. There’s also a Dragon Commander Steam sale, with the game available for 40% off until the 14th October.

Larian have collected more player decision stats into an Excel spreadsheet, available from here. And if you’re interested in taking part in the game’s draconic political process, check out Tim Stone’s review.


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Democracy 3 out now, political arguments with friends and family to follow

Democracy’s a tricky business. You have voters to appease, special interest groups to tranquilize, and promises to either uphold or bury in the backyard—all while deciding which of your signatures looks the most patriotic. The world of political subterfuge isn’t for everyone, but that’s why we have Democracy 3.

In case you aren’t familiar with the series, Democracy is a political strategy game that somewhat resembles the crushing monotony of reality. Your policies influence voters, all of whom belong to various demographics. Raising taxes will probably piss off conservatives, while gutting the education fund could lead to angry teachers and union workers marching on your doorstep. It’s a balancing act that tests your ideologies on how government should work.

Democracy 3 is available through the developer’s site, GOG, and Steam for $25, and can be played on either Windows, Mac, or Linux. Basically, if your computer’s halfway decent and isn’t still running Windows ME, Democracy should boot up just fine.

Of course, if quelling rebellions, silencing opposition and ruling your impoverished, war-torn nation with an iron fist is more your style, there’s always Tropico 4.


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Developer Cyan Worlds Announces Myst Obduction, a new game of first-person adventure

20 years later triggered the Myst in the weird and wonderful world, developer Cyan Worlds has a new game first-person adventure in the works. It's called Obduction, and cyan is looking for support through Kickstarter crowdfunding. Developers are turning to Kickstarter after having received an enthusiastic response from publishers, less according to cyan CEO Rand Miller.

"Publishers kind of have a lot of times something in mind and they're on," said Miller in Obduction of the ad. "And what we do is a little different than that."

With a goal of Kickstarter to 1.1 million $, Obduction is based around the premise of being kidnapped, taken to an alien planet and left to solve the mystery of where and why would end in what Miller calls a "bizarre landscape". Cyan, whose original Myst was included in the collection at the Museum of modern art in New York, is trying to create a game that has a similar sense of adventure, but tells a story completely new, according to Miller.

"It would be easy for us to just make a sequel to Myst, but maybe not as satisfying as taking a fresh new look at ... how can you build a spiritual successor to the experience that Myst supplied without necessarily tying ourselves to the story line itself, points out," said Miller. "And that is where we want to go."

The crowdfunding campaign started Thursday and runs through Nov. 16. Check out Miller in the video below for more on Obduction and its genesis.

Hat tip, Gamasutra.


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Viscera Cleanup Detail: Shadow Warrior lets you clean up your own mess

Okay, this is weird. In playing The Stanley Parable’s demo, I seem to have been transported to an alternate universe where daft things just happen. Not that I’m complaining. It’s much better than the reality I came from. Everyone there took things far too seriously. Not like here, where the makers of old-school remake Shadow Warrior can team up with the makers of janitorial sim Viscera Cleanup Detail to create a free DLC update that lets you clean up after a particularly messy katana battle.

“Introducing Viscera Cleanup Detail: Shadow Warrior, a unique crossover mini-game that combines the worlds of Viscera Cleanup Detail and Shadow Warrior,” announces the updates description. “Step into the rubber soled shoes of the hapless janitor tasked with cleaning up Lo Wang’s mess after a devastating katana battle in the collector’s temple from Shadow Warrior. Mop up pools of blood, dispose of body parts, and get the collector’s gallery of antiques in tip top shape as quick as possible!”

Viscera Cleanup Detail: Shadow Warrior is available for free to anyone who bought Shadow Warrior from Steam, GOG, or direct through the developer’s Humble Store.


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CCP combines EVE Online and Las Vegas for a weekend best ever

Las Vegas is no stranger to holding events related to video games — Sony Online Entertainment has a shindig to her on an annual basis and EVO is a giant showcase of fighting games. EVE Online Developer CCP Games, holding a giant event in his stomping grounds in Iceland, is now headed to Las Vegas with some shiny toys for fans.

This weekend, fans of EVE Online, which high-tailed Las Vegas and will be able to experience a special event held by CCP. Fans watch speeches by the developer discussing the future of the game, play some PvP in Eve and his counterpart of shooter, Dust 514 and consume huge amounts of alcohol.

The event kicks off tonight with "EVE Vegas Poker" and a pub crawl. Saturday and Sunday, you'll see a lot of speeches on the future developer of Eve, Dust 514, to the community and more, as well as the aforementioned PvP games and hands-on with EVE Valkyrie, the spin-off supported Oculus Rift imminent. If you are not at the event, you can watch the livestream on channel Twitch on the CCP.

CCP is a company that knows how to show the fans a good time — I'm just anxious to hear about how the game feels split Oculus with a hangover.


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New EverQuest Next Landmark screens show “a few hours” of building

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

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среда, 23 октября 2013 г.

PSA: PC Gamer has a Minecraft server

This is a polite reminder that we have a fully-functioning, 40-slot Minecraft server. It’s based in Tempe, Arizona, and we’d be glad to see you at 184.164.131.181:25566. Inside: video footage of community creations.

There’s also a Steam Group and Facebook page for the server, if you like those. One of the server’s admins, PCG|PiLoT, cut together the video below:


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The Elder Scrolls Online trailer details character creation, is marked improvement over Skyrim

We’ve come a long way since Oblivion’s Potato-Faced Freak Generator, and even Skyrim’s strict system featuring no customisation from the neck down. As revealed in a new trailer, The Elder Scrolls Online will let you adjust pretty much everything cosmetic about your character, including muscle definition, arm beefiness and – yes! – even the size of their gut. I can finally be the realistically obese bipedal cat-person I’ve always been inside my own head.

The Elder Scrolls Online is scheduled for a 2014 release, although Bethesda haven’t narrowed it down any further than ‘Q1?. We recently learned that it will carry a subscription fee, and that faction battles and siege warfare will play a significant part.

Thanks to Blue’s News.


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Kerbal Space Program .22 out today, adds career mode

Kerbal Space Program continues to pump out the regular updates, and this one’s a doozy: version .22 adds a full career mode. Career mode starts players with only the most basic rocket parts for very limited missions. In order to unlock bigger, more complicated machinery, players perform scientific experiments while in flight and safely recover ships afterward. Gathering science points unlocks new rocket parts to make more daring missions possible.

Previous games of KSP, including breathtakingly heroic trips to the Mun, have all played out in a sandbox mode. Sandbox mode is good fun with all rocket parts available and no shortage of money to fund your oops-I-blew-it-up-again space program. On the other hand, sandbox mode has no concrete rewards for traveling to the outer edges of the solar system.

I got my hands on career mode a few days early and found it extremely challenging and perhaps not ideal for veteran KSP players. If you know what you’re doing, the restrictive early missions are going to chafe like iron shackles as you launch sub-orbital hops across the ocean instead of installing colonies on the outer planets. While research and development feels slow at the beginning, I must admit that it’s awfully nice to have something for Jeb to do while he’s up there. For new KSP players, career mode will guide your experience and limit your options until you have a better idea of what you’re doing. If you’ve ever looked at the dozens of available rocket parts and had no idea where to start, career mode is for you.

Kerbal Space Program is available now on Steam Early Access. Don’t forget to check out the stellar mods being built at the community forums and the game’s active subreddit.


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Valve invites game devs to discuss and test Steam products

Valve has announced a two-day game developer’s conference in Seattle called “Steam Dev Days” that will allow game creators from around the globe to speak in roundtable discussions, attend industry lectures, and test out SteamOS, the Steam Controller, and an assortment of Steam machines.

Considering the event’s not being held until mid-January, it’s a safe bet we won’t see any of Valve’s recent announcements on store shelves this year. After all, professional feedback tends to be the most effective before a product is available to the public. Developers have until Oct. 25 to guarantee themselves a spot, otherwise it’s first-come-first-serve.

Looking from the outside, it sounds like the event’s a much more closed form of GDC. Valve’s calling it an “off the record” event, meaning the press and general public are barred from attending. If you’re a developer, however, some bright ideas and $95 are the cost of admission, though I doubt Valve actually checks how good your ideas are before letting you in.


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Jack King-Spooner’s next game is Beeswing: an Earthbound-inspired RPG set in rural Scotland

I’ve long been a fan of Jack King-Spooner’s strange, often hilarious adventure games, and now the Will You Ever Return?/Blues for Mittavinda/Sluggish Morss developer has taken his first project to Kickstarter. Beeswing is an autobiographical, top-down adventure-RPG set in rural Scotland – specifically the tiny town of Beeswing, where King-Spooner grew up. The game’s inspired by Zelda, Secret of Mana, Earthbound and To The Moon, while the mostly watercolour art is all handmade. Many more details after the break.

In King-Spooner’s own words, Beeswing is “a story about the past, about community and childhood, attachment and growing up. Scottish folk tales, morally dubious parables, cloudy anecdotes and more contemporary stories of homelessness and immigration all combine to create a truly dynamic narrative.” More than that, however, it’s a personal story about the formative years of King-Spooner’s life. If you’ve played his previous games, you’ll know to what extent they embrace the surreal and the abstract (and Pat Butcher), so a more personal story marks quite the shift. A welcome one, I’d say – I’m perhaps showing my ignorance here, but despite enjoying his previous games, a lot of it went over my head.

Beeswing’s handmade art already sets it apart from most adventure/RPG games – and this is more of an adventure game in the To The Moon sense, lacking both combat and puzzles and focusing on story instead. Expect hundreds of characters, multiple endings and “extended metaphors”, among other things.

He’s asking for a modest ?2,250 the make the game happen, – ?5 is enough to get you an early access version of Beeswing (plus a bunch of downloadable songs), while on the other end of the scale, ?145 will get you all rewards plus “a small game just for you with original graphics, music and a theme of your choosing”. Other developers, and King-Spooner himself, have also pitched in with a few exclusive games.

If all goes well with the 30 day campaign, Beeswing will be released in March 2014.


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Talisman Digital Edition hits Steam Early Access, has four-player local multiplayer (for now)

Fantasy-themed board game Talisman was given a strangely single-player video game version last year in the form of Talisman Prologue, but that turned out to be a mere, er, prologue to the main event: a proper multiplayer version for up to four players. Talisman Digital Edition is such a thing, and when it’s done it will let you roll virtual dice and move virtual miniatures online. The Steam Early Access version will only let you do that via LAN, unfortunately, but it does come bundled with a copy of Prologue – which is nice.

That Steam Early Access page is live now, inviting you to pay ?11.99 for an advance, in-progress copy of the game. Lack of online play aside, from the the video it looks rather gorgeous, with the game board resembling an actual board (using the game’s actual miniatures) rather transforming it into some purely digital thing.

Talisman Digital Edition is set to properly release in January next year. (Ta, RPS)


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вторник, 22 октября 2013 г.

Teleglitch DLC brings music and new weapons to the survival horror shooter

Indie roguelike shooter Teleglitch: Die More Edition’s new Guns and Tunes DLC tells you exactly what it is: “Music to kill by and weapons to make it happen.” And for only $2, it’s probably a reasonable investment in a game where death is permanent, levels are random, and every pixel works to promote anxiety and paranoia.

As we noted in our review, the vanilla Teleglitch gives you some appropriately menacing environmental sound effects as you wander an isolated research station after a botched experiment: “Machines whirr, monsters chitter, and the teleglitch—a deadly void that intrudes on levels—bubbles ominously.” But the game didn’t include any in-game music.

The Guns and Tunes DLC includes eight new weapons and utilities as well as five entries on the new soundtrack, which the indie developers note is “standalone,” and is not streamed from inside the game itself. The new music is intended to complement the already existing soundscape I mentioned above and can presumably be played in the background, according to the DLC’s Steam page.

Of course this is a classic, Alt-Tab PC gaming work-around for those of us who have always supplemented a game’s native music for something more suitable to our mood of the day.

Hat tip, Joystiq.


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Thief diary: giving Garrett a hand in the tailor shop theft

It was a tailor shop of ordinary repute, the cluttered and shuttered windows shoved into a corner of the mist-swept alleyway like something out of a sinister Harry Potter chapter. I’ve steered master-thief Garrett over here not for a re-tightening of his man-corset, but for a possible swipe at a piece of interesting loot I first learned from a criminal’s corpse. (Long story.) Distantly, the City’s ancient and looming clocktower—a handy hideout for Garrett to access the City proper, by the way—booms the late night hour with a reverberating chime. Time to get to work.

I’m here for a mechanical hand. I’ve no idea how the shop’s owner, Alfonso, came across the contraption, but it didn’t matter—it would rest in Garrett’s sack of shinies before dawnbreak. I start my way towards the shop, a few sub-objectives appearing across the screen: remain undetected, steal all loot, and avoid kills or knockouts. They’re bonus tasks designed for stealthy completionists, and I pledge to myself to ace all three of them while I’m here.

Before I could kick off a plan, an altercation was stirring up at the store’s front entrance. A City Watchman had roughly grabbed a passerby by the scruff of his neck, his stubbled sneer mere inches from the poor man’s face. “No one allowed outside during lockdown,” he growls before shoving the man face-first onto the pavement. The guard took up a bouncer’s stance in front of the doorway while the pedestrian scampered off. Perhaps it was the mysterious Gloom epidemic gripping the City that soured the guard’s attitude, or maybe the guy was just classically nasty—either way, I wasn’t waltzing into the shop from the front anytime soon.

A separate alley running parallel alongside the shop seems the way to go. Lined with trash and lit with a solitary streetlamp, the passage is a subtle-enough branching of options without hitting me over the head with a “more choices this way, dummy” directional arrow. I mentally file away the location of a darkened alcove kitty-corner from the shop as a suitable hiding spot just in case things go crazy.

Almost to the store’s rear entrance, I hear scuffling and footstep noises from within. I definitely won’t be alone once I enter. I try the direct approach first: I slowly crack open the surprisingly unlocked door and edge into the storefront, a wood-paneled interior awash in a mixture of electric and candlelight.

“Too many eyes and ears,” I hear Garrett mutter. He’s right; another Watchman is slouching into view from the other side of the room. He stops by a nearby cabinet, fishing through it and mumbling something about a key. It’s another auditory clue—the hand is most likely locked away in a safe or some other secure spot, and both I and the City’s finest are hunting for the same thing.

Alfonso himself was huddling behind a counter close by, wringing his hands and looking everything like a cowardly shopkeeper stuck in an overwhelming predicament. A gleaming antique cash register sat atop the counter, the kind with the wooden buttons and the lever with the satisfying “cha-ching” sound. I wish Garrett had a “greedy hand-rub” ability, but I opt to heed his earlier advice and back out for now.

Outside, I resort to my trusty stealth-game fallback of taking to the rooftops when in doubt of where to go next. I look up. Bingo, an open window to the store’s second floor. I scamper up the wall and hoist myself inside.

I’m crouched down inside a small side-room sparsely decorated with a single table and a flickering candle, which I quickly pinch out to dim the room. The door leads into another room that looks like a workshop. Another counter sits squarely in the room’s center, sewing machines and bolts of cloth atop it. Garment designs and spec sheets plaster the walls, but my gaze discards the City’s latest fashion trends for a pair of glimmering scissors resting beside a stack of thread rolls. Before I could snatch it, I hear footsteps outside the room’s closed doorway. Someone was coming.


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The Free Webgame Round-Up

Puzzles, puzzles, puzzles and…not-puzzles – it’s a good week for webgames, particularly if you enjoy, y’know, puzzles. Escape Goat shows what happens when a goat and a mouse (and a magic hat) put their wits (and their stitching) together; Olav & The Lute asks you to solve puzzles with sound rather than by merging stuff; Puzzle Script, meanwhile, lets you create your own puzzle games relatively easily. When your brain’s suitably worn out it’s time to hike home from Burning Man…something far easier said than done. Enjoy!

Play it online here.

Ian Stocker’s excellent Escape Goat is now available in browser form, should you want to play the goat-based puzzle platformer without having to download or pay anything for the privilege. (Of course, you should consider buying the game’s recently released Steam version if you like what you see.) Either way, you’ll be playing a smart, witty puzzler with one hell of a soundtrack, and the cutest mouse companion you’ll ever met.

Play it online here.

An enigmatic adventure game set in a post-apocalyptic world, with a cracking central mechanic. Rather than combining objects with other objects, you’re affecting the world with a (presumably) magic lute, by plucking at its colour-coded strings. It’s a bit like Ocarina of Time, and a lot like LOOM; to open a door, for example, you’ll pluck a certain combination using the game’s moderately fiddly interface. Olav & Lute is a short, stark, striking adventure – it’s also one you can download and play offline. (Via Indie Statik)

Play it online here.

Puzzle Script isn’t a game so much as an “open-source HTML5 puzzle game engine”, but it’s already been used to make a bunch of interesting games, including a Closure demake, a couple of Sokoban titles, a more cerebral version of Pac-Man and loads more. My favourite so far is Dungeon Janitor, which sees you desperately trying (and most likely desperately failing) to mop up a particularly troublesome puddle of slime. (Via IndieGames)

Play it online here.

Desert Hike EX is The Oregon Trail but with much higher stakes: you’re trying to return home from Burning Man, making the long and perilous cross-country journey to San Francisco. (Appropriately, the game was made during the wonderfully named San Fran Indie Game Jam.) It’s a far more light-hearted, in-jokey affair than the lightly harrowing Oregon Trail – or indeed the grisly Organ Trail – but there’s room for one more in the Semi-Automated, Semi-Randomised Survival Adventure Genre, especially when it’s one as expertly crafted as this. (Via Indie Statik)


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The Amazing Spider-Man 2 announced, a film tie-in that features a morality system

Are your hopes up? You might want to lower them a bit. Lower. Lower. A little lower. Too low! …Lower. Perfect. The Amazing Spider-Man 2 has been announced! It’s a film tie-in sequel to the film tie-in original, which I only learned about five minutes ago. Metacritic tells me that was ‘alright’, and if this follow-up follows through with its light RPG elements and more detailed Manhattan, we may well be able to upgrade that to ‘pretty good I guess’. Teaser trailer after the break.

As revealed on Polygon, the big features of the sequel appear to be the different types of webbing that Peter Parker can…slot into himself, I guess, in addition to a ‘Hero or Menace’ morality system that will either reward or penalize Spidey depending on how well he meets his crime-busting targets. The Amazing Spider-Man 2 will be out next year, just before the film hits in May.


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Nvidia unveils GeForce GTX 780 Ti

NVIDIA sta facendo grandi annunci in Montreal oggi. Abbiamo G-Sync, che ribalta l'idea del V-sync sulla sua testa e sincronizza la velocita di aggiornamento del monitor all'uscita GPU; registrazione e Twitch streaming caratteristiche arrivando a GeForce esperienza; e infine, l'hardware: la GeForce GTX 780 Ti.

La GTX 780 Ti specifiche e prezzi sono sconosciute, ma si aspettano di essere una bestia, naturalmente.

Su una nota piu ampia, alcuni degli annunci e PC gaming cheerleading di oggi sono stati pratici — soprattutto la nuova applicazione di cattura video — ma Nvidia e come appassionato come sempre di guardare al futuro. Ricordo nel 2006, quando la nuova console ha lanciati e TV CRT e morto fuori? Lo stesso accadra alla fine a HDTV, ma 4K e ancora trascinando i piedi. NVIDIA, tuttavia, ora e pronto. Il mese scorso, il produttore di chip inquieto stesso ha proposto come il portatore di "The 4 K rivoluzione" — o, piu precisamente, la rivoluzione di 3840 ? 2160.

Giocatori PC certamente adottera 4K in primo luogo, ma anche noi abbiamo un modo di andare — Nvidia raccomanda due schede di fascia alta in SLI prima di investire in un display 4K, e che e dannatamente costosi. Ma Nvidia e certo che il 4K e la "Next Big Thing", e sta spingendo duro. Basta chieda il nostro uomo sulla scena a Montreal — sotto, stai guardando il modulo hangar stelle cittadino su 4 display LG K 84 pollici. Caro Dio.

[Aggiornamento! Ecco una foto con la testa di un essere umano per scala.]


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The Long Dark: interview with Raphael van Lierop

Raphael van Lierop may have never had to worry about surviving alone in the wilderness, but he’s been close enough to sense the threat. Reminiscing about hunters who would accompany him for protection in college while conducting seismic surveys, he told me of tense months he spent in the wilds of British Columbia and Alberta, where news of grizzly attacks would sometimes drift in from other camps. Even now, working from his home on Vancouver Island, reports occasionally surface of unwary hikers getting lost deep in the woods.

More than Cormac McCarthy’s The Road, more than the stories of Jack London, it’s that danger that’s led him to serve as creative director for The Long Dark, an upcoming survival sim that’s designed by him and a team that includes veterans from hits like Mass Effect and God of War. And now, with only four days left to earn the $200,000 necessary for the project to survive, he feels some of the pressure of lost wanderers who know their fortunes could change within seconds.

That moment-to-moment focus on survival lies at the heart of The Long Dark. Just last week, he and the newly founded Hinterland Games released a brief gameplay video showing what we can expect if the project goes live, and it’s compelling stuff. Against a stylized Pacific Northwestern landscape smothered in snow, we watch as a brush pilot named William MacKenzie forages and struggles against the elements after an unexplained cataclysm.

The resulting focus on exploration prompts facile comparisons to Skyrim and Fallout 3, but here the environment poses true perils. When MacKenzie jogs a for a short distance, we see a spike in his caloric usage, which proves hazardous in a landscape that isn’t exactly littered with food. Later, MacKenzie lights a fire to shoo off a lone wolf, and the minimalist UI shows how the surrounding temperature shift comfortably as he nears it. Van Lierop insists that the roughly five minutes of footage amounts to a mere rough draft, but it’s one that bears the promise of greatness for the end product.

Still, I voiced my concern that the focus on minutiae like caloric stats and temperature contrasted strongly with the way the fire essentially appear out of thin air. For his part, van Lierop claims it was an oversimplification for the purposes of the video, but that the final process wouldn’t be too complicated. “We’re certainly not going to get down to the level of granularity where you have to find a shovel and dig a hole,” he said, “But we will have a fire-starting technique, and it’ll get better the more times you start fires. That’ll have an impact on other factors as well, such as how quickly you can start the fire and how long the fire will burn for.”

Part of the reason for decisions like this lies in Hinterland’s emphasis on discovery and its desire to let players figure out key concepts on their own. The idea, he says, arose out of his realization that he admired the simple act of exploration in games like Fallout 3 more than the combat. “There’s no manual; we don’t want to make a game that’s going to hold the player’s hand,” van Lierop said. “It’s not going to be full of tutorial popups and waypoints and quick time events for fighting bears.” He mentions Falcon 2.0 as a simulation that comes close to capturing what we has in mind. “What’s amazing about that game is that you as a player feel such a strong sense of accomplishment because the game didn’t do it; you did it.”

And apparently there will be a lot to accomplish. The video revealed only a large backyard’s worth of territory, but van Lierop speaks of upcoming “seasons” that will take the player down to the coastlines, into forests, and even into towns and hunting lodges. That sparked a note. Drawing from my own experiences in Montana’s Elkhorn Mountains, I asked if we’d be able to hunt and fish in order to survive. Van Lierop was cautious about giving a straight answer. “If we can figure out a way to do it well, we’d like to put it in there,” he said, “because certainly it fits into the whole survival experience.” Such a move would likely involve combat of a sort, which marks a shift from the original concept’s almost exclusive focus on exploration. But it will come with severe penalties.

“We kind of realized that leaving combat out would feel out of the place with the scenario we were trying to create–as if we’d just left it out to prove a point,” he said. Conflict, he argues, lies at the heart of The Long Dark, whether it’s conflicts with nature, conflicts with yourself, or conflicts with other people. “We want you to take stock of everything that happens you and understand that when a dog bites your leg, you’re going to be in bad shape,” he said. “The infection doesn’t go away in 10 seconds just because you ran away from the thing.” How to cope? Van Lierop envisions players hunting down other survivors to learn remedies and new survival techniques, or simply finding First Aid manuals while foraging. You’ll even have to lay low in safe houses for several days to heal, but van Lierop adds that they’re not going to make you sit through that in real game time. “We’re really expecting our players to think ahead, much like they would in the real world.”

Van Lierop’s so eager to capture that experience that he and Hinterland have enlisted the help of Chris Fragassi, a wilderness survival expert, to assist them with creating a believable experience. They’re so determined, in fact, that Hinterland plans to spend several days in the wilds with Fragassi to learn how to live without the comforts of civilization. But don’t expect that to translate precisely into the game. “I said, ‘Chris, I want you to understand that we’re not making a training simulator for people who want to live in the wilderness,’” van Lierop said. Fragassi understood, apparently expressing his dislike for people who believe that Deer Hunter teaches them how to be good hunters. “It doesn’t work that way,” van Lierop said.

There are other people in MacKenzie’s world, too, but what’s less certain is how they’ll figure in. Just yesterday Hinterland announced that they’d secured the talents of Jennifer Hale, known for her voice work as the female half of Commander Shepard in Mass Effect, hinting at much more interpersonal interaction than the gameplay footage suggests. Van Lierop added that they’d even considered letting MacKenzie team up with other NPCs, but later decided that may not be good for the project’s scope. “Certainly you’ll interact with other survivors along the way, some of whom will be hostile,” he said, “but we’re still deciding on how the interaction will look.” He wouldn’t give any details, but added that The Long Dark’s narrative would have a definite beginning and end.

“I’m a big believer in the importance of story,” he said, adding that he hopes the project expands into a larger franchise. “The game is the nexus of the entire experience, true, but I want people to be invested in The Long Dark and find it wherever they want.” Van Lierop means that literally. He spoke of the possibility of Long Dark graphic novels, a Long Dark web series, and even a TV series that would yield new insights into side characters and the world beyond MacKenzie’s tribulations. “You can’t really do that effectively if you don’t create an interesting setting and a scenario that asks a lot of questions that people want answers to,” he said, “and that’s really what we’ve set out to do here.”

To accomplish this, Hinterland plans to release the game’s segments in “seasons,” or episodes that vaguely recall Telltale’s work with The Walking Dead. “The seasons kind of borrow the TV model of storytelling, which I think is very well suited to games,” he said, “probably a lot more than the movie model of storytelling which a lot of games still try to follow.” The first season will focus on winter, but, van Lierop adds, “but it’ll feel like there’s something that comes after this.”

At the time of writing, Hinterland is only $15,000 away from its goal, with the numbers shooting up with each refresh. The outlook seems so promising, in fact, that van Lierop didn’t dare to speculate on what would happen if they missed the magic number. Van Lierop believes he and his team have a truly unique project on their hands, and that the singularity of its experience would see it through.

“For us, it’s about not taking the easy way out,” he says, joking that it’d be really easy to throw zombies into The Long Dark and call it a day. “I want to provide an experience that’s more meaningful than hitting people on the head and shooting them in the face.” Indeed, he adds that the stylized artstyle imbues The Long Dark with a sense of hope that’s absent in the bleakest of post-disaster scenario, and that it reminds us that it’s ultimately about the strength of the human will. (Even Will MacKenzie’s name, it turns out, is kind of an in-joke in this regard.)

“I think that’s going to make us a less-mainstream successful game, and I think that’s okay,” van Lierop said. “We’re not going after 10 million people; we’re going for a small, hopefully dedicated audience that’s looking for this very specific kind of experience.”


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Battlefield reward system 4 View changes for the veteran players, types of game objectives

Dice are dropped some intel on the online leaderboard for Battlefield 4 and rewards system, giving us a look at what we were up to hours in the multiplayer mode of the game. The usual ribbons and medals, but in return BF4 nuts are also hinting at benefits that can only be achieved by the hardiest of veteran players.

"Your rank is directly tied to your score accumulated during the course of your career and multiplayer is a way to represent the total amount you've accomplished so far," dice rewards summary reports. "A very skilled player will line up up faster than an average player, but it also comes down to pure time you have devoted to the field of battle. Even if you hit the milestone of 100 Colonel's rank, there are still new items to collect — we're adding high-end assignments that are just trying to high-ranking figures. "

NUTS also says that is the passage about how the points are awarded for team play-friendly objective games types. We have already seen that at least with the new game mode of obliteration, nuts are increasing the amount of objective game options. Of course, it's nice to hear that the team play and sacrifice will be rewarded so more nuanced than BF3.

"If you are trying to retrieve a base but have killed just one second after completion of the acquisition, you'll still be handsomely rewarded for the great effort, for the risk that you put in and to play the goal," according to the nuts. "On the contrary, doing the same in Battlefield 3 would have netted you 0 points if the flag was not neutralized at least."

Full — and long — report on the incentive system BF4 also includes details about subtle changes to weapon unlocks, advantages, and kill assists. Be sure to check out our beta report and first impressions — 4 Battlefield releases October 29.


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Enslaved: Odyssey to the West confirmed for PC after Australian classification

Odyssey to the West? More like Odyssey to the Best… system. Sorry, I need more coffee. What I’m trying to say is that Ninja Theory’s under-appreciated post-apocalyptic action game Enslaved has been confirmed for the PC, following a rating from the Australian classification board of a previously unannounced “Premium Edition”. This is good news for fans of colourful robot-infested overgrowths, hitting things with a stick, or watching the rubber-faced Andy Serkis do virtual puppetry.

Following the board’s premature announcement, Namco Bandai confirmed the existence of Enslaved: Odyssey to the West’s Premium Edition with Polygon, and also revealed that it would be released on PS3 and PC. The existence of a Steam database entry, briefly titled “Enslaved”, suggests at least one of the distributors that will be handling the release.

Beyond the main game, Enslaved received a DLC pack called Pigsy’s Perfect 10. At a guess, this package will bundle them both up. No release date has been provided yet, but it’s a game worth looking out for. It’s an enjoyable retelling of the Journey to the West legend, one filled with platforming, biffing, and some gorgeous environments.


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