Dota 2 International 2016 breaks own prize pool record, now biggest in esports history

There’s still over two weeks to go until Dota 2’s flagship tournament The International 2016, but its prize pot has now surpassed last year’s record-breaking total—a whopping $18,580,479 , at the time of writing—making it the most lucrative esports competition in history.

Since the tournament’s inception in 2011, Valve has provided $1.6 million of its own cash to the prize fund, however recent years have seen this augmented by a range of crowdfunded proceeds. A quarter of Battle Pass sales (passes that grant owners access to an “exclusive haul of features and rewards” throughout the Dota summer season) go into the pot, for example, while previous years saw the same share being shaved from sales of the ever-popular Dota 2 Electronic Annual The Compendium.

As a reward for beating last year’s $18,429,613 record, Battle Pass owners will receive three treasure chests which include a range of in-game items.

According to dota2.prizetrac.kr, funding ran for 101 days in 2015. With just 70 days of Battle Pass sales gone this year, expect the grand total to rise further still. Here’s a graph that compares the last few tournaments:

The International 2016 kicks off on August 13 in Seattle’s Key Arena.

EVE Online creative director on microtransactions: "I personally think we shouldn't be doing it in the near future"

Torfi Frans Olafsson, Creative Director of EVE Online doesn't hate microtransactons, but he's not sure they're the best fit for his massively multiplayer space opera, EVE Online.

Torfi Frans Olafsson, Creative Director of EVE Online doesn't hate microtransactons, but he's not sure they're the best fit for his massively multiplayer space opera, EVE Online. Last year, CCP introduced cosmetic itemsthat can be purchased for real money, including a $ 70 monoclethat made a lot of people extremely annoyed. And more are incoming, despite the creative director describing his game as a "vulnerable little flower in a vulnerable little ecosystem."

"Yes - we're looking at microtransactions for our future business models" said the CCP dev. "However, we are very reluctant to do that in EVE because it's so established. It's like changing the DNA of a living organism after it's born. That didn't work in Blade Runner."

DUST 514 players will be able to purchase weapons for real cash, but all the EVE real-money transactions will be purely cosmetic, says Torfi: "We're not going to be offering weapons, or game changing items in EVE. We'll be selling cosmetic things - the ability to overhaul your avatar, your ship, or customise your starbase. Things that will help you express yourself in the game. But we're not going to allow pay-to-win."

It's a recurring term at this year's fanfest. When Brandon Ferrino, executive producer of DUST 514 mentioned that the free-to-play FPS has balance at the top of the priority list, the crowd expressed their relief with whoops and clapping. These are players already invested in a universe, and they don't want to see it tainted by rich console gamers.

"I think we have to be very careful in introducing such mechanics into EVE. And I personally think that we shouldn't be doing it in the near future. Because it's such a vulnerable little flower in a vulnerable little Ecosystem. You make minor changes to an ecosystem and you can introduce hostile things and the whole system breaks down."

We'll have more news from Fanfest soon. Until then, check out our hands-on with DUST 514, or the latest news on World of Darkness.

Batman: Arkham City Shot in the Dark side mission guide

Deadshot is in Arkham City, and he’s terrorizing the other inmates with his ridiculously accurate gunplay. As Batman, it’s up to you to investigate each crime scene and put the evidence together before this maniac takes out his final two targets. At GamesRadar, it’s up to us to help you get this sh*t done right. Make sure to check out the rest of our Batman: Arkham City guides! Complete Riddler challenges

Season 3 of Guild Wars 2's Living World begins

The third season of Guild Wars 2's Living World—a free, episodic series that adds new story and other content—has begun, the first episode of which has been detailed over on the official site .

. Out of the Shadows takes place after—spoiler?—Mordremoth’s death, adding a new environment, the Chaos Isles, which seems to comprise a load of island chunks floating in a mysterious void. There's also a new PvP map that includes an appearance by a spooky ghost ship.

If you can't remember what's happened in the story before now, have a watch of this recap video, then tilt your head downwards for the latest trailer for The Living World season 3.

PC Gamer US Podcast #311 – TERA-ble news

No, our latest episode's title is not a slam on EnMasse Entertainment's upcoming TERA , which you'll hear Gavin talk about glowingly this week.

, which you'll hear Gavin talk about glowingly this week. Sadly, in addition to otherwise joyous impressions on Legend of Grimrock (which you can WIN right here!), as well as Josh's updates on EVE Online and Dust 514 fresh from Fanfest, we say a heartfelt goodbye to a member of the PC Gamer US team.

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

Subscribe to the podcast RSS feed.

@jaugustine(Josh "MMOprah" Augustine)

@cantista(Chris Antista)

@gavinFYG(Gavin Townsley

@Ljrepresent(The Dearly Departed Lucas Sullivan)

Batman: Arkham City Identity Theft side mission guide

Someone in Arkham City is stealing identities--more specifically, slicing off faces. True Batman fans may already have an idea of the villain behind it all, but for those who don’t know the Dark Knight’s legend, more evidence is required to find out who’s behind these murders. Here’s how to get this mission done--spoiler-free of course--as soon as each portion of it becomes available. Make sure to

Riptide GP: Renegade offers stunts on water-bikes, out now

My hydrojet days are behind me, unfortunately, but I can relive the good old days with Vector Unit's Riptide GP: Renegade , a soggy new racer that's just cropped up on Steam.

, a soggy new racer that's just cropped up on Steam. This latest Riptide game will let you "experience a future of illicit hydrojet racing, where armored riders kick out death-defying stunts over massive waterfalls, dodge cops, and boost across surging waves", and maybe that's just what this world needs at the moment.

Renegade is the "first game in the acclaimed Riptide GP series to be redesigned from the ground up specifically for modern desktop PC and console hardware", apparently, and features eight-player online multiplayer, four-player local split-screen, and a career mode that includes boss fights, oddly enough. It'll set you back £10.99, and there's a 10% discount for the next week or so.

EVE Online interview: betrayal at Fanfest, Burn Jita, virtual reality, and the President of Iceland

CCP's E3 interview room quietly overlooked the show floor like a command center, which felt like an appropriate setting for a conversation with guys who call themselves "custodians of a virtual world." At the table with me were EVE Online Senior Producer Jon Lander and Creative Director Torfi Frans Olafsson, there to discuss EVE Online, its latest expansion, and its integration with F2P shooter Dust 514 .

EVE interview 1

In this portion of our conversation, however, the topic turned to player-made stories, including a tale of bribery and betrayal at Fanfest'sDust 514 competition, the Burn Jitaattacks, and Hulkageddon. We'll have more from our conversations with CCP later this week.

PCG: I love talking about the stories in EVE. It's one of the only games where in-game actions make the front page of gaming news sites. And Dust could spread those stories to the console community, too…

Jon Lander, Senior Producer: We're already getting stories out of Dust. Dust is in closed beta, people are playing it right now, but back at Fanfest we had this big tournament which was just EVE fans. The hardest of hardcore EVE fans. So we held a Dust tournament and people just randomly pulled together, teams of 12 or 16, and they went through the rounds knocking each other out until the top two teams played for the big grand prize. One of the guys on one team found and isolated another guy on the other team -- not in the tournament, just found him and said “I will give you billions of in-game ISK if half way through the match you throw it and you turn on your own mates and sabotage it. I'll give out all of this in-game money within EVE.”

So already people are meta-gaming, and the guy threw the game and they lost. So this other team that paid him all of this in-game money, they suddenly won the grand prize. And [his team] was like “Oooh, what did you do that for?” And he was like “Ohhh, I messed up.”

PCG: That's fantastic. The meta-stuff happening outside the game is fascinating.

JL: Yeah, and it's player-made content.

Torfi Frans Olafsson, Creative Director: That's why we have to show this stuff when it happens. Like when Burn Jita happened, when it was blockaded, people are asking if we're rooting for the bad guy, the people blockading, and we are not. We are respecting the mechanics of the game, and our role as developers is to provide tools, toys, and mechanics, but it's not our job to write the story. The story is written by the players.

PCG: Burn Jita was partially an attack on the economy -- but you said there weren't any repercussions, except making people angry?

JL: Yeah, exactly, it made some good stories.

TFO: Trade went down 50% in Jita over the weekend, however we saw trade double in Amarr, so it created an opportunity, actually. Disruptive moments in economies create opportunities for some people.

JL: And this is a great thing -- we've got clever players who are always seeking out these opportunities. We've made some balancing changes, and there's the whole Hulkageddon thing that's going on – there's a mineral crisis and they're becoming more expensive. So all of the industrialists were shouting and screaming because it's more expensive to build things, and PvP pilots were saying it's more expensive to buy their ships. But I was reading on a third-party website that a lot of the older players were saying, “Brilliant, let me break out my enormous mining barge and start making some money.”

If you pay attention, and you've got your wits about you, you can avoid people coming in and ganking, a survival of the fittest kind of thing, and people are now able to actually make a much better living from mining because of things like Hulkageddon and Burn Jita, because minerals are more expensive. Previously nobody bothered mining, because, “What's the point, I can make more money doing something else.” But now it's becoming more profitable.

So, it's a massive economy. If you look at the amount of money that goes around the economy in-game. You get these blips and whatever, but it's hard to really throw that out of balance. And we've got an economist who is watching this like a hawk, and he comes along and says, “Hey, this is becoming more expensive.” So, OK, that means that these guys get more money for their minerals, so that's good, so there's, you know…

PCG: I was going to ask if it all gets hard to keep track of, but you have an economist?

TFO: Many economists. There's an economist leading a team of economists watching it.

PCG: Wow, a team? That's a lot of analysis, and with Dust adding to the economy…

TFO: Yes. We do a lot of analysis, of course. And then we do debates on whether inflation is good or not. Massive debates, it's just like politicians arguing whether inflation is good for the economy.

JL: [Laughs] It's very funny. We're the custodians of a virtual world, we're not really game developers. We create this world and hand it over to the players. This is why, if we do bad things in that virtual world, the players take it very personally, because it's theirs. It's actually not ours anymore. In 2003 when we started nine years ago, it was like, “Here you go, it's yours now. You get to look after it, or not look after it. However you want to behave in it.” And you really get the entire spectrum of good Samaritans, nasty evil dictators, and everything in between.

PCG: There's something very "cyberpunk" about that idea, that you're the custodians of a virtual world. And you'll still be growing EVE in 10 years?

JL: God, yeah. Oh, absolutely. I think the EVE universe will grow, and Dust will grow. We've got amazing plans for what we'd like to do in terms of building tools.

PCG: And we'll all be putting on John Carmack's VR goggles...

TFO: Yeah, yeah exactly.

JL: Yeah, absolutely, why not? I mean, it's literally a virtual world, and we've just scratched the surface of the potential that.

TFO: A lot of us were thinking about virtual reality back in the '90s, and some of us came from a virtual reality company and we were really obsessed with virtual reality. We all read Snow Crash and Neuromancer and we were just gonna make that happen. But I think this is closer to virtual reality than any goggle or glove. Goggles and gloves are all about fooling your senses and making you think you're somewhere else through optical illusion -- your senses.

However, cognitively, when you are engaged in a universe like this with 400,000 other people that are participating in an economy that follows the same rules as a regular economy, that is much more real than an optical illusion in your head with a massive helmet.

PCG: You've got an emotional connection to what's going on...

TFO: You do, and you see it in the emotion generated by the players when something happens good or bad. The fact that I just met a player here who's been playing since 2003 and he's got two Capital ships and an Avatar. He has seven accounts.

PCG: Seven accounts? I've got one little ship...

TFO: Avatar is the biggest type of ship. That's engagement.

PCG: One last question before we wrap up -- do you guys really hang out with the President of Iceland?

TFO: Yeah, yeah.

JL: He was in the office the other day. It was very weird. The phone number of the Prime Minister is in the phone book. It's really small. I live there now, in Iceland -- I'm English -- and it's just wonderfully different. It's fantastic.

And yeah, the President came in and said “hi,” and we went to his place last year -- we'd won an exports award -- so we got invited to his place.

TFO: It's very different.

Batman: Arkham City Watcher in the Wings side mission guide

Some sinister-looking man is stalking your every move, watching you from the rooftops of Arkham City like a murderous hawk. So why not walk up and say hi? The Watcher in the Wings side mission involves you finding this mysterious figure in four separate locations, all of which are unknown to the almighty Batcomputer. Fortunately, our technology exceeds that of the world’s greatest detective. Make sure

Riptide GP: Renegade offers stunts on water-bikes, out now

My hydrojet days are behind me, unfortunately, but I can relive the good old days with Vector Unit's Riptide GP: Renegade , a soggy new racer that's just cropped up on Steam.

, a soggy new racer that's just cropped up on Steam. This latest Riptide game will let you "experience a future of illicit hydrojet racing, where armored riders kick out death-defying stunts over massive waterfalls, dodge cops, and boost across surging waves", and maybe that's just what this world needs at the moment.

Renegade is the "first game in the acclaimed Riptide GP series to be redesigned from the ground up specifically for modern desktop PC and console hardware", apparently, and features eight-player online multiplayer, four-player local split-screen, and a career mode that includes boss fights, oddly enough. It'll set you back £10.99, and there's a 10% discount for the next week or so.

We ask EVE Fanfest attendees what they think of DUST 514

CCP's Fanfest is an event like no other in the PC gaming calendar.

CCP's Fanfest is an event like no other in the PC gaming calendar. Over a thousand EVE Online players congregate in Reykjavík, Iceland, to talk, play and dance EVE. But this year's event wasn't just concerned with the future of their sci-fi MMO. DUST 514- the PS3 shooter that'll give PC EVE players the chance to nuke console players from space - was playable at the conference.

We wrote up our first impressions of DUST 514 last week, but we also asked the most hardcore EVE players we could find for their take. Which player do you most agree with?

Batman: Arkham City Harley Balloon locations guide

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What we want to see from Nintendo NX

What we want to see from Nintendo NX We take a look at the promise of Nintendo’s next console and pinpoint the areas it needs to get right if it wants to succeed A clear focus If any complaint can be levied at Nintendo, it’s that it failed to properly communicate its intentions and aspirations with the Wii U. Nintendo can’t afford to make this mistake again, and it’ll need to come out with a clear

Warhorse Studios show the gorgeous tech behind their medieval RPG

During the Game Developers Session conference, which took place in Prague over the weekend, Warhorse Studios gave a presentation showing what was possible with the modified CryEngine 3 that the developer is using to power its upcoming unannounced medieval RPG.

This will be Warhorse's first release, but the team is being lead by Daniel Vavra, the creator of Mafia, along with developers who previously worked on Operation Flashpoint and Arma: Armed Assault.

By golly, it all looks rather picturesque. Flowers swaying in the breeze, individually grained planks of old wood, muddy puddles reflecting light and trees. On their Twitter account, the team stress that this was a demo of how they can achieve "next-gen" graphics, but that it was created specifically for GDS, and isn't taken from their game.

Very little is known about the project, except that it's being targeted for a rather vague 2014/15 release.

Thanks, Eurogamer.

We ask every CCP man we can find whether DUST 514 is coming to PC

DUST 514 is a free-to-play first-person shooter from CCP, creators of EVE Online.

DUST 514 is a free-to-play first-person shooter from CCP, creators of EVE Online. PC players will get to set up contracts for PS3 players to complete. You'll even get to lay down orbital strikes on the console kids. Watch footage of the awe-inspiring first hit here.

But CCP haven't confirmed that Dust 514 is coming to PC... yet. This confuses me. Our rigs are meaty enough to pull off their target footagein real-time, and we already know how free-to-play mechanics work. Is it coincidence that PS3 Dust 514 has mouse and keyboard support, possibly making any future ports easier to manage? Or that it's uses the PC-compatible Unreal Engine? Also: what do the two mystery pillars that popped up during CCP's keynote represent?

My take? We'll be playing DUST 514 a year after it lands on PS3. The pillars? They're even more intriguing. But don't take my word for it: I spent last week pestering all the CCP folk I could find. You can watch the results up there.

Shooter of the Year nominations revealed

Game of the Year is in the air, and we here at GamesRadar will be ticking off our winners beginning next week. But before we start doling out awards, let's take a look back at this year's top contenders. Want to know which shooters are up for this year's grand prize? Check out the video, below. Check back on December 11 to find out GamesRadar's Shooter of the Year!

Final Fantasy XV – Hajime Tabata on a universe reborn

Final Fantasy XV – Hajime Tabata on a universe reborn You thought it was just a game, but Final Fantasy XV is now an entire world of entertainment In 2006 we thought we were getting Final Fantasy Versus XIII. 2013 saw that expectation dashed, with the same project becoming Final Fantasy XV. Now, in 2016, the latest revelation is that the next major instalment in this most venerable of Japanese roleplaying

Mafia's lead dev on the perils of project funding: "I know people who got their bones broken"

Dan Vavra was the lead designer on Mafia and Mafia 2.

Warhorse

Dan Vavra was the lead designer on Mafia and Mafia 2. He's started work on a new project with a new studio called Warhorse. While the new project is closely under wraps for now, Vavra has started a frank development blog which promises to deliver an honest account of the trials and tribulations of a new studio trying to bring a game to market.

In the first post published on the new Warhorse site, Vavra describes the studio's struggles to secure financial backing in a difficult market unwilling to make big investment risks and, incredibly, hints at a darker side to the business. Vavra explains that the team pitched their game at every studio and publisher they could think of, except for "loan sharks and some strange underworld types."

"I wrote a game about the Mafia and I don't want to deal with those types of “businessmen"." he writes. "The game industry is a risky business and nobody wants to end up under the boardwalk. I personally know people who got their bones broken or were kidnapped during game development. No kidding."

Vavra and co. eventually struck a deal with "private individuals" described as being similar to "the Czech equivalent of Warren Buffet or Andrew Carnegie – billionaires with huge financial empires," but describes how difficult the process had been to reach that stage.

"If you have a great idea and an experienced team there is an off chance somebody is going to give you money. But in order to put the team together you need a lot of money that nobody is willing to put up when you don't have the team. It's a Catch-22 situation," he said.

"I had several very experienced people committed to the project, but no office, no company, no money and nothing to show, except for a pitch and some nice pictures. The likelihood of impressing a publisher in these circumstances is, for all practical purposes, zero, but I had to try."

All we know about the unannounced game is that it's an RPG that Warhorse say "is not going to disappoint fans of open realistic worlds and quality stories." You can keep up with development progress on the Warhorse blog, and by following them on Twitter.

CCP CEO: DUST 514 won't "affect your everyday EVE experience unless you want it to"

CCP has been very upfront about the mistakes they made with EVE Online's Incarna expansion last year.

Dust 514 dropships

last year. Namely, they believe they added large features too quickly, which moved the focus of the game away from space combat.

This morning at EVE Online's Fanfest player convention in Iceland, I asked CCP CEO Hilmar Pétursson if he was concerned that they were making the same mistake by having their upcoming console shooter, DUST 514, interact with EVE Online at its launch.

He doesn't think so. "We're not trying to cram [DUST 514] into EVE Online. So it's different [from Incarna] in that sense: it's not going to affect your everyday EVE experience unless you want it to."

I was a bit surprised. For years, CCP has touted the integration between the games--which lets players on both sides talk with each other, work towards objectives, and even attack each other--as a revolutionary new feature. Pétursson continued, "That was the mistake of Incarna. It affected your EVE Online experience without you making that choice. And the choice and freedom is a big part of the value proposition of EVE. We took that away, and people were very unhappy about that. If we had just made it optional, that would've satisfied a lot of people that were raising concerns."

This is definitely the lesson taken away from the Incarna disaster--I've heard three different developers say that same thing today. But how can they make DUST and EVE's interactions entirely optional, but still engaging and worthwhile? Pétursson explained: "DUST will not have that same problem because it's not affecting you directly, unless you want it to. Then, of course, there's a huge opportunity when the PC game and the console game are connecting together and you're orbitally bombarding back and forth and all that. Of course we must make sure that we gain all the advantage of that, but that is going to be something that people optionally participate in."

I suggest that it'll probably be aggressive corporations eager to control as much territory as possible that'll be most enticed to participate in the new system. Pétursson agrees, and then drops a bomb.

"Yeah, and even, because, initially the EVE-DUST link will basically take place in NPC space. And it won't really go into null-sec until, sort of, January of next year, based on feedback. Because we know that factoring in those very passionate politics early too early is just, that's not the way to go."

Whoa. The DUST/EVE integration will only be allowed in a sub-section of the galaxy that is highly patrolled by NPC police. That should make fighting over position to launch orbital bombardments interesting. Pétursson defends their decision by comparing it to EVE's launch. "It's a little bit how EVE grew in the beginning: initially people were in high-sec and then they slowly moved into null-sec, where all the empires and all the drama occured. We're doing a similar thing with DUST, precisely to not affect people's daily lives immediately without any feedback."

I asked him if that makes the launch of EVE and DUST 514's integration features more of a beta test on live servers, in areas where players won't be as heavily invested in the territories in conflict.

Pétursson smiles, "Absolutely. It is precisely."

Gaming's ballsiest banana hammocks

Anything that accentuates the male scrotal evil is automatically evil. Like ‘Hitler on a bad moustache day’ evil. Because the human Johnson is clearly an inherentlyterrible thing, it should be concealed at all times, only be broken out under extreme circumstances. Perhaps, if you need to tie a rope around it to pull a car with, in order to break some sort of World’s Strongest Wang record. That’s why, simply put, the following banana hammock-harbouring characters deserve nothing less than virtual vasectomies.

Here's a new System Shock Remastered stream featuring Warren Spector

The System Shock Remastered crowdfunding campaign has already met and exceeded its $900,000 target, with the current figure sitting at an impressive $1,222,754 and rising.

crowdfunding campaign has already met and exceeded its $900,000 target, with the current figure sitting at an impressive $1,222,754 and rising. To celebrate, Night Dive Studios hosted a marathon three hour livestream earlier today, and in addition to commentating the pre-alpha demo we've all already played, Warren Spector himself turned up to comment on the new game, and to do a walkthrough of the original System Shock.

The stream is embedded above, and is well worth watching if you've got a passing interest in both the original and the remake. There's obviously plenty of interest: that $1,222,000 figure above is still rising, and the studio announced a bunch of new stretch goals recently. Hitting $1.3 million will introduce "additional locations" and an "expanded narrative", while $2.3 million will usher in full mod support.

There are plenty more goals, but on the upper end of the spectrum, if the game manages to reach $3 million in the next 40 hours it'll come with Vive and Oculus Rift support. That'd be a miraculous turnaround, but hey: it could happen.

Arma 2 Free closes down, Bohemia puts Arma 2 series on sale

Nearly three years after it was first announced, Bohemia Interactive is shutting down the Arma 2 Free servers, the free-to-play version of the military simulation game.

Nearly three years after it was first announced, Bohemia Interactive is shutting down the Arma 2 Free servers, the free-to-play version of the military simulation game. If you were one of its dedicated players, there's good news: Bohemia is trying to soften the blow with a sale on the Arma 2 franchise.

All editions of Arma 2 and its expansion are currently discounted by 75 percent. You can buy them on Bohemia's official website, but all games are also conveniently supported by Steam. The sale will last until May 4.

Sadly, even if you do buy Arma 2, its online functionality will be limited due to the impending shutdown of online matchmaking service GameSpy on May 31. Bohemia said that Arma 3 and Arma 2: Operation Arrowhead will eventually use an alternative solution, but Take On Helicopters, Arma, Arma 2, and other games will lose the server browser and other features. You can find Bohemia's full statement here.

When May 31 comes, a large amount of games that still rely on GameSpy could go down with it. In case you missed it yesterday, Reddit has compiled a list of possible victims.

Dust 514 preview

[pcgvideo id="1525618126001"]
It's real.

It's real. I've witnessed an EVE Online player laying down an orbital strike on a bunch of PS3 dudes. And the crowd went mental. As CCP, creators of EVE Online and DUST 514 are keen to stress, DUST 514 will be the first ever video game connected to another game on another platform. Sadly, despite the coded confirmations, Dust 514 will still be a PS3 exclusive… at launch.

But how will we interact with our console brethren? Is it going to be friendly?

EVE players can offer contracts which will then appear on a board for the console kids to choose from. Capturing bases, hacking mainframes - you know the kind of thing. And in case there aren't any EVE players offering jobs, the AI will lay down a few too.

PC gamers will also get to call down strikes on planets under contention. Who, what, and why you hit will be up to you, but it's an undeniably cool feature that had the Fanfest crowd whooping with delight. Well, most of them; I overheard a disgruntled EVE player talking post-conference: “We're supposed to be the gods aren't we? I want more mayhem. More destruction!” Then he left the toilet.

CCP are keen to stress that Dust 514 will be a more inclusive experience which won't just cater to MMO-centric console gamers. Players can jump into a battlefield in seconds, despite their level of dedication to a corp or knowledge of a star map. As David Reid, Chief Marketing Officer at CCP describes it, PS3 players will be “dipping their toes” into EVE Online's universe, not splashing around and making a mess. DUST 514 won't risk the integrity of EVE Online; it'll provide new motivations for existing activities.

CCP's CEO has already admitted that cross-platform interactions will be limited in scope, at least at first. After a few demos and a short hands-on, and I'm left with the impression that DUST players will be more of a mercenary force than an essential component of a successful corporation. CCP are erring on the side of caution, for now.

That's not to say that DUST doesn't get deep. It's bringing free to play mechanics to console, and with free-to-play comes customisation. Almost ludicrous amounts of customisation. Just like EVE Online's Marketplace, DUST's store will let players mod their dropsuits, vehicles and weapons to a level beyond anything I've seen in an FPS. Are you opting for an armour repair module or a “complex armour repair” module? One's probably better than the other. And it'll make all the difference when you're storming across the desert with 23 men and a few tanks at your side.

And the vehicles, weapons and modules will all be assets in the EVE universe at large. PC players will have opportunity to cater to an entirely different market, constructing PS3 players' tools, even if they don't want to get more directly involved in the combat.

This part of DUST was the most tantalising; just like EVE's moreish ship customisation, the interface is elegant and satisfying to use. “Amazingly it all works on a console controller” says Brandon Ferrino, executive producer of DUST as he shows off the tools. And it is impressive - the level of customisation here goes beyond Call of Duty and even Tribes: Ascend. Want your scout to carry a heavy machine gun instead of a sniper? It's possible. Want to choose the exact turrets for each slot on your dropship? Just pay the appropriate amount of ISK (EVE's in-game currency) or AUR (the currency you purchase with real-life cash) and it'll drop from the sky, exactly as ordered.

There's a skill system too, which includes passive upgrades, like in EVE Online, along with more direct choices post-battle. And there are a lot of them - it'll take 7 years for a player to max out every one. CCP have even hinted at using cloud streaming to bring a slice of the experience to more mobile platforms later on.

It's difficult to assess exactly how DUST will play on PS3 - we got to go hands-on, but it was an enclosed team deathmatch with set classes. It feels like a sci-fi Battlefield, albeit one that's less pretty than we're used to seeing on PC, with less snappy mechanics.

DUST 514 is using the - arguably dated - Unreal Engine. The scale might be impressive, but the textures? Not so much. It's a compromise that's necessary, but PC gamers who invest in a PS3 for this FPS experience might end up squinting. Still, these are early days and there's a lot of polish left to come - CCP aren't in a rush; DUST 514 is still listed for a 2012 release.

Dust 514 is a vision of an exciting future. And today's presentation did succeed as a proof of concept. It's a long way off the “Future Vision” trailer of a few months ago though. I can imagine that game running in real-time, but on a different platform. Possibly a more familiar one...

Hitman: Contracts

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The Binding of Isaac creator Edmund McMillen teases new game

Despite ongoing work on The Binding of Isaac and a forthcoming, turnbased RPG spin-off called The Legend of Bum-bo , Edmund McMillen has yet another project in the works.

, Edmund McMillen has yet another project in the works. Teased on his official Tumblr earlier this week, the unnamed game is an action platformer featuring the same protagonist as one of McMillen's earlier games, Time Fcuk.

Speaking to Eurogamer, McMillen confirmed that the game isn't directly related to the Binding of Isaac universe, nor does it have a name. "We are just leaking out early teases for now," he said. "All I can say is I think most would describe it as a Mega Man / Isaac-like, but a platformer with really tight controls."

Closure programmer Tyler Glaiel has also confirmed on Twitterthat he's collaborating with McMillen on the game.

Still, it could be a while before we see it: Super Meat Boy Forever is still in development or, at least, that was its status back in August last year. Oh, and there might be a proper, non-autorunning sequelto the meaty platformer too.

Postcards from Stratis: how to take fancy screenshots in Arma 3

What we've learned from Arma 3 's development so far is that Greek islands with a heavy military presence and snap-happy tourists are not a happy combination.

's development so far is that Greek islands with a heavy military presence and snap-happy tourists are not a happy combination. Luckily for budding travel photographers, Bohemia Interactive's developers have suffered so you don't have to, and you can still turn the Aegean into picture postcard memories thanks to their sterling efforts to recreate the landscape of Stratis in Arma 3.

The 20km slice of Mediterranean that Bohemia created to show off their mil-sim is a gorgeous place. The rolling sun-scorched hills, lapping waves, and hidden delights might easily be lost amid the cordite smog and tracer fire if you simply treat this as the backdrop to a war game. Don't. Take the time to enjoy the world. Grab the editor, place a character, take a stroll and capture the sights for posterity. Here are a few tricks to make the most of your snaps and coordinate locations of cool places to visit.

There are two ways to take screenshots of Stratis. An easy way and a slightly harder way - the latter, detailed on the next page, enables a floating camera. The easy way involves spawning a civilian in the game's editor. Load the editor, but before you do anything, click the layout button on the taskbar and change the editor to 'Traditional' and restart. It gives you easier access to the time of day and weather settings. Arma 3's sunrise and sunset hours start at about 3.45am and 19.45 respectively. And it's better to add some clouds to give the sky some texture, but don't make it overcast.

Now double click where you want to take your screenshot and select a civilian from the 'Side' menu. Why a civilian? He has no HUD or gun model, so you have the full frame to work with. You're still stuck with the obnoxious 'Arma Alpha' watermark, alas, but not thankfully with the default FOV: the plus and minus keys on the numpad will give you some interesting effects.

Now hit 'preview' to set the game rolling. These were all taken at the same spot on the map, altered with the numpad's FOV.

These are not good shots, but they are demonstrative of the power of FOV twiddling. Experiment and have fun with it. And remember you can crouch and tippy-toe if you need to subtly alter things.

Then there's the hard way - which allows you create a floating camera. Just like Arma itself, its fiddliness conceals much reward... Read on!

Watch EVE Online's Fanfest live with CCP's Livestream

Fanfest brings together EVE Online fans and developers in what just might be the largest gathering of gaming boozery known on earth.

Fanfest brings together EVE Online fans and developers in what just might be the largest gathering of gaming boozery known on earth. But they also talk about games! It's three days packed full of events, interviews, developer talks, parties and more. PC Gamer is sending our own Josh Augustine and Owen Hill to rub elbows with EVE Online's finest. This year CCP is also livestreaming it all to bring you up-to-the-minute coverage.

Be sure to catch the Dust 514 Keynote on Thursday and check back in for the World of Darkness MMO talk on Saturday. You can find the full schedule on their websiteor inside the post.


Thursday Schedule

Live Version

PST (GMT)

5:45am (12:45) Show Start 6:00am (13:00) Talk with Unifex 7:00am (14:00) Crimewatch 8:00am (15:00) Crucible Roundup 9:00am (16:00) CSMPanel 10:00am (17:00) DUST 514 Keynote 12:00pm (19:00) Alliance Panel 1:00pm (20:00) Open Mic Night 2:00pm (21:00) Day 1 Closes

Replay Schedule

PST (GMT)

2:45pm (21:45) Show Start 3:00pm (22:00) Talk with Unifex 4:00pm (23:00) Crimewatch 5:00pm (00:00) Crucible Roundup 6:00pm (01:00) CSMPanel 7:00pm (02:00) DUST 514 Keynote 9:00am (04:00) Alliance Panel 10:00am (05:00) Open Mic Night 11:00am (06:00) Day 1 Closes
Friday's Schedule

Live Version

PST (GMT)

02:45am (09:45) Show Start 03:00am (10:00) State of the Economy 04:00am (11:00) Dust Role on the Battlefield 05:00am (12:00) The Year in Lag 05:00 AM 06:00am (13:00) Factional Warfare 07:00am (14:00) User centered design 08:30am (15:30) EVE Keynote 10:00am (17:00) Concept Art Live Session 11:00am (18:00) Quiz Show 12:00pm (19:00) Ship Balancing 01:00pm (20:00) Dust seeding the universe 02:00pm (21:00) Day 2 Close

Replay Schedule

PST (GMT)

02:45pm (21:45) Day 2 Repeat Begins 03:00pm (22:00) State of the Economy 04:00pm (23:00) Dust Role on the Battlefield 05:00pm (00:00) The Year in Lag 06:00pm (01:00) Factional Warfare 07:00pm (02:00) User centered design 08:30pm (03:30) EVE Keynote 10:00pm (05:00) Concept Art Live Session 11:00pm (06:00) Quiz Show 12:00pm (07:00) Ship Balancing 01:00pm (08:00) Dust seeding the universe 02:00pm (09:00) Day 2 Close
Saturday Schedule

Live Version

PST (GMT)

02:45am (09:45) Show Start 03:00am (10:00) Concept Art Live Session 04:00am (11:00) Growing EVE's Infrastructure 05:00am (12:00) War Decs 06:00am (13:00) Game Design Panel 07:00am (14:00) Art Panel 08:00am (15:00) World of Darkness 09:00am (16:00) Brave New Module 10:00am (17:00) CCP Presents 12:00pm (19:00) EVE Security 01:00pm (20:00) Party Begins 02:00pm (21:00) RöXöR & Permaband 03:00pm (22:00) HAM 04:00pm (23:00) DJ Margeir 04:30pm (23:30) HaZar 05:00pm (00:00) Gus Gus 06:00pm (01:00) Day 3 Close

Replay Schedule

PST (GMT)

06:45pm (01:45) Day 3 Repeat Begins 07:00pm (02:00) Concept Art Live Session 08:00pm (03:00) Growing EVE's Infrastructure 09:00pm (04:00) War Decs 10:00pm (05:00) Game Design Panel 11:00pm (06:00) Art Panel 12:00am (07:00) World of Darkness 01:00am (08:00) Brave New Module 02:00am (09:00) CCP Presents 04:00am (11:00) EVE Security 05:00am (12:00) Party Begins 06:00am (13:00) RöXöR & Permaband 07:00am (14:00) HAM 08:00am (15:00) DJ Margeir 08:30am (15:30) HaZar 09:00am (16:00) Gus Gus 10:00am Day 3 Close

Hitman: Contracts

Slumped on the floor of his Paris apartment, a white-hot bullet grating against his ribs, 47 finds himself with little to do but think. And as time spins out before him, he finds himself reviewing a life spent in the game of death. It's a mucky old game, this hitman lark. And 47 has been so very, very busy. That's how Hitman: Contracts opens, setting a wholly retrospective scene. The game isn't a new

Quake Champions video explains character abilities

Since id Software revealed Quake Champions at Bethesda's E3 conference in June, we've not heard anything new about it.

at Bethesda's E3 conference in June, we've not heard anything new about it. Now, breaking a relatively long silence, a new video explains the special abilities of each of the four characters shown in the original CG trailer. There's no new footage, but there is new intel .

As Tim Willits explains in the video embedded below, each champion will have a unique active ability. The Ranger has a Dire Orb, which is a devastating projectile plasma orb which can, y'know, kill lots of things, while Visor has a Piercing Eye ability, which can reveal the locations of all opponents on the map.

Meanwhile, Nix is fast, light and capable of phasing in and out of sight (kinda like Tracer in Overwatch) while Scalebeard has a Bullrush ability which looks capable of one-shotting anything it hits.

Check out the video below. Quake Champions has no release window yet, but it's coming exclusively to PC.

DayZ 1.7.3 releases, developed in partnership with the DayZ community

Still hard at work on the standalone version of DayZ, Bohemia's collaborated with the DayZ community to release an update for the mod version of the game today.

of DayZ, Bohemia's collaborated with the DayZ community to release an update for the mod version of the game today. Patch 1.7.3 doesn't add new features ("While dogsare "in" there are some mechanics missing so they cannot currently be used," Rocket says on the DayZ forums), but the patch does address the vehicle repair system, zombie death animations, and removes Alt + F4 as an method of escaping from death. Politely: die, cowards.

Patch notes below.

Client:

* [NEW] Tents can no longer be placed on concrete.

* [FIXED] Building checks for tent placement (No longer place tents in buildings).

* [FIXED] Tents now are one click place.

* [FIXED] Fixed function for checking if in buildings.

* [UPDATED] Vehicle repair menus now all replaced.

* [NEW] Vehicle menus now list all damaged parts no matter if you have the item or not.

* [NEW] Vehicle repair menus will now let you know the exact item you need to repair on failed repair attempts.

* [FIXED] Vehicle Damage is now fully working.

* [FIXED] Vehicle Killed is now in effect fully destroyed vehicles will now set correct in db.

* [FIXED] Tents Now add and remove from db.

* [FIXED] Food can no longer be consumed if the player does not have in inventory.

* [FIXED] water can no longer be consumed if the player does not have in inventory.

* [UPDATED] Updated UI control bug.

* [NEW] Toolbox is now needed for all repairs.

* [NEW] Alt-f4 is now locked and will only open your status menu.

* [Fixed] No longer possible to drink/eat/pitch a tent/put on clothes/build sand bags/cat wire/hedgehogs/consume medical supplies/free filled water without consuming the item.

* [FIXED] No longer possible to create axes out of thin air if you already have one

* [FIXED] Switching skins no longer repairs pain shakes/broken legs/resets/dupes/screws/resets ammo

* [FIXED] Duping no longer possible through zombie corpses/etc

* [FIXED] It should now be impossible for a new players spawns to spawn unconscious.

* [FIXED] You can no longer cook infinite free meat from camp fires

* [FIXED] Survivors should no longer pickup a single item at the same time and both receive it.

* [FIXED] You can no longer generate multiple tents while packing up a deployed tent.

* [FIXED] You can no longer change clothes/eat/drink/etc. while in a vehicle

* [UPDATED] ItemWire reduced from 0.06 to 0.01

* [UPDATED] PartEngine updated from 0.01 to 0.06

* [UPDATED] Version info is now displayed correct

* [NEW] New Combat System If you fire a weapon, then you go into combat. During combat, "ABORT" is disabled. (Need to look at the effects with high player counts)

* [NEW] Combat 30 sec timer on all combat actions.

* [FIXED] Zombie death animation is delayed (now it plays instantly)

Server:

* [NEW] HiveEXT.dll now replaced with our new version.

* [NEW] Official Hive login is now hard coded into the .dll

* [NEW] New Hive can now set ingame time to custom, local(local server time), static

* [FIXED] Object Gear syncs happen based on radius not just on menu.

* [FIXED] Vehicle Position is now updated with client position.

* [FIXED] Vehicles save fuel properly

Hitman: Contracts - first gameplay pics

Eidos have released the first gameplay screenshots of Hitman: Contracts, the latest title in their third-person assassin-fest, which always proves to be an interesting and violent excursion into the dark underworld of scum-sucking evil types. Details are sketchy at present but Agent 47 will be visiting Paris, England, Romania, Hong Kong and Siberia. Romania is home to the slaughterhouse level, which

Battlezone 98 Redux expands with The Red Odyssey

Battlezone 98 Redux is a new version of, you guessed it, Battlezone, the RTS-FPS mash-up that posited galactic warfare between the USA and its arch-nemesis, itself - sorry, its arch-nemesis, Russia.

Battlezone 98 Redux is a new version of, you guessed it, Battlezone, the RTS-FPS mash-up that posited galactic warfare between the USA and its arch-nemesis, itself - sorry, its arch-nemesis, Russia. Now, the remake of that old game has been joined by a remake of its old expansion, The Red Odyssey. This adds two new campaigns set in the Jupiter region, along with a couple of new playable factions: the NSDF Black Dogs and the Chinese Red Army. Here's the trailer:

What's that, trailer? You say the expansion you're trailing has a 15% Steam discount, for the next few days? And you go on to say that the base gameis currently 40% off, over the same period? Thanks, trailer.

A reminder that Rebellion - who now owns the rights to Battlezone, and who got Big Boat Interactive to develop this - is currently working on a rebootof the original, 1980 Battlezone. Although we haven't heard squat about that  one for a while.

Bohemia Interactive devs arrested for "spying"

Greek news sites are reporting that two Czechs have been arrested on Lemnos, after taking photographs and video of military installations.

are reporting that two Czechs have been arrested on Lemnos, after taking photographs and video of military installations. The two claim to be developers working for Bohemia Interactive, out gathering reference material for Arma 3, which takes place on the Greek island. This hasn't yet washed with the Greek authorities who've slapped them with espionage charges.

The story has been confirmed by Marek Spanel, CEO and co-founder of Bohemia Interactive, who elected not to discuss the matter any further on the official Bohemia Interactive forums, "at least until we know more specific details about the case."

This isn't the first time the Greek authorities have been a bit over-enthusiastic in their counter-espionage policy. In 2001, 12 British plane spotters were heldon spying charges for taking photographs at an air-show near Kalamata, in southern Greece. Though they were confident of being cleared at the time, eight received three-year sentences for espionage, and the rest were convicted of aiding and abetting.

We'll bring you more details as they come in.

Hat tip to Edgefor bringing this to our attention.

Dead Space 3 livestream replay

How does Dead Space 3's co-op work? Just how extensive is the new weapon crafting system? And what the heck is up with the game's new human enemies? Ryan and Henry tell all as they tear through an early access demo of Visceral Games' Dead Space 3. Check out our playthrough--and if you have any questions about the demo, let us know in the comments below and we'll do our best to respond! Topics Shooter Dead Space 3 We recommend By Zergnet Load Comments

GameTap gives Hitman away for free

Oct 31, 2007 GameTap has recently announced that they'll be giving away Hitman games for free to promote the upcoming film, starring Timothy Olyphant as our favorite shiny-headed killer. As always, there's a slight catch. You'll need to play the games with their free-to-play service and sit through some brief ads before you can dig into the games. Still, it's a small price to pay to get a bunch of

Ranking Evil – The Resident Evil series from best to worst

Ranking Evil – The Resident Evil series from best to worst Which of the main series entries have stood the test of time? Resident Evil 4 This is one of those rare games that comes along but once a generation and changes everything. Just as Resident Evil originally created the survival horror genre, Resident Evil 4 went ahead and re-invigorated third-person action-adventure games with horror. Shinji

ArmA 3 demos show off vehicles, diving and and night ops

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Over the last few days, Bohemia have been posting videos to their youtube channel showing off different aspects of their E3 demo for Arma 3.

Over the last few days, Bohemia have been posting videos to their youtube channel showing off different aspects of their E3 demo for Arma 3. There's three so far, covering vehicles, night fighting and underwater action, and they're all totally gorgeous. The underwater video in particular is incredible. Imagine a version of DayZ working in this engine. You could flee from zombies by hiding under the sea, there's no way they'd get you there! Right Rocket? Are you listening?

All three of the videos can be seen below. I've also included their preview video from back in June which contains a little bit of extra footage, along with a few clips of what else we may see in the future. If you want to know what the E3 demo was like in person you can read our Arma 3 preview

Racist! A look at games accused of bigotry

Page 1 of 7: Page 1 Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 The recently released Resident Evil 5 trailer is currently causing a storm of debate across the internet after one critic - a single, solitary person writing on a blog - fingered the game as being racist in its depiction of black people as "inhuman savages" and for the fact that a white man in military clothing is employed to destroy

Inside Gears Of War 4 – hands-on and Coalition interviews

Inside Gears Of War 4 – hands-on and Coalition interviews We speak exclusively with The Coalition’s Rod Fergusson and Chuck Osieja as we get hands-on time with Gears Of War 4 on Xbox One [Originally printed in games™ 173] “When we first came in, we talked about the Tim Burton Batman and the Christopher Nolan Batman,” Rod Fergusson tells us as we talk ahead of the launch of the Gears Of War 4 beta.

Arma 3 E3 hands-on preview: 8 important questions answered

The same group of questions tend to pop up whenever I mention or write about Arma 3.

arma3 e3 2012 9

Will it set my GPU aflame? Is the AI any better? If I'm an everyday FPS player, will the controls give me cholera?

Instead of writing a standard preview, I wanted to directly address these big concerns. I asked Twitterto give me Qs, and I've provided 1,400 words of As based on my hands-on.

Which improvements over Arma 2 did you notice immediately? ( @keenanw)

Scale and terrain detail. Creative Director Ivan Buchta gave me an exclusive look at Limnosby hopping around different points Arma 3's editor. It's more beautiful and authentic than any developer- or player-made island I've seen in Arma.

Myrina, its largest city, is easily two or two and a half times the area of Chernogorsk (Arma 2's largest city). But it's not just “more objects;" the variety of structures and the detail they're granted makes the terrain feel much more developed and authentic. Buchta showed me an enterable airport terminal, a cemetery, a power plant, school playground, high school athletics track, a beach with colored umbrellas stuck into the sand, and a basketball court at night, lit by floodlights.

Exploring Limnos is going to be a joy. I can't wait to fight in these areas; structures instantly appeared and felt less static, and less like cardboard facsimiles, as they sometimes do in A2. 80-90 percent of the buildings I saw were enterable.

Another instantly noticeable difference was lighting. The night section of the demo showed a few soldiers idling under a full moon with chemlights, a campfire, and other light sources around. The exception to this is the nightvision, which other than being a little less neon than A2's pale green filter, still doesn't really resemble authentic nightvision.

What hardware were they running it on and how smooth did it play? ( @erockbart)

Very, very smoothly. A frame counter wasn't visible, so don't interpret this as scientific, but I felt I was running at 50-60+ frames throughout the demo. Bohemia was running a Core i7 at 3.2 GHz and a single GTX 580. Not low-end equipment, certainly, but I wouldn't call that exotic, either. I encountered one or two microscopic hitches while helicoptering, but the game behaved extremely well overall. There was no noticeable dip in framerate when I right-click zoomed in most situations, and gunfire/explosions had zero effect on performance. The largest mission I had probably had 20-25 enemy infantry (and an enemy vehicle) scattered across a kilometer or two, plus my six or seven-man squad.

How do the new animations affect close quarters combat? ( @craig_vg)

You heard it here: Arma 3 is balanced for double lean . The new stance animations operate as modifiers. Like Arma 2, you still hit Q or E to lean, X to crouch, and Z to go prone. But you can take an additional step left or right by hold Ctrl and hitting Q or E again. These adjustments are specific to each stance, so if you're crouched and hit Ctrl + W, you'll poke your head and upper body up a bit. If you're prone, you can twist to the right by hitting Ctrl + E.

There's at least one ridiculous animation, too: when you're prone, if you tap Ctrl + W, you go into this “last stand” kind of pose, you lie almost flat on your back, cradling the gun on your left forearm with the barrel pointed forward. And you can fire while doing this. It looks lazy and heroic and hilarious. I didn't experience too much CQC in the demo, but mostly I'd expect these commands to increase the viability of fighting from windows/openings. They definitely let me peek around corners without taking awkward, stuttering steps, as is often the case in A2. We'll finally have the movement flexibility to pop in and out of cover without being at a disadvantage.

Is the AI stupid? ( @keenanw)

From what was shown? Yeah. The battle scenarios being shown were pretty lightly scripted, but the AI felt like they had the same brains of A2: Operation Arrowhead's soldiers. When engaged, they either ran perpendicular to me or dropped prone where they were and returned fire.

Enemies did a couple of unexpected, semi-smart things, though: I slowed down in a light helicopter (an equivalent of a Little Bird), and got shot out of the cockpit by a rifleman on the ground. I opened fire on a ground base and almost immediately started taking sustained grenade launcher fire from a ground vehicle (that seemed content to stay completely still)--when I crawled to the right. I got injured, reported “Injured” through the action menu, and a squadmate came to heal me within seconds. An infantry group (after splashing about six of them with grenades from a mounted gun), eventually destroyed one of my tires.

Did you get to do any underwater gameplay? ( @serow_man)

Yup. Bohemia was showing a five-minute showcase that I got to play. It's the same demonstration that we saw in this trailerlast week.

Piloting the SDV felt like controlling an escape pod in space--Q and Z controlled ascend/descend, A and D turned the vessel. It was absolutely easy to drive; it's literally impossible to roll the thing because W and S don't roll the nose of the ship. The SDV maintains a flat orientation no matter what you do.

The underwater mission was essentially target practice. I floated forward in the SDV a bit, ejected, and swam with my flippers (while using Q and Z to ascend/descend), to a sunken ship. The enemy swimmers in the demo were just treading water. I fired at them with an SDAR, a fictional 6.65mm underwater rifle based on a real-world weapon. The gun made bubbly tracers as they burrowed through the sea, and it was neat to see.

The demo didn't really showcase how a player might use an SDV to quietly observe (with a periscope) or infiltrate a shore, and it's those expanded tactical options that I'm most curious about. Oh, a Blackhawk helicopter did fly overhead while I was underwater at that point. Oh my god, that was wonderful--imagine a shadowy silhouette whirring overhead, blurred by the sea.

How has the UI been improved? I found Arma 2 to have one of the most needlessly byzantine interfaces in recent memory. ( @hhjanes)

The action menu as we know it (using the scroll wheel to do everything from entering vehicles to grabbing ammo and phoning in airstrikes) is in tact. Bohemia says this system could still change, though.

What has been revamped, thank goodness, is player inventory. The version of the gear menu shown wasn't final, but . A left-side column of the menu represents what's on the ground, with the right ? of the screen separately showing what's on your person. That's already an improvement over having the items mixed together, as it is in A2. There's also discrete spaces that show the type of vest you're wearing and the type of backpack you're carrying, and their encumberance levels.

Removing a scope from a weapon (or reattaching it) was as simple as hitting G, double-clicking the scope, and hitting G again to close the menu. The response time of the inventory was much better, too. I didn't have to wait a full second for a magazine or weapon to transfer.

Are there smooth transitions when switching stances? ( @heartborne)

Yup. In first and third person, the new soldier animations have almost none of the rigidity of Arma 2's. They feel a little shorter, too...I didn't feel like I was waiting for a prone or crouch animation to terminate before inputting something else. I especially liked the stance adjustments.

Is the game more accessible than ARMA 2? For example would a Battlefield 3 player perhaps enjoy it? ( @serbusfish)

It's not a fundamentally different game, or anything, but weapon/player movement does feel a little more modern in terms of accessibility, the version I played had a toggleable acceleration setting that made turning with the mouse feel like a modern FPS. Arma typically has an “aiming deadzone” slider which can allow your arms move to independently from your player's body. It may not be cut, but I couldn't find this slider in the version I played.

One design change that'll contribute some accessibility is the addition of a camp hub that you visit between campaign missions. There's a few different things to do scattered around the camp, but the firing range was one of my favorites. It features pop-up targets that you can fire at with different weapons, but smartly, a picture-in-picture close-up of the target itself appears as you're shooting to provide feedback.

The low-polygon count, blaring neon colors and silky Doom -like movement of Terri Vellmann's Heavy

Bullets is reminiscent of an older-school of video games. But the way it's being made has the markings of the new school of indie game development. For one, this is Vellmann's first commercial game - he taught himself how to use Unity by watching video tutorials online.

Heavy Bullets is modern day indie game development dressed in 90s neon

For one, this is Vellmann's first commercial game - he taught himself how to use Unity by watching video tutorials online. The game has also adopted the mechanics of the "roguelike-like," or as some might call it, a "procedural death labyrinth," a genre gaining popularity lately with game developers, and with players. And the way the game is being sold is also notably modern - it's currently in beta, for sale under Steam Early Access.

"A couple years ago, I just decided to work on games," says Vellmann, who's based in Sao Paulo, Brazil. "I work from home, doing drawings, illustrations. I always played games, but it's weird - making games wasn't something I'd previously thought I could do on my own."

Heavy Bullets came about when Vellmann was readying for the 7 Day FPSchallenge - a weeklong game jam that has small teams making games meant to reinvigorate the first-person shooter genre. But after working on the game for a few days prior to the jam, he decided to skip 7DFPS and continue work on what would become Heavy Bullets .

In Heavy Bullets , players are dropped into a procedurally-generated level, shooting enemies to get to the next stage. Players have limited health, and limited bullets - bullets that must be retrieved after they're shot. Various items and powerups help players get through the levels, but once you're dead, you're dead. The game rewards a balance of speed, accuracy and environmental awareness.



"It's something I really like," says Vellmann of Rogue -inspired game mechanics. "I've been playing these games a lot. They're appealing because instead of just sitting down and playing a linear story for 12 hours and making that commitment, you can just play for half an hour or an hour."

Vellmann says, "In the Heavy Bullets , if you have just half a heart [of health] and you made progress that you're excited about -- there's something about knowing you can die and lose everything that is kind of special. You can't have that feeling if you know you'd just lose two minutes of play."

Like so many other game developers, Derek Yu's Spelunky is a game that Vellmann has been playing on and off, and it's been influencing his own game. "I like how those mechanics work, and the randomized level generation is something I'm interested in not only in playing, but also from the development point of view," he says. "It's something I want to do."



"There's something about knowing you can die and lose everything that is kind of special." There have still been challenges in the ongoing development of the game. Vellmann says he was expecting the big hurdle would be the enemy AI, but that turned out to be the most fun aspect of development. As someone who just launched his first commercial game, he learned quickly the difficulties of the fragmented desktop market.

"In the end, the biggest challenge was just technical issues, by far," he says. "You get this user from somewhere who has a Linux system with whatever graphics card, and it doesn't work for him, and you have no idea why. Then you have to talk to him and narrow it down to something you can fix."

Vellman says the fact that he uses the well-supported Unity engine helps with squashing technical issues across multiple platforms. "But I had to figure stuff out on my own. Everyone should have to do that for their first time, to make those mistakes [and fix them]...It was scary and complicated," he adds.

At the start of development, Vellmann decided to make Heavy Bullets for three platforms at once -- Windows, Mac and Linux, as opposed to starting with Windows then bringing to other OSes, as many developers do. Next time, he says, he'll be focusing on only one OS at a time. "Yeah, that's been really hard," he concedes.

Now, Heavy Bullets is out in the wild, published by Devolver Digital, which has a knack for working with interesting indie developers such as Dennaton, Vlambeer, Free Lives and others. Music and sound for the gamecomes from Oakland's doseone. Vellmann expects the game to be out of beta and Early Access in a couple months.

Heavy Bullets is Vellmann's first game, but he expects to stick with game development for the foreseeable future. "I think I'm going to be doing it for a long time," he says.

First Hitman movie trailer hits the web

The very first teaser trailer for the forthcoming Hitman movie has sneaked onto the internet - having watched it, we don't reckon Timothy Olyphant is very convincing as Agent 47, but we suppose it is only a teaser... Anyway, you can watch the trailer, which runs just under two minutes, for yourself here . The film is due out this autumn. Details released previously on the movie's plot revealed that the contract killer becomes embroiled in a political takeover and gets set up, resulting in him being pursued by the Russian military and Interpol. June 26, 2007 Topics GameCube Action Hitman: Blood Money Hitman 2: Silent Assassin We recommend By Zergnet Load Comments

The next BioShock? – We Happy Few with Guillaume Provost

The next BioShock? – We Happy Few with Guillaume Provost Comparisons to BioShock came in pretty fast for We Happy Few. Is it a comparison you welcome? We hadn’t really foreseen it, but it’s a very flattering comparison, so of course it’s welcome! Gamers and press always compare games to other games, and BioShock is a revered franchise that we are also big fans of at the studio. I think that if fans

How to install ArmA 2's Day Z mod

Don't install DayZ.

DayZ installation 610

Don't install DayZ. Go outside into the sunshine and enjoy life. Fill your lungs, breathe deeply and be happy that you avoided brutality of a zombie-filled, PvP ARMA II. It's tough, it's wholly unfair, it's incredibly buggy and the chances of you getting into a server are pretty low. Why is it tough to get a game? Because it's incredible: a mix of Stalker and ARMA II. While your eternal happiness depends on not playing it, you really should.

First up you need to own ARMA II: Combined Operations, that's both ARMA II and Operation Arrowhead. It's easy to find: the mod's so popular that it's launched Bohemia's mil-sim into the Steam top ten.


The automatic method: using Six Updater

Whichever method you choose, you'll need to load Combined Operations at least once while running Steam as Administrator. Then, download and install. It's a piece of software that automatically manages your ARMA II mods - once you've got it up and running, installing DayZ is as simple as choosing a server and waiting for the updater to pull down the necessary files. For more advanced instructions, check out the official guide to using Six Updaterand the tool's documentation.


The manual method: mod ArmA 2: Operation Arrowhead

With both downloaded and installed, you'll need the mod files. You'll need all of these downloaded and extracted into the Operation Arrowhead folder. The file structure: x\Steam\steamapps\common\arma 2 operation arrowhead\@DayZ\AddOns. With the AddOns folder full of rotting zombie flesh, now it's time to tell Steam to launch the mod. Right click on - ARMA 2: Operation Arrowhead in the games list and select "Properties" then "Set Launch Options". In the box cut and paste this "-mod=@dayz -nosplash" without the quotations.

All set? Kiss your significant other goodbye. Launch Arrowhead in "Combined Operations" mode and be prepared to scan the largely unhelpful server browser for several minutes. You can prepare a little by setting the browser to search for "Dayz" in the mission section of the filter, and telling it to ignore full servers, but even that will mean you click on an apparently spacious server and find it actually full.


Our server

We've got our own UK-based DayZ server. If you want to chase Owen through the woods and steal his beans, this is your best opportunity to do so. The details are:

Name: Multiplay :: UK #27 (1.7.1/93825) [VET][GMT+1] dayzmod.com hosted by PCGamer.com IP: 85.236.100.237 Port: 2402
In-game

So I'll assume you've made it and you're in a server. Well done, and don't say I didn't warn you. You're alone, the controls are a bit Arma-ish (read: shoonky and unforgiving), you probably don't know where you are or where to go. Relax: these are normal feelings in the world of DayZ. Everybody hates their first hour in it. I did. You will. That guy over there certainly did. It's hard because the onus is on you: there's no missions other than to survive, no direction other than the one you choose. Decisions are tracked across all servers, so leaving one won't wipe the blood on your hands. Hell, you'll even respawn in the same position.

First I'd head into the options menu then "game options" and pull the "aiming deadzone" slider to zero. The zombies are speedy and run in zig-zags. With that done, familiaraise yourself with the controls: "Num Pad Enter" puts you in third-person, which I find invaluable when scanning the world for the undead. "Z", "X", and "C" select your stance. Enter brings up some contextual items, like Eat, Drink, Bandage, as well as interacting with things in the world like doors, loot stashes and dead bodies. To get out of that menu, hit the RMB. "F" cycles what your primary weapon is, swapping out the gun for a flare. "G" brings up the backpack, which is a confusing mess and I'll get back to it later.

On screen you can see some icons. The ones to worry about are Drink, Blood and Food: they'll flash red when you're short on each item. Food replenishes hunger, which sneaks down during the day, and blood with is lost through fighting. Drinking replenishes thirst. All this is in short supply, so only do them when the icons are flashing or you'll be wasting it. On the top right there's debug information. The most important thing here is the Zombie count: Chernarus is a big world, so actually the higher the better.

Game time corresponds to real-world time. I actually prefer walking at night, because you can make out people if they're firing guns or setting off flares a tad more easily. It does mean your sight is dismal, though.

So where are you and what do you need to do? I can't help you with the first as the game spawns you in a different location each time. It's always on the coast, and mostly towards the South. You might recognise a landmark, but generally picking a direction and walking in it is the best way to begin your adventure. Keep to a stroll, because excessive movement requires food. It's a world of meagre rationing, so you should search every building you're comfortable entering, but ensure your gun's drawn and you clear the area of any zombies before looting: you can hunt through bodies or stashes (piles of cans on the ground). It's no good: I'll have to talk about the backpack. When you search a stash, the menu that pops up actually has your rations on it as well as the stashes: the numbers on the right show what you have, and if there's anything worth collecting it'll appear on the left with a number. In order to transfer it to you, press the arrow on the right side and make sure the number has increased.

Only shoot if you have to. Now it's actually rather easy to avoid firing at the undead most of the time: if you can see zombies you can avoid them by crouch-walking and keeping your distance. They're attracted by noise and light, much like people are. If you make a lot of each, you'll be spotted.

People can either be wonderful or they can be assholes. Now the game tracks a certain assholish aspect, which is if you kill a few humans your character skin will be changed to “bandit”, so if someone appears and doesn't have a similar skin to you, you should be wary. In my experience it's 50/50, but if you meet up with someone and you don't recognise their name from the game's usually rather chatty chat channel, be wary. If you meet me, though, say “hi”. I'm mostly nice.

But be smart. If you see someone, keep track of them. Watch their movements. Don't stand in the light of a dropped flare, and don't be too chatty in global chat, especially if you find a decent stash. Everything is worth something to someone, and if they want it... there's no need to persuade or swap with you if they're quicker on the draw than you. And don't immediately assume people working in pairs of packs will be more trustworthy than those on their own. If you do get hurt, you'll need to bandage your wounds and take some morphine, to stop blood and shakes.

There's more, but this should cover your first experience. It's a game that's a much about discovering the mechanics as discovering the world. Right now it's so ridiculously popular that the servers are being hammered, so if you get into one that works treat it like a golden ticket: the average character lasts just over four hours before dying. Think you can beat that?

Check our our Day Z interviewwith the mod's creator here.

F.E.A.R. 3 review

F.E.A.R. 3 review It’s not too much of a stretch to hope – nay, expect – that when a game has the guts to literally call itself the emotion you should be feeling when you play it, you will end up feeling that very emotion at some point through the experience. F.3.A.R. – henceforth referred to with a less stupid title – is not called ‘Make You Jump A Couple Of Times 3’, nor is it referred to, even colloquially

Hitman movie plot details unmasked

Initial details on the plot for the forthcoming Hitman movie have materialized, and Agent 47's on the run. Reported on IGN, an official synopsis of the storyline released reveals that the contract killer becomes embroiled in a political takeover and gets set up, resulting in him being pursued by the Russian military and Interpol. Someone wants Agent 47 out the picture, but who? Very enigmatic... Above

The end of the world is more fun when Rambo, Elvis, and Garfield are your wingmen

One of these characters is a total asshole.

One of these characters is a total asshole. The answer may not surprise you.

I’ve enjoyed getting my ass kicked by Death Road to Canada, an action-roguelike that released last Friday inspired by The Oregon Trail. In Death Road, you’re driving north to escape the zombie-filled USA. Along the way you encounter new survivors who learn new skills, consume resources, and die—the characters you end the game with are often totally different ones than your starters.

Death Road is hard. After probably 15 runs, I’ve only made it to the Canadian border twice, and I’ve died both times. Along the way I’ve been killed by a harmless bee, had my car keys stolen by a gator, lit myself on fire with a molotov, and totaled countless cars in my quest to reach the land of hockey. What’s keeping me coming back for more punishment? Death Road’s ridiculous celebrity cameos.

Special guests

By default, Death Road randomizes the stats and appearance of the survivors you encounter on the road. Mixed into that random roster, though, are handmade celebrity knockoffs. So far I've run into Lunk (Link), Rambeux (Rambo), a medieval knight, an E. Honda lookalike, and a few others. These celebrity survivors are rare by default, but you can choose to make them appear more frequently, which you should do because it makes Death Road feel like an insane fan fiction road trip through armageddon.

Each cameo is an exciting deus ex machina, like encountering the Mysterious Stranger in Fallout. You’re rolling down the freeway in an Oscar Mayer Wienermobile, and you stumble on someone who looks an awful lot like a hitchhiking Jason Voorhees. Do you take him in? Although Death Road is usually silly, the game does expose you to some moments of seriousness and mortality, and these rare encounters with recognizable characters are the perfect counterweight to the game’s difficulty.

All of the special characters have a unique weapon, mechanic, event, or gimmick: ‘Alvis,’ a stand-in for Elvis, is an absolute brawler who croons as he bashes enemies with his bare hands. If you keep him alive, Lunk finds treasure chests that upgrade his weapons. Anime Girl, I'm told by developer Kepa Auwae, "gets steadily more 'kawaii' as time goes on until her head gets huge and mutated. Then she explodes, which can be good or bad depending on if she's surrounded by zombies anyway or she's in your car."

But these characters aren’t superheroes: they bleed, they still need to eat, and they can be temperamental. One run, Lunk yelled “KYAAAAA!” in the car and lowered the morale of another survivor. That was nothing. Later, Lunk—maybe because he had low morale, I have no clue—did Link’s patented spin attack in the vehicle and killed two wounded characters. Thanks, buddy.

And there are companions who are outright detrimental, which I love. Not long after I accepted Garfield (a person dressed in a Garfield costume, more accurately) into my group, the scary cat mascot teleported everyone to a hell realm littered with bones, and the hardest zombie siege I’d seen in 10 hours of play. Garfield did this twice. I survived only because I had Lunk in my party to chew through 150 zombies. At the next opportunity I led Garfield into a swarm of undead and watched him get devoured.

One of Death Road’s creators tells me that there are about 33 recruitable special characters, and that more, like Sheriff ‘ Nick Rhymes,’ are in production. “A lot of the design of Death Road is around this surreal setting with tons of rare events, such as finding unique characters,” says Auwae. “We want to keep surprising people, even if they play the game over and over.”

Auwae also says that some playthroughs can trigger ultra-rare interactions with characters and other events. “We did a streamer event with wouldyoukindly.comand one of the streamers, Pixelmonkey, got a really weird special character that I didn't know existed. He got the Contender, who is a really tough boxer. Then he had a teleporter accident with her, and she got spliced into a dog. Everyone else in his party died after, and he kept feeding her skill bonuses. So he ended up with this weird half-human half-dog Dogtaur with boxing gloves and massive amounts of health. He almost beat the game solo with this character. It was such a tiny chance of happening that I didn't even know it was possible, just rare happenstance.”

Realism Theater: watch this Arma 2 battle video

Maybe I'm getting mushy about a game I tend to not shut up about , but this clip captures so much of the uncertainty, fun panic, on-the-fly decision-making and teamwork that I love about Arma.

arma 2 gameplay video

It doesn't feature sick headshots set to this song. There're a few lulls. There's no flashy camera work. But it does showcase real communication, spatial awareness, patience, improvisation, and a little bravery. Stuff unique to the multiplayer we're privy to on PC. Listen closely, and you can distinguish between the proximity-based and simulated radio voice chatter.

Okay, a guy does get trapped inside level geometry at one point. We cannot pretend to understand war.

http://youtu.be/zgpsGkj0bJE?t=3m

Pull it down at 1080p if you can. It's worth the wait.

If this stuff appeals to you, go talk to the guys at United Operations. They're a great group, and they've been doing this stuff for years. As long as you play in a way that respects everyone else's fun, you'll be welcomed.

Though I was largely disappointed with Watch Dogs , the thing I like to salvage and look back on fondly

is the multiplayer, an interesting interpretation of Dark Souls invasion system, focusing more on deceiving the player you’re invading than slaying them. In particular, I enjoyed the tailing assignments the most, tasking you with blending into the background of their game, becoming just another face in the crowd. If you did it right, they never even knew you were there. The thrill was partly voyeuristic, of seeing someone else go about what was ostensibly a single-player experience, something that you rarely get to bear witness to unless through streaming, but even there it’s a communal thing, airs affected and commentary provided.

The cunning ruse: Deception in game design

The thrill was partly voyeuristic, of seeing someone else go about what was ostensibly a single-player experience, something that you rarely get to bear witness to unless through streaming, but even there it’s a communal thing, airs affected and commentary provided. Instead here you’re just watching what someone does when they’re there for no one but themselves. It was fascinating.

But most of that thrill came from the actual skill of it, obeying traffic laws and wandering down the pavement at walking pace, trying not to move too erratically or act too much like a player would. It was acting, deceiving someone who didn’t know they were being deceived.

What made it so enjoyable was how refreshing it was. Here I was, interacting with another player, and neither of us were eager to pull out our weapons and introduce one another through the medium of lead. It’s so rare in games like this that player interaction is anything other than violent, that when it isn’t something as banal as driving down the street while tailing someone going about their business becomes engrossing.

“It’s kind of like crash landing on a Polynesian island and you realize that there’s edible fruit hanging from every tree.” Chris Hecker has been experimenting with these ordinary interactions for years during the development of his game SpyParty , which pits one player as a spy at an NPC-attended cocktail party, planting bugs and retrieving microfilms, while another plays as a sniper with a single bullet, watching the party from afar and trying to figure out which guest isn’t just there for the martinis.

“It’s kind of amazing to me because my experience with designing SpyParty is that there’s just game design lying all over the place. When you just put normal people in a normal room things just lend themselves to mechanics. Even putting drinks in people’s hands is a mechanic. It’s the idea that if you’re designing for normal human to human interaction the design risks are much lower. Deception is one of those mechanics. It’s just so unexplored when it comes to making game design. Making a game is hard no matter what, but that said, for the most part there’s a very fertile field. As long as you have a discerning sense of what’s working and what’s not, there’s a lot of new and original things you can do.”

Talking to Hecker, it quickly becomes apparent that my simple enjoyment of actively deceiving another player isn’t nearly as simple when it comes from a design standpoint. It’s also something he’s having to break down and understand on a computational level as he attempts to create a singleplayer component for SpyParty .

“To earn the word ‘deception’ it’s almost as if your opponent has to have a formulated plan, which is just so rarely true when dealing with a computer. It’s like if you bluffed in poker and everyone always folded. That’s what’s happening when you deal with a computer most of the time, you know what’s going to happen.’

“There’s a level of cognition, or at least perceived cognition, for deception to take place. It’s the idea of winning even though you’re losing, and that’s a pretty magical thing. It’s not the same as coming from behind; it’s winning when you have no right to. All these kinds of things require someone at the other end who can appreciate that they were deceived.”

Which is a roundabout way of explaining why deception isn’t a more explored avenue of development. It’s not so much that it isn’t interesting, or worthy, but more that it all but necessitates a multiplayer game.

“There really aren’t that many games designed specifically for multiplayer, and that’s why you don’t see it. It’s just starting to happen now that the internet is an integral part of games. It’s only in the last decade that we’ve been able to assume that people can play over the internet.”

Deception as a game mechanic isn’t really that unexplored, though, so long as you don’t limit yourself to video games (though let's make sure to give a nod to the Spy class in Team Fortress 2 ). Tricking other players and making them believe something that isn’t true is an integral part of a huge swathe of board games, as well as a natural tactic in anything live action. Games like Werewolf , Resistance , & Mafia are predicated on the idea that some players will out-and-out lie to one another about who they are and what their intentions might be. The premise of Werewolf , where a few players out of the group are murderous and are slowly picking off the ‘innocents’, has even been rendered in the popular Garry’s Mod,Trouble In Terrorist Town ’.

“When you play a board game with your friends, you know they’re going to follow the rules.” Alex Austin makes Sub Rosa as Cryptic Sea, a game about shady dealing and betrayal, where players are just as likely to pay you as pull out an AK-47 and gun you down. Players form teams (companies) and try to increase the value of their company through successfully doing deals with others. That said, unsuccessfully doing deals isn't always bad, so long as you get what you came for. Dirty deals, backstabbing and deception are all major parts. “You could easily cheat in Werewolf , but you know they’re not going to do that. But with an online game any sort of exploit people are going to use. That makes it much more difficult to establish a style of play.”

It basically means that you have to limit a player’s options for interaction. In SpyParty this isn’t so difficult; there’s no way for the spy to interact with the sniper directly at all, let alone attack them. But with Sub Rosa it’s a first person game with plenty of automatic weaponry. It wouldn’t be that hard to imagine it devolving into gun fight after gun fight. Austin has achieved this firstly through having a relatively small player base for the moment, but also incentivizing "good" play; being trigger happy will cost you progress, whereas doing a good deal will advance you significantly. So the question then becomes how to weave deception into the mix.

“I think the tricky thing is the balance between allowing deception but not making it so easy that people always do it, and not so hard that people never do it. How do you make it so that there’s balance, so you try to deceive someone and there’s a reward, but it’s a risk?”

Which brings us back to poker, and Hecker’s obsession with it from a game design perspective. “P oker is an immensely skill-based game, but it’s based on probabilities and projected value, and knowing when to push and when to be conservative.” He explains. “Any rookie can beat a pro for one hand, but over the course of a full game the pro is always going to win. It’s incredibly important in poker that you never have to reveal your hand after you win; the question always has to be there of whether you were bluffing or not.”

What poker , SpyParty and Sub Rosa all have in common is that while deception is a big part of their game design, it isn’t all that’s there. It doesn’t work unless it’s optional, otherwise there’s never a question of whether you’re being deceived or not. Instead you ask yourself the question, and how strongly you are confident in the answer dictates your behavior: Is this person lying to me? If they are, what can I do about it? Before long you’re second- and triple-guessing, and the truth, when it comes to light, comes as a satisfying slap across the face. Of course! How could you be so blind?

“From a design perspective deception is incredibly interesting,” Hecker says, “but it’s also incredibly niche, so you don’t want to base your entire game around it. Only a certain subset of people are even interested in deception as a mechanic, so only recently has the audience become large enough to support a game about deception. SpyParty is a weird game, and the idea of SpyParty 10 years ago just wouldn’t work.”

Why Hitman 2's missions are the best in any game ever

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Twisted Metal vehicles and weapons guide

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Uncover the Secrets Behind Resurrection in Goetia

The Square Enix Collective has been a fascinating project to watch, with a plethora of interesting games coming out of its odd, unknown depths.

The Square Enix Collective has been a fascinating project to watch, with a plethora of interesting games coming out of its odd, unknown depths. One of the newest examples is Goetia , an adventure game from a collaboration between Moeity, the digital photographer and artist, and Sushee, a French development team.

The game centers around the ghost of Abigail Blackwood, a young woman who died in 1902. Thirty-nine years later, she is brought back as a specter, with no idea what happened in the years between her death and her reawakening. Something drives her onwards though, and she appears to be the only one who can discover what happened to the rest of her family, as well as who or what “Goetia” is.

As with most adventure games, Goetia is rooted in point-and-click. What sets Goetia apart, however, is that the ghost of Abigail – being incorporeal, after all – can pass through walls and other solid objects. The downside is that she is unable to directly manipulate items; in order to solve the puzzles of Blackwood Manor and progress through the game, players will have to possess items to use in conjunction with others. What this should amount to is a freer, more exploratory kind of adventure game.

Goetia is currently seeking funding for its unique brand of adventuring through Kickstarter. They’re aiming for $30,000 USD, and are currently hovering around $16.5k, with 14 days to go. You can find out more about Sushee from their website, and you can download the demo – for Windows or Mac (though the Mac version is only in French) – from the game’s Kickstarter page.

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