Exclusive reveal: Heroes of Newerth's new hero!

I'm convinced that the team developing new heroes for Heroes of Newerth over at S2 Games doesn't sleep--they're adding another new hero to the game this Friday and we've got the exclusive first look at the bad-tempered badass who's dual-wielding shotguns.

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Flint Beastwood is the latest Agility hero to join the Hellbourne team. Described as a "bad-tempered, dual wielding gunslinger", Flint excels at pushing towers, providing sight for his team, and is able to engage enemies at a longer range than any other hero in the game. If there's something more terrifying than dual-wield long-range boomsticks, I haven't heard of it.

Let's take a look at this orc gunner's skills (disclaimer: ability names are not final):

Flare: Fire a flare at a position, dealing damage and leaving a slow-burning glow that slows enemies and provides sight. Sharpshooter: Passively deal extra damage and a mini-stun on occasion. Long Barrel: Passively increases attack range. Focused Fire: After taking time to line a shot, Flint fires at a faraway enemy, dealing critical damage.

Flint is being introduced on live servers via a patch this Friday, August 13, so be careful this weekend--Flint's gunning for you!

The tricky design problem of Soma 's memorable monsters

Thomas Grip thinks a lot about monsters.

Thomas Grip thinks a lot about monsters. As the creative director at Frictional Games, developers of horror games including Amnesia: The Dark Descent and most recently Soma , he has substantial sway in how his studio's creatures look and behave.

Grip shares his fascinating approach to creating the unique monsters of recent existential nightmare, Soma . Not everything went as planned, or came out as expected...

What were some guidelines you had in mind when designing the monsters of Soma ?

The first thing about the monster design was that they should relate to the theme somehow—that the monsters were put there for a reason. They should make you think about the story. We also wanted to create monsters that put players on edge, and that boosted their imaginations a bit.

Those were the design cornerstones, but the ideas about the monsters did evolve from the start, because we weren’t really sure how to do the monsters at the start. We weren’t sure how the experience would flow, because there was a lot of testing going on. What we ended up with are monsters that are thematic and put players on edge. That set the framework for the monster design.

Thomas Grip creating horrific monsters

Going through the playtesting, how did playtesters react to the different iterations of monsters, and how did you adapt to that in development?

One of the first ideas that emerged with the monster encounters--around alpha time, or even vertical slice time which is about three years ago--was to get players to feel really uncertain in monsters' behaviors, as to whether the monsters were hostile or not.

There are some floating robots that we spent weeks on that had this behavior, but they only showed up for a minute or two in the game. [laughs] The idea was that the players would be curious enough to approach monsters, but also be a little bit afraid—that they might keep their distance and watch how [the monsters] reacted.

But it turns out that players didn’t react like that at all. Either they ran straight up to the monsters, which triggered this aggressive behavior, or they’d stay away from them and not really notice them at all.

"It's that ambiguity that I wanted to convey more in the creatures. But it turned out to be a harder problem than we thought."

So you didn’t have any of this interesting middle ground where people started to second-guess the monsters at all. So that was all in vain. We then switched gears on the monster design so that they were either really docile or pretty aggressive instead. We had to sort of polarize enemies a little more than before. I’m not sure what went wrong, but I think one thing we missed out on is the narrative bit--that maybe the monsters should’ve spoken clearly, that the monsters should’ve had more foreboding behavior so that players knew what to expect.

But yeah, that was one of the big findings from playtesting, that we had to polarize the monster behavior.

Whether or not the monster design turned out as you initially intended, it’s interesting that you considered prodding a feeling of curiosity about the monsters. I think a lot of times, as a player, you obviously want to stay away from the monsters, or obviously kill them. It’s rare that you’re drawn in by a monster out of curiosity.

Hitting the grey zone of how players approach monsters is a very big part of the game. Not just from an enemy standpoint—which didn’t turn out as good as I hoped—but from a story standpoint, an ethical standpoint, we wanted players to think, “this robot is screaming…am I going to care about it? Or am I ok with that?” Or if you do something that hurts a robot...should you keep doing that?

It’s that ambiguity that I wanted to convey more in the creatures. But it turned out to be a harder problem than we thought.

You said beforethat the way your team did monster AI in this game was a risky approach. Why was it risky, and what would’ve been a less risky approach?

One aspect that we talked already about was ambiguity [in theme]. But another thing that also has to do with ambiguity is ambiguity in behavior.

The idea was that if you have fast enough behavior that still follows some strict—yet still fuzzy—rules, the player is going to project a lot more intelligence and intent behind the monsters than what actually exists.

We wanted to make sure monster mechanics weren’t like the ghosts from Super Mario where [encounters] became very obvious gameplay objects, in which you try and optimize your path through them as much as possible. Rather, we wanted players to be constantly unsure whether or not they’re doing the right thing.

"If it’s too mechanical, it’s a very uninteresting, systemic feel. And if it’s too random, monster interactions will be a haze that the player can’t make sense of."

Doing that turned out to be really, really hard! Because the balance you have to have is that if you go to far on the mechanical side, they become gameplay objects. And that’s no fun anymore, because the fear of the unknown is something you want to draw a lot of your horror from. On the other hand, if monster behavior becomes too unknown, then the player has no idea what’s happening with the monsters, and they become an annoyance.

“Can the player make a mental model of them?”: that’s what you always want to be doing, and you always want the richest possible mental models of a monster in a player’s mind as you can have—meaning you want their imagination to be as wild as possible.

But if it’s too mechanical, it’s a very uninteresting, systemic feel. And if it’s too random, monster interactions will be a haze that the player can’t make sense of. So that was the risk.

Some players had one good encounter—some had all good encounters. And it varied which monsters were considered “good” [experience-wise]. Overall, we didn’t hit a good amount of players getting the right kind of experience, even though some players got a perfect experience all the way through.

The thing I’m thinking of is how to fix this. We could’ve made the monsters a little bit better. But then I also think that if we went a safer route, the players who said they had a perfect [monster experience] might not have had such a good experience.

It’s very hard! And it’s an interesting design problem. Am I good with 30 percent of players having a 10 out of 10 experience, or am I ok with no one having a 10 out of 10 experience, but having 60 percent have an 8 out of 10 experience? That’s the risk we took.

Something at the end of the hallway...

How much of this player data that you collected even applicable to future designs?

We're a bit unsure. One thing that we relied a lot on was to get a lot of gameplay from ' nothing .' Just hearing the noises, being in a room wondering where a monster might come from, and seeing the player react told us whether or not we had enough behaviors, enough narrative stuff going on that that would be exciting for players.

Some [long-time horror game] players liked this approach, and some thought, “Auughhh, this is getting boring for me, hiding from monsters is getting old for me!” Whereas other players who've not played a horror game since Amnesia thought, "This is awesome!"

"You always want the richest possible mental models of a monster in a player’s mind as you can have—meaning you want their imagination to be as wild as possible."

Going forward, I think it’s time to leave this “wait-and-run” behavior a bit behind and see what more we can do instead.

You’ve done horror with no combat—do you think you could do horror with no monsters?

Yeah, we kind of already did in Soma . [ Ed. note: A certain level in the game plays with this concept. ]

Yeah, though I wonder if that’s something sustainable design-wise throughout an entire game, because the fear is still of monsters, although in the anticipation of monsters.

That level was inspired by a staircase simulator, in which all you do is walk down a staircase—that’s the entire game. There’s something about just strolling down that makes it really creepy, especially if you read about the SCPand you know that something’s lurking down there.

But I had trouble getting to the end of that game because nothing happened. My anticipation just kept building and building and building, and it was one of the few games where I’m like, “Fuck, I am not sure if I can handle going down more.” It was just a stupid staircase!

So [in Soma ], the idea was to do something similar...where you’re going forward instead. That level was another risk—it was a lot [more difficult] before. From early playtesting we found that players either thought it was the best thing in the whole game, or they hated it. It was almost 50/50.

You brought up that maybe it’s time to move on from this “hide-and-seek” horror game design. Then where does it go?

I have some ideas right now. It’s about expanding upon the things we tried out but that didn’t work. I think we can make them work. The important part is that you don’t want to make things too gameplay-focused.

There are two things that you can do: One, you need to have monsters that still have a lot of unknown to them, but still rely on the player being an active [participant]. The player needs agency in how the encounters play out.

The other thing is that players should have more options in how they go about the way they play. You see it a bit in games like Alien: Isolation where you have crafting and tools to lure the alien in. I think more stuff like that, where the player isn’t just reactive to the horror, but is able to make plans, and have a lot of ways to move forward, [is a design path]. So basically, the players are active in encounters in a way that’s not just about hiding, but also actively encountering monsters — though without fighting them and looking the monster in its face, in order to preserve an element of the unknown.

It’s about giving more options in these encounters, rather than doing the old hide-in-the-closet trick.

Satellite Reign debuts on Steam Early Access

I've likely mentioned this already, but I'm pretty stoked for Satellite Reign .

. It's a "spiritual successor" to the early 90s Bullfrog RTS Syndicate, in which players control a team of four unique "agents" battling for control of a neon-infused cyberpunk city. Think Shadowrun, maybe, but with less metaphysics and more guns.

Satellite Reign did very well for itself on Kickstarterlast year, raising $721,000 on a goal of $547,000, and work has proceeded apace since then. It's still early days, but it's now playable, and also buyable on Steamfor $27, a ten percent discount on its full-release price of $30.

The initial Early Access release was actually the build given to beta backers about a month ago, but it's since been updated to a fresher version. The latest release fixes some bugs, makes some visual tweaks, and adds the ability to adjust the density of civilians, which can significantly impact framerates.

Satellite Reign looks solid, but remember, as always, that Early Access releases should be approached with a certain degree of caution: Anything can happen, including, as Valve warnedback in the summer, abandonment in an incomplete state. But if RTSes, cyberpunk, and/or videogames with an old-school flavor are your thing, this is probably one worth keeping an eye on.

Infinity Ward advertises jobs for next-gen FPS, pretty much lists Modern Warfare 4 gameplay features

Activision is hiring, specifically to bolster Infinity Ward, creator of the Modern Warfare franchise. But the job adverts give away so much information, we may as well put Modern Warfare 4 in our system right now. Look at our summaries of the job descriptions of this little lot (direct quotes from job descriptions are in italics ): Senior Network Engineer: Work with the game industry's brightest to

Interstellaria Review – Travel The Cosmos, Explore New Planets, Don’t Die

Interstellaria is a tactical ship, fleet, and crew management game developed by Coldrice.

is a tactical ship, fleet, and crew management game developed by Coldrice. The game challenges players to travel through the cosmos, explore the landscape and wildlife of different planets, and help their crew survive the perils of deep space travel. Players can communicate with different life forms, hire or find new members for their crew, and expand their fleet from one ship to as many as five, stocking each with a crew and the resources to keep each member fit and ready to fight.

Interstellaria focuses mainly on the ship and crew, requiring players to outfit their vessels with all of the necessary equipment, consoles, and weaponry needed to survive in space, and keep a crew happy. The ship requires static pieces of equipment that allow for navigation, tactical control, scanning, and engineering, each of which controls a vital part of the ship. Crew members must then man each individual component in order to draw power to it and help run the ship.

Navigation allows the ship to move during FTL and in battle, while tactical provides power to the equipped weapons. Scanning allows the ship to view its surroundings, cutting through nebulous clouds to find asteroids in the path of the ship. They also cut through the fog of war during ship to ship combat, providing players with an absolutely necessary view of enemy ship movements, and the trajectories of their weapons. Finally, Engineering provides consistent repairs even during the heat of battle. Each ship offers a different amount of energy, which can then be allocated to power the engines, weapons, and the different inner-ship consoles themselves. This power management gives players some adaptability in different situations, such as by allocating power to the engines for better speed, or finding a more balanced power scheme because of an unavoidable battle.

Ship combat likens to a submarine encounter, where the battle occurs on the minimap below the view of the actual ship. Space battles require quick thinking to move, using floating asteroids and other debris as cover from enemy bullets, as well as sending different members of the crew to stations where they are needed most. This may even include repairing a hull breach in the event of a nasty attack breaking through the ship’s shields.

In some instances, it may be more prudent to avoid taking any damage, and to simply escape once the FTL drive can run again. Otherwise, continuing the battle can lead to some nice rewards, as ships leave plenty of debris when destroyed, some of which can even offer items that the crew could use or sell for profit. Some care is needed after destroying ships however, as continued fire from anyone could easily destroy the floating debris and waste the opportunity. The battles themselves increase in complexity and require careful thought and planning when dealing with multiple enemies, or when handling more than one friendly ship.

Beyond ship management, players will need to manage their crew throughout the entirety of the game. In space and during FTL travel, the crew will need to man their stations, but will also need food, sleep, and entertainment in order to stay happy and focused on their tasks. These Sims -esque needs can be addressed with pieces of equipment similar to the navigation or tactics console. The only difference is that the crew member only needs to use the station for as long as it takes to feed, sleep, or just feel less bored. The better the equipment, the faster it will satisfy the crew, and the more energy it requires as a result.

These characters can also develop traits which can be beneficial or detrimental depending on how they are achieved. These traits can range from almost literally becoming a ninja and teleporting to the enemy’s location, to technical blindness from a serious injury. It offers the mostly silent characters a little bit of personality, and provides the players with some other tactics to keep in mind when setting up landing parties.

Landing on a planet changes the gameplay to focus on fighting monsters on the ground, exploration, and mining different sellable resources. This part of the game becomes a little tedious, and it is where I used the fast-forward key provided most often. Characters are selected and controlled by a mouse, commanding them to move to different locations or focus their attacks on different enemies. This can become frustrating as well, since enemies are typically always moving.

It’s easy to miss and accidentally command the team to stand right where the enemy is standing instead of firing at them from afar. The only time this is avoided is against larger boss monsters, but with their HP and strength, the tactics are more hit-and-run than anything else. To better prepare for these excursions into unknown danger, the characters can equip different pieces of equipment to protect their heads, legs, and torsos. They can also use different weapons, ranging from a knife to a riot shield, to a powerful shotgun.

The story for Interstellaria is more to set the mood than for any particular character, setting the timeline and the current state of humans and other extraterrestrial species. In essence, the game calls the initial character to action through Trade Co, a company for reckless adventurers — many of them human —  seeking to explore the stars and make their fortune, even if it is at the risk of their lives. Human colonies have also been suffering from multiple mass abductions, including the initial character’s homeworld. As the player finishes missions for each leg of the journey, they explore more of space, reach different planets, and uncover more about the mystery behind the abductions. There are also a few side quests that come up, however they are mostly minor and sometimes only require a single decision after the ship reaches an anomaly.

Graphics are minimal in Interstellaria , with retro designs to render each character and slightly more detailed sprite art for the different ships. This allows Interstellaria to play smoothly, even with multiple monsters on a screen or during a harsh firefight in space between two fleets of ships. The soundtrack is varied, using FTL -like music for space travel/combat, and then upbeat house music for exploration. I was never bored with the soundtrack.

Interstellaria didn’t feel like it was nearing the end with the small amount of progress that I had made, and it took effort to get that far. The fleet management is also difficult to get into, at least at first because of the number of crew members, and equipment needed. I’m still feeling pulled towards the game, wanting to explore further and find other planets. There’s also some interesting options when it comes to setting up the fleet using different types of ships, allowing for a good amount of experimentation in combat, so long as the characters can afford it. Other than this, the game does not appear to have more replay value after completion, since none of the planets are procedurally generated. This becomes more evident as landing on a particular area of a planet can become routine and repetitive to mine for resources.

The game is fun, and initially very easy to play and get used to. However, fleet management and control can become complex with little warning, and requires careful planning and budgeting to succeed. Sadly, the tutorial isn’t currently fit to help guide new players through that process, or to suggest when might be a good time to increase the size of the fleet. I also wish I could say the planetary exploration was worth the effort needed, but it isn’t. Besides a number of sudden and at times challenging boss fights with larger than life creatures (a giant dinosaur, snake, or rock monster for example), the times spent on the surface of the planet are dull. Even so, they are absolutely necessary in order to earn consistent funds within the game, unless players prefer risking too many space battles. I personally preferred doing battle in space just because it was more interesting, but the rewards are random and could easily give back nothing at all. Planetary expeditions are the most stable way to get items for trade, and even money from some of the monsters.

The game at least shows a level of innovation with the various layers required to master it, from managing a crew to manning stations on a ship, addressing the needs of each crew member to making tactical movements and attacks on the battlefield, and so on. Players looking for a fast-paced experience will likely be frustrated with most of the game, but there is something here that is fun for tactical thinkers and patient gamers. The game’s content is also interesting, providing snippets of information for different races and planets.

Interstellaria is available for PC, Mac, and Linux for $9.99. In my opinion, it is worth playing for patient gamers looking for slow moving gameplay. Even so, the game is a better deal when it’s bought on sale. This is especially true given the low replay value, considering that each level is not procedurally generated and will need to be visited multiple times in order to gain as many resources as can be carried. For more from Coldrice, follow them on Twitter, or like their Facebookpage.

Pros

Interesting ship combat Easy to understand and play Freedom to travel and explore different locations

Cons

Sometimes a little too simple Little-to-no replay value Fleet control can get complicated

Satellite Reign: tactical action in a cyberpunk city

"The environment artist is having a field day," says Satellite Reign lead, Mike Diskett, and it's no wonder.

Satellite Reign 1

"The environment artist is having a field day," says Satellite Reign lead, Mike Diskett, and it's no wonder. Satellite Reign is described by its 5 Lives as the "spiritual successor to Syndicate Wars," a tactical, squad-based RPG set in a dystopian futuristic city ruled by warring corporations. It's a city of eternal rain, streetlights, noodle bars and augmented rogues that draws inspiration from Blade Runner, Neuromancer and the the cyberpunk canon.

It also has an exciting, open-ended structure. "It's like the whole game is sidequests," says Diskett, "but with a storyline that is revealed through emails that you encounter, and the data you get to access throughout the game." As you go about your business doing deals for shady black market weapons dealers and dodgy backstreet surgeons, you gradually uncover an underlying narrative that puts your team in competition with the sinister ruling corporation. Diskett was lead programmer and producer on Syndicate Wars, and has worked on open worlds for Rockstar North and Mucky Foot. His passion for open environments and emergent narrative is hardwired into the project.

It's a city of eternal rain, streetlights, noodle bars and augmented rogues

"One of the things I really hate about computer games is when they're linear, and when they're scripted. When you can tell that you've just walked into a bounding volume and you've triggered an event and it's going to happen every time you do that, and everybody's playthrough is going to be exactly the same," he says. He describes the pleasure of avoiding missions in GTA to wreak havoc instead. "That's what I like to do in Satellite Reign. In creating the whole world, you're creating systems that can interact, and that the player can interact with."

Those systems are centred around VIPs—characters that have the knowledge or access that you need to complete a mission you've found. In a dark future full of hackers, militarised clones and organised crime, there are various ways to convince these marks to help your cause.

"There's a hijack thing where you can hijack into their neural networks and take control of them. You might take control of someone and walk them in and get them to return their keycard so you can use their keycard to enter a secure facility, or you can blackmail them. There's bribery, and there's threatening them.

"Blackmail requires that you have some blackmail material. Threatening them can involve directly threatening them with a weapon, or having the ability to threaten them through a third person, like finding a character's wife and holding them hostage."

Here Satellite Reign's ambitions surpass Syndicate's. Violence was your best weapon in the 1997 game, which resulted in what Diskett describes as a "kind of flat" experience. "All you can really do is kill people. We want to give more ability to interact with people in the world. That's why the classes got introduced, to give you more variation in what you do in the world, and how you interact with everybody and how you go through and complete your objectives."

Satellite Reign 2

You control a squad of four clones that can be upgraded as your reputation grows. If they're melted by bank security or meet the wrong end of a gangster's club they can be resleeved in a new body. Fortunately, their unique skills survive that process, which means your soldier will retain his competence with firearms, and your assassin can still become invisible and dispatch guards with his blade.

As classes level, their roles diverge and overlap. Your supporting medic can deploy shields and attack drones, and your assassin can become a sniper. You deploy this tailored ability set against well-guarded facilities full of roaming guards and camera systems, which your hacker can burrow into, of course. A secondary vision mode highlights hackable machines and their respective terminals to allow for non-violent infiltration.

VIPs, mission-givers and objectives are spread throughout four large city sectors, heavily guarded by the city's corporations. You earn access to each sector gradually as you grow more powerful, but Diskett is keen to make sure that progression doesn't straight-jacket players. "In terms of mission design, I'm really bored of playing missions when everything's spoon-fed you," he says. "It's like 'go kill someone' or 'go get the briefcase' and you're told explicitly what to do. We're making it much more that the missions are in the city to be found."

Satellite Reign 3

It's this that interests me most. The promising early videos show a world I want to investigate, complete with wavering streetlight reflections and neon storefronts. The team used prototype builds of Satellite Reign to produce its early promotional shots for its successful Kickstarter charge. Diskett sounds only slightly disappointed that the playable build "can only manage about ten thousand" rain particles in a given moment. It's a big test for the Unity engine, especially considering Satellite Reign's open-ended structure, but it's also a chance for Diskett and 5 Lives to return to the 1997 game he worked on and bring it closer to Bullfrog's original vision. "What we were trying to do with Syndicate was create a Blade Runner game, a Blade Runner universe , and we're still very much trying to recreate that world with that detail."

Playable alpha builds are just around the corner for backers, and we'll have some hands-on impressions for you soon.

Infinity Ward founders' case against Activision gets new court date

A new court date's been set for the grand courtroom videogame beatdown of the millennium, aka the legal battle between Activision, ousted Infinity Ward heads Jason West/Vince Zampella, and their new patrons at Electronic Arts. The case will now go to trial May 29, reports Game Informer , revised from an earlier date of May 7 which was postponed at Activision's request. Above: Jason West and Vince Zampella

Dev Diary: Xin Zhao, League of Legends' newest champion

PCGamer.com routinely features Developer Diaries: tales of what goes on behind-the-scenes in the development studios making your favorite games.

Xin Zhao the Seneschal of Demacia

PCGamer.com routinely features Developer Diaries: tales of what goes on behind-the-scenes in the development studios making your favorite games. This Dev Diary is titled "League of Legends Character Development and the Creation of Xin Zhao” and was written by Tom Cadwell, Design Director for Riot Games. This is the world exclusive announcement of the upcoming martial arts hero for League of Legends, Xin Zhao!

Hi, I'm Tom Cadwell, Design Director for Riot Games, creators of the acclaimed free-to-play online game, League of Legends. My primary responsibility is to oversee the design, balance and implementations of Champions and game modes within League of Legends. Character design is one area where we feel League of Legends stands above other games in the genre because each Champion has been carefully built to give a unique play experience. This ranges from their role and ability design, to their art and their back-story.

We sometimes get asked how we go about making characters, so I'm going to walk you through the Riot Games Champion development process giving you an idea of how we create our characters. I'm also going to give you a sneak peek at Xin Zhao, the first Champion to be launched for League of Legends' Season One.

Developing League of Legends' Champions takes longer than most people realize. Part of that is because we release new Champions fairly often–since we operate our game as a service to our Community, we release new patches every two to three weeks that include at least one Champion and several Champion skins (outfits, armor or new models that you can use to customize your Champions)–so people assume it only takes a few days or weeks to come up with someone new. But we actually have a long Champion pipeline that gives us several months lead time. So let's take a look at the beginning of the creation process.

Generally, our design and character creation teams brainstorm ideas for Champions and actively solicit creative input from others within Riot Games. The teams then write-up a short description for each character which includes their personality, main abilities and usually include a couple sketches for inspiration. The character creation team then reviews this large pool of ideas and chooses only the best ones to move to the next round.

In the case of Xin Zhao, it was Kevin O'Brien, one of our associate designers, that came up with the idea. A lot of us are fans of Chinese martial arts films, and Kevin took the time to pull some source material together and do a brief write-up.

This write-up contained a lot of background information and some ideas to use as inspiration, and our art team used it as a spring-board to create concept art . To give you an idea of what our concept art looks like, here's one of the concepts that the art team put together for Xin Zhao:

Now that we have some artwork to go along with the written descriptions, we pass along the information to a wider group for approval – if people are getting excited about the Champion, we send the concepts back to the designers to create a model. At the same time, one of the designers, usually whoever is most passionate about the concept, starts to flesh out the Champion's abilities in more detail , ensuring that they are going to be as balanced as possible.

Xin Zhao's particular abilities are very unique compared to the other Champions in League of Legends:

Three Talon Strike : (cornerstone ability) A series of attacks that culminate in a powerful move that inflicts considerable damage to his opponent.

Unnamed ability : Increases his attack speed and causes all of his attacks to cool down his other abilities much faster than they normally would.

Audacious Charge : Quickly charge an opponent and slow them down.

We came up with this design build because we wanted to capture the spirit of the free-moving fighters you might see in martial arts films. Xin can move freely about the battlefield, drawing power from attacking his enemies, so he can act as an initiator and maybe even as a tank, while still able to deal lots of damage very quickly. One problem we struggled with was how to make Xin Zhao able to initiate but not be a full tank. We tried a number of iterations on this, trying out different defensive components to his Audacious Charge and ultimate. In the end, I think we came up with a really strong build that our players are really going to enjoy.

After the design stage and once there is a playable model, we add the Champion to our internal test server for QA and internal play tests. This gives us a chance to make notes, tweaks and updates while their animations, sounds, voices and artwork are all finalized. The more iterations and testing we can get on a Champion, the better it will turn out.

Xin Zhao, like many of our Champions, spent several weeks on the internal test server. He was a fun Champion to play from the start, but in order to make sure he was balanced and all of his abilities were acting as they were supposed to, we've made several changes. His Three Talon Strike ability in particular went through several different iterations before we were happy with the way it was working.

After serious internal testing, the Champions are generally put on the public Test Realm for wider testing. We have a pretty strong pool of testers that play each Champion and give us detailed feedback before we release them to the public, helping us make final balance and animation changes. Once these final changes are implemented, Champions are deployed in a patch for all our players to get their hands on. So what began as a mere idea in a company meeting turned into something as awesome as this:

But wait, there's more. Our time with Champion development doesn't end with the public deployment. As I mentioned before, we operate League of Legends as a service, meaning we evaluate user feedback and do extensive testing on the game even after content has gone live. If needed, the design team continues to make minor adjustments and changes to keep the Champion balanced (especially as we introduce even more Champions that shift the dynamics of the teams). Therefore, we never consider a Champion truly “finished” because we will often come back and revisit them to keep them fresh and relevant.

So there you have it. The League of Legends Champion creation process. We're really proud of our Champions and hope you enjoy playing them as much as we enjoy making them. You can download the game for free and check out the more than 50 available Champions at www.LeagueofLegends.com.

Xin Zhao will be available at the launch of Season One, which doesn't have an announced release date yet, so stay tuned!

The Purring Quest – Cat-aracts for Platformers

If cataracts can cause vision loss, then cat-aracts should… cause cats.

If cataracts can cause vision loss, then cat-aracts should… cause cats. Yes. This is how things work. I know I’d be happy with my vision causing kittens to appear, even as my nose started to run and my eyes to water from my feline friend allergies.

The Purring Quest (not to be confused with the Turing test) is the new game from animal-friendly Valhalla Cats, and, in case you couldn’t guess, stars cats! Players are placed in control of Kimchi the cat, and over the course of the game, will meet various famous cats of the Internet (think Grumpy cat, Piano cat, and so on) while stealthily platforming through a cat-focused world.

Not much is known about the story, except that players will be travelling around, saving kitties that have been trapped in cages by a dastardly masked cat. The animations and graphics are hand-drawn, and made with the help of an animator that has experience working at both Disney and Warner Bros. It also features a full orchestral soundtrack.

Those interested in learning more about The Purring Quest can visit the Spain-based Valhalla Cats’ site, where you can learn about the many cats of The Purring Quest , as well as learn about their mascot/feline overlord, Tika. You can also visit their Steam Greenlight page(though they’ve already been Greenlit).

In addition, Valhalla Cats will also be donating a percentage of profits made from the game directly to a variety of animal-based charities. Currently, the game has only been announced nebulously for “PC,” and not for any specific operating systems.

Satellite Reign heading to Early Access in December

Cyberpunk fans have never had it so good.

Cyberpunk fans have never had it so good. Earlier this year there was a cyberpunk game jam, while the likes of Dex, Shadowrun Returns, VA-11 HALL-Aand, yes, Satellite Reign are keeping the dystopian dream alive elsewhere. That last one should be the most noteworthy to fans of Syndicate, as it's been pitched as the "spiritual successor" to its sequel Syndicate Wars. Which of course means technology, trenchcoats, strategy and lashings of rain, just like cybermama used to cybermake. If you've been longing for such a game to play this December, you're in luck, as devs 5 Lives have announced that Satellite Reign will be coming to Steam Early Access on December 5th. There was of course a new trailer released to celebrate this news; you'll find it above.

If you're itching for more rainy satellite news in the meantime, our interviewwith the game's lead, Mike Diskett, should suffice. Meanwhile, the following playthrough of the pre-alpha version offers a good overview of how the game will play.

Modern Warfare 3 Premium Elite getting Spec Ops mission, maps on 360 tomorrow

Though Activision's official calendar didn't alert fans to the change, today the company has said that they will be launching three new FaceOff maps for Modern Warfare 3 competitive multiplayer, along with a brand new Spec-Ops mission as well. The three new FaceOff maps will be Vortex, Intersection, and U-Turn. While the new Spec-Ops mission is confirmed to be called Arctic Recon, and Activision even

Offworld Trading Company gets map editor DLC today

In Offworld Trading Company your goal is to stifle your competition and to, perhaps less importantly, make a lot of money.

your goal is to stifle your competition and to, perhaps less importantly, make a lot of money. It's "Wall Street on a new frontier", according to our reviewer, but that doesn't mean attention can't be paid to the finer details of the Martian landscape. To these ends, studio Mohawk Games has released a map editor today.

The Map Toolkit DLC, which costs $4.99, allows players to create Martian maps "with looming plateaus" and "deep craters", though if you wanna make a completely flat Mars that's probably doable too. There are also new playable maps based on "real" Martian locations, and some are incorporated into the campaign as well.

If you haven't tried Offworld Trading Company and you like perplexing strategy sims, you ought to try it out. "Master its complex systems and Offworld Trading Company is ruthless, immediate and thoroughly rewarding," Matt Elliott wrote in his review.

Remember Your Way Back to Life in Retention

It’s been said that, at the end of your life, your memories flash before your eyes.

It’s been said that, at the end of your life, your memories flash before your eyes. I have asked any number of corpses if this is true, but as of yet, haven’t gotten a satisfying answer. Still, I do know that good memories can bring you back from a terrible place, and when a man finds himself alone and on the brink of death after a bike ride in Sometimes You’s Retention , he’ll need all the good times he can recall to save himself.

Retention asks players to choose photographs during the last 630 beats of the biker’s heart. The pictures, seemingly random at times, are a way of constructing a lifetime for the man that will either bring him back from the brink or leave him dead on the side of the road. That may be a bit of an oversimplification, as there are four good and four bad endings, but how you create the man’s life and memories is entirely up to you. With hundreds of photographs to choose from, each taken by the developers, it’s created a different style of game where the player has a powerful role in setting up the storyline. Like a choose-your-own-adventure story with hundreds of available options, each player’s experience with the game will be their own.

Already available on Desura for some time, Retention was only recently Greenlit and thus available to purchase on Steam, bringing Steam trading cards and a copy of the soundtrack to the latest version. With its simple interface and emphasis on players building a story without words, Retention looks to be an intriguing experiment in video game narrative.

Retention is currently available for $0.99 on Steam, $2.99 on Desura, or for free on iOS. For more information on the game and its developers, you can head to Sometimes You’s website, or follow one of the developers on Twitter.

Satellite Reign reappears with lengthy pre-alpha footage

It's been months since we last saw Satellite Reign.

Satellite Reign. Don't worry, it isn't dead; that's just what they want you to think. The Syndicate spiritual successor has emerged from its shadowy base of operations with a nine-minute video showing an uneventful stroll around cybertown, and an un -uneventful infiltration of a compound.

"All of the usual pre-alpha disclaimers apply," write the 5 Lives team. "nothing in the video is final, performance optimisations are ongoing, and so on. Interested? Take a look!"

Satellite Reign appeared on Kickstarter last year, where it raised $460,000. A playable build will be going out to alpha-level backers "

Video: Inappropriate censorship: ******BigPlanet

LittleBigPlanet is one of the most innocent, lovely games around. And it's made even lovelier by the dulcet tones of Stephen Fry, who narrates the game's opening and tutorial sections. But with just a few bleeps, we can save you from all the awful swearing that runs through the game's bluer-than-Sonic dialogue. What's that? You don't remember the swearing? Well take a look at this... If you enjoyed this, then why not subscribe to our YouTube channel ? You'll get to watch all the new HFCYDI videos as soon as they're up, enjoy our Super Smash Bros Wii U Weekly series and laugh at some English people (GamesRadar UK) pretending to be even more English in our Posh British Versions of your favourite games.

Battlefleet Gothic: Armada's Space Marines arriving June 21

You have only a couple of days left to be an 'early adopter' of Battlefleet Gothic: Armada, early adoption giving you a couple of DLC races for free: the Space Marines and the Tau.

You have only a couple of days left to be an 'early adopter' of Battlefleet Gothic: Armada, early adoption giving you a couple of DLC races for free: the Space Marines and the Tau. Those spacey marines are due to arrive on June 21, which just so happens to be the date that the early adoption period ends. So if you want Space Marines in your big mad space cathedral RTS, and you don't want to pay 'owt, consider picking the game up on Steamsoonish.

Here's a quick trailer introducing the grim Space Marines. Cheer up you miserable lot, it's not like the fate of the empire hangs in the bal...ah.

Is Battlefleet Gothic: Armada any good? Dan Griliopoulos reckons so: he called it a "tubthumping tribute to the 40K universe, with perfectly grim design", although the "multiplayer definitely needs work on its balance".

It’s an Adorable Balancing Act in Rock the Goat

Goats may be one of the most underrated animals ever.

Goats may be one of the most underrated animals ever. Take the mountain goat: those little buggers are tough. They live on mountains, and can practically climb and balance on any surface. Need another example? How about those baby goats, tiny little legs bouncing around making all sorts of noises that seem to draw a chorus of “aww!” from viewers. Thankfully there is a goat that’s able to combine these qualities into one, and his name is Barry.

screen322x572In Rock the Goat players help Barry balance on a wobbly arc for as long as possible.The longer players keep Barry on the arc, the more coins they’ll collect. Like all goats should, Barry has a great sense of style. The coins collected can be used to unlock a vast wardrobe. Outfits like Scubarry, Barry-Bot 3000, and Private Barry are available, just to name a few. There are also several unique locations to unlock. Visit space, the jungle, or even a cyber city. Developer Galaxy Crunch went with a hand-drawn art style in order to match the light and wobbly feel of the gameplay.

Rock the Goat is available now on iOS via the App Storeas well as Android via Google Play. The game is free to play; however, there are in-app purchases available. To learn more about the game and developer Galaxy Crunch, visit the official website, “like” on Facebook, and follow on Twitter.

Satellite Reign footage shows cyberpunk security, real-time firefights

Thanks to the Cyberpunk Game Jam , we're drowning in a sea of digital dystopias.

, we're drowning in a sea of digital dystopias. Naturally, Satellite Reign, the spiritual successor to Syndicate, is taking a little longer than a week to create. It was mid-last year when the Kickstarter successfully raised £460,000, and the first few"in-engine visualisations" tantalised would-be cyberwarriors. Now, in a new transmission, the team are sharing some pre-alpha footage of the game as it exists today.

Visually, it seems pretty reminiscent to the recent Shadowrun Returns, but obviously - in keeping with the original Syndicate games - takes a real-time approach to its isometric-ish tactics. Given the early state of the footage, the 5 Lives team have some disclaimers: "its very much a pre alpha build being demoed, nothing here is really final, the UI, audio, weapons and effects are 100% placeholder, in fact it's so early we weren't going to show any combat or civilians, but.."

It seems the video was originally intended to show agents' coats being whipped up by the wind from passing cars, but things got out of hand - with cameras, civilians, combat and cover all making an appearance.

Thanks, RPS.

Halo Wars 2 will get a PC beta "closer to launch"

Microsoft trotted out a Halo Wars 2 release date of February 21, 2017 at its E3 2016 press event, and also kicked off a week-long public beta test—exclusively for the Xbox One.

release date of February 21, 2017 at its E3 2016 press event, and also kicked off a week-long public beta test—exclusively for the Xbox One. But fret not! 343 Industries head guy Dan Ayoub told IGNthat a PC beta is coming as well.

Interestingly, Ayoub said he dislikes the term “beta,” because he feel like it's lost some of its original meaning: It's used as much as a promotional tool these days as it is for actual testing purposes. The Halo Wars 2 test on Xbox One “is a true dev beta” that's being rolled out in stages so the studio can “react to feedback,” he explained. “And it's great, people have been reacting, and we actually rolled out an update today based on user feedback.”

“Closer to launch, we will have another beta that will be PC that people can hop in on,” he continued. When asked if the PC beta will be a “true developer beta” as well, he repeated that it will be "closer to launch,” implying that it will be a more polished experience, but noted that there will still be room to make changes. “We will react to it, we'll absolutely be able to react to it, we've got lots of good tuning tools that let us react to feedback quickly,” he said.

Ayoub demonstrated Halo Wars 2 running on Windows 10, and touched on some of the advantages of playing with a mouse and keyboard instead of a controller, during the PC Gaming Showat E3.

Saturday Spotlight – Magical Brickout (Black Shell Media)

Saturday Spotlight is a promotional series that offers publishers and game hosting sites the opportunity to have one of their games mentioned in a news post on Indie Game Magazine.

is a promotional series that offers publishers and game hosting sites the opportunity to have one of their games mentioned in a news post on Indie Game Magazine. Each post is sponsored by the publisher mentioned in the headline and as part of the article’s outro.

Described as “Breakout with a twist!” by publisher Black Shell Media, Magical Brickout is a variant of the familiar formula. Instead of controlling a paddle at the bottom of the screen, developer Cunning Force Games instead asks players to rotate the entire screen of bricks in a circular motion to keep the ball in play. The game presently includes over 48 levels, including boss stages and level-based challenges to complete.

The story for Magical Brickout tells of a nefarious Evil Wizard, who in a quest for eternal power has captured all of the good fairies in the land. Naturally, he encases them in the bricks used to construct his castle, so players must utilize an “enchanted spherical orb” to free the fairies from their predicament.

Magical Brickout is currently in Early Access on Steam. It is available on Windows and Mac, priced at $4.99. The game includes gamepad support, as well as support for Steam achievements, leaderboards, and cloud saves.

Black Shell Mediais a sponsor of Indie Game Magazine. According to their official statement, “With over 11 years of marketing, design and entrepreneurial experience, Daniel Doan and Raghav Mathur founded Black Shell Media in late 2012 and have since worked with hundreds of games on various marketplaces including Steam and the Humble Store, published over 30 titles and shipped over 550,000 copies of Black Shell Media games.” Any publisher or game hosting site interested in inquiring about booking a slot on Saturday Spotlight should send an email to vparisi@indiegamemag.com.

Satellite Reign: spiritual successor to Syndicate Wars now on Kickstarter

What a surprise.

What a surprise. Last month's impossibly cryptic teaserabout a spiritual successor to a "Bullfrog masterpiece", headed up by the lead designer of Syndicate Wars, has been revealed as a spiritual successor to Syndicate Wars. Satellite Reign is now live on Kickstarter, and is taking pledges towards this new spin on the real-time, class-based tactical classic.

"You control a team of four agents," write 5 Lives Studios, "each with distinct and unique abilities, collectively battling for control of a fully simulated, living cyberpunk city."

"The game world is designed to facilitate emergent gameplay, giving you the tools and freedom to play how you want to play, so you can create strategies and scenarios that not even we had anticipated!"

Sounds promising. Also interesting is the way the game is handing civilians - making them a tool in your arsenal to inspire towards rebellion, or straight up mind-control as a "meat shield".

A big, real-time tactical sandbox of cyberpunk rebellion and mega-corporations. I'd guess this one has a pretty good chance of meeting its £350,000 target.

Halo Wars 2 will not support cross-platform play

Halo Wars 2 is coming to the PC as well as the Xbox One, and it's a Play Anywhere game, meaning that if you buy it digitally on one platform, you'll have access to both.

is coming to the PC as well as the Xbox One, and it's a Play Anywhere game, meaning that if you buy it digitally on one platform, you'll have access to both. But it will not support cross-platform play: 343 Industries boss Dan Ayoub told Eurogamerthat the studio had considered including the option, but it just didn't work out.

"Cross-play is something we were looking at early on in development," he said. "We've been in development since 2014. But as we looked at our timing and our design decisions, we focused on some different things that basically became Xbox Play Anywhere."

It's purely conjecture, but I wonder if difficulties maintaining balance between players using a controller, and those on mouse and keyboard, may also have been a factor in the decision to keep PC and Xbox players in their own separate sandboxes. During his appearance at the PC Gaming Showat E3, Ayoub didn't come out and say that a mouse/keyboard setup is inherently better for RTS games, but he did point out that Halo Wars 2 will take advantage of its differences in things like multiple groupings and the ability to quickly navigate the map and other aspects of the game.

Ayoub said cross-platform play could be incorporated “potentially down the line” in some future game in the series. “But in the Halo Wars 2 timeframe, we're focusing on Play Anywhere.”

Halo Wars 2 is set to come out on both platforms on February 21, 2017.

No Rage Allowed: Fenix Rage Developers Forced Into Name Change

Green Lava Studios released Fenix Rage, their challenging 2D platformer, on Windows in 2014.

their challenging 2D platformer, on Windows in 2014. It is set to release on Playstation 4 and Xbox One this holiday season. The game follows a deeply angry creature named Fenix as he seeks revenge against a villain named Oktarus following the destruction of his village.

However, the three-man Costa Rican studio is being forced to change the game’s name after being challenged by another game company (as yet unnamed) over their use of the word “rage.” The tiny studio has been unable to contest the complainant’s demands to abandon the aforementioned adjective, as in their own words, “there’s evidently a price for lameness that we can’t afford.”

Recent cases, such as Bethesda’s suing of Mojang for their use of the word “Scrolls,” and the increasing wrath of Candy Crush developers King Digital Entertainment, echo Green Lava’s troubles. King eventually dropped their attempt to trademark the word “candy” after inspiring considerable public ridicule and the developer-driven campaign Candy Jam.

Under its original name, Green Lava’s game has won a Gamemaker Showcase Game Of The Year award. The developers promise that they will still be bringing a fine-tuned game to PS4 and Xbox on schedule, though without the familiar moniker fans are accustomed to.

The game formerly known as Fenix Rage is available on Steam. Check out its websitehere, and take a look at Green Lava Studios on their websiteor Facebook.

Have an opinion on this issue? Want to give support to the devs during this trying time? Comment below!

Satellite Reign: spiritual successor to Syndicate Wars now on Kickstarter

What a surprise.

What a surprise. Last month's impossibly cryptic teaserabout a spiritual successor to a "Bullfrog masterpiece", headed up by the lead designer of Syndicate Wars, has been revealed as a spiritual successor to Syndicate Wars. Satellite Reign is now live on Kickstarter, and is taking pledges towards this new spin on the real-time, class-based tactical classic.

"You control a team of four agents," write 5 Lives Studios, "each with distinct and unique abilities, collectively battling for control of a fully simulated, living cyberpunk city."

"The game world is designed to facilitate emergent gameplay, giving you the tools and freedom to play how you want to play, so you can create strategies and scenarios that not even we had anticipated!"

Sounds promising. Also interesting is the way the game is handing civilians - making them a tool in your arsenal to inspire towards rebellion, or straight up mind-control as a "meat shield".

A big, real-time tactical sandbox of cyberpunk rebellion and mega-corporations. I'd guess this one has a pretty good chance of meeting its £350,000 target.

LittleBigPlanet Vita preview - creativity you can touch

What happens when you shrink a Sackboy? Well, you can stick him in your pocket and take the freewheeling patchwork fun with you, anywhere you go. That’s the idea behind LittleBigPlanet Vita , the whimsical and customizable platformer for Sony’s mighty handheld. Just like its older siblings on the PS3, the game is wild and wooly fun right out of the box, but the best part will come when the game’s thriving

Find out how VR really works with Gadget Magazine

Find out how VR really works with Gadget Magazine If you’ve been wondering exactly how the latest in virtual reality technology works and why it could be the future of gaming you need to grab a copy of our brand new sister publication, Gadget Magazine . Brought to you by the makers of How It Works (and a little of games™ too for good measure) you can see breakdowns of the latest headsets, an in-depth

Maia: Dungeon Keeper meets Dwarf Fortress on a primordial alien world

Robots who are afraid of the dark, moody colonists inspired by 70s sci-fi films, kleptomaniac aliens and self-seeding flora - all are locked together in the complex ecosystem of indie god-game Maia, currently seeking £100,000 of funding on Kickstarter .

It's an exciting prospect, not least because it taps into an aesthetic inspired by the likes of 2001 and Silent Running - masterpieces of sci-fi cinema that are among my personal favourites. Even more enticingly, Maia shares a lot of DNA with Dwarf Fortress, featuring much of the emergent drama and rich simulation you'd expect - but, insists lead dev Simon Roth, it's intended to be highly accessible, too.

“The genre's basically been dead for about ten years,” he says. “Black & White 2 came out, but I think after that it was clear that the big publishers didn't really have an interest in the god-game genre. And Dwarf Fortress came out, which I guess is god-game-ish, but obviously it's really inaccessible. Paradox Interactive have been really good, but they're catering for a northern European audience who are really excited about management games still - they kind of turn their games into spreadsheets. You can make a game that's accessible, has simulation and all this stuff - or I believe I can make this game.”

This game is apparently Maia, a god-game in debt to both Dwarf Fortress and Dungeon Keeper, capturing the simulatory detail of the former and presenting its challenges overtly in the style of the latter. The game's robot helpers are referred to as IMPs in homage to Bullfrog's fantasy management game.

“The grass in the game grows,” says Roth. “This is such a ridiculous waste of CPU time, but it's the really little details that the Dwarf Fortress community like. Because, when you're telling the story of your game, those are the details that give it so much character.”

The game's character will also be informed by Roth's wry reverence for retro sci-fi, citing 2001, Silent Running, Alien and Space 1999 as visual touchstones.

“One of the things that made these films so perfect was just this real attention to detail with the camera placement and the lighting and the sets. A lot of the characters in Maia have been slightly inspired by certain characters in the Space 1999 TV series. The chairs are from a single shot in 2001 that lasts for about half a second of a secretary sitting at her desk.”

But the game's lustrous design isn't just surface - Roth is keen that his aesthetic efforts are given dual purpose in the game's action.

“I love putting really graphics effects in the game, but it always makes me feel guilty,” he says. “Adding visual polish is great, but it doesn't make the game any more fun. So I went, wait, why can't it be part of the gameplay?

If I can add millions of lights, why not make it so if you have a really brightly lit colony, the creatures from outside will actually come into your colony to see what the bright lights are? If you light it up with lots of blue lights, your colonists are going to be more passive, but they're going to work slower. And if you light it with lots of red lights, they'll be more aggressive, and you'll get more fights breaking out and this kind of thing.

“Also, during testing, I find it quite funny to make the IMP bots - some of them, very rarely - afraid of the dark. You'll have to throw down lots of little glowsticks before they'll go dig out an area.”

Roth says the Dwarf Fortress community wouldn't forgive him if he didn't include lava, too - so necessitating fluid simulation - while an experiment with a firstperson mode, like Dungeon Keeper's Possession spell, was so popular with his community that he was forced to expand its functionality.

“It was supposed to be a small little fun feature,” says Roth of the viewing mode, which is intentionally pixellated to evoke the retro-futurism of the game's technology. “The plan is you can possess any of your robots - not the colonists - and any of the turrets. Anything that's robotic. Obviously I don't want to spend too much time on it, because it's not a core part of the game, but being able to suddenly possess something and do it yourself might keep people from getting frustrated. It's also fun to explore your own base.”

If the Kickstarter hits its stretch goal of £150,000, Roth says players will have the ability to build their own robots from a large selection of pre-made components.

“You could create, say, a guard robot - an IMP who's carrying guns - or a turret who doesn't have a gun on it and is just an observation turret.”

He's keen not to make too many promises until the Kickstarter climbs towards that mark, however. Instead, we talk about a feature that's already guaranteed: the ecosystem.

“The planet is primordial,” explains Roth. “It's been locked in a primordial state by constant meteor impacts. None of the creatures have evolved past being the kind of very early mammals that were evolving like 500 million years ago. One of them is codenamed the Magpie, and it's completely harmless to your colonists. It's about the size of a man. It's a large, slightly lizard-like creature and it runs a bit like a velociraptor from the first Jurassic Park, but it's a bit more cuddly looking. It doesn't kill anyone, all it does is it runs into your base and it steals shiny things. It's going to be really annoying, but I think that's the brilliance of it. It'll steal your lights, it'll steal any power cells that you leave around, they'll tear the guts out of any of your reactors that are running."

“Then there's another creature, which again isn't actively aggressive, it just sits there. It's like one of the giant sloths that used to exist a few hundred thousand years ago. It just sits there all day just eating. But if it sees one of your IMP bots, or a magpie, for absolutely no reason it will just go into a complete rage and just start smashing everything in its path and chasing after IMP bots. And so you'll probably end up having to sacrifice that IMP if it gets seen, because the IMP won't want to sacrifice itself: it will run back into your base and [the sloth-like beast] will follow and tear out your airlock. Then all shit will break loose.”

Both these creatures - indeed every lifeform in the game - plays a part of an ecosystem that can be thrown abruptly out of balance. Currently the system isn't fully operational: thanks to a lack of herbivorous creatures, it's easy for colonists to become barricaded in their buildings by the growing grass.

“Everything has to fit into this ecology, and balancing it will be interesting and fun for the player,” says Roth. “If they kill all the predators, then they'll just end up with hundreds and hundreds of little furry things running around. If they kill all the furry things then the predators are going to start looking for things to eat, and venturing into the colony.”

The next stage of development will focus on the colony itself, however - expanding the number of distinct characters and actions available, and fleshing out the Theme Hospital-style functionality of the bases many rooms.

That and, on imagines, constantly refreshing the Kickstarter page. Maia is edging up past £31,100 at the time of writing, with 21 days left to go - a promising start, but one which leaves Roth "not optimistic" of reaching the robot-constructing stretch goal. Have a look at his Kickstarter pitch below - maybe you'll decide to prove him a pessimist.

Dance Central 3: Parties, Menus, and Time Travel

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Local multiplayer round-up: all the couch games we played at GDC

It's a good time to have a PC in your living room—maybe the best time, with games like Towerfall and Nidhogg and more ushering in a new era of local multiplayer games in the past two years.

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and more ushering in a new era of local multiplayer games in the past two years. At the Indie MIX party at GDC 2016, we ganged up to play a surprising number of great (or, at least, creative) local-multi games that make us want to throw more PC gaming parties and invite all of our friends.

Most of these games support online play, too, and online is great, but sometimes you just need to sit around together, eat bad junk food, at yell at Tom for beating you at everything. Here's what we played, and what we thought. Also check out our list of the best couch games, which we'll be updating as we continue to check out games like these.


Arena Gods

Chris Livingston: My favorite local multiplayer game at the Indie Mix was top-down brawler Arena Gods(pre-alpha footage below), which is being developed by two-man team Supertype. Four players appear in four corners of an arena and must dash around gathering the weapons that periodically spawn on pedestals, then try to stab and bash each other to death with them. There are also shields and helmets, but you’re not restricted to just wearing them: like weapons, they can also be carried around and flung at your friends. It’s both minimalist and brutal: though the characters are simply drawn, single-color figures, the carnage is still splashy enough to make you groan or yell when you get bloodily slaughtered, or even when you see someone else get horribly eviscerated.

The arenas also have what I’ll call Pac-Man tunnels: run through the gap on the left side of the screen and you come out on the right. With spears and swords being flung around the screen every few seconds, you can easily catch one in the back if you’re not careful. Speaking of catching, if you’re quick enough you can snatch a thrown weapon out of the air, and if you’re feeling greedy you can pick up a weapon in each hand. If you weren’t fast enough to snag a spear or sabre, you can also just straight-up punch someone into a bloody smear. The rounds are quick and brutal with no respawning, and it reminded me a bit of Knight Squadthough it felt more contained: you’re almost always in killing range of another player. After being smashed into red paste a few times, my tactic was to hide halfway inside on the the Pac-Man tunnels until everyone else was dead, but Tom gave me away. Thanks, Tom.


Inversus

Wes Fenlon: Inversus is one of those games you play for less than 30 seconds before you’re totally sold and mumble something like “oh shit, that’s cool” and feel slightly ashamed about your own contributions to the world. Take the core concept of Go or Ikaruga—white versus black—and turn it into a competitive game, and you’re most of the way to understanding what this is. One player is stuck on black squares, another on white, and each shot you fire converts a line of squares to your color. Landing a hit on another player knocks them out, but you’ll spend more time carving a path for yourself around the map so you have room to maneuver.

There’s a bit more depth to the combat—holding down the attack button shoots out three lines instead of one, and you only have five shots before waiting to recharge. That’s honestly enough to keep the game engaging, but different map layouts completely change how you move around the arena. One of them really threw my brain for a loop: Its sides wrapped around, Pac-Man style (a trend, apparently), which wasn’t hard to adapt to by itself. But when I approached the edges, my ship appeared on both sides of the map. And when I approached the corner, I was showing up in all four corners simultaneously. At that point my brain pretty much gave up.

Developer Ryan Juckett told me he wants each map to mess with your brain and change up the basics like that. I was just playing 1v1; I can’t even imagine how hard it is to follow in 2v2. Inversus should be out this spring, and it’ll have online mutiplayer, too.


Combat Core

Tom Marks: Wes immediately recognized this game as the exciting (if belated) arrival of a Power Stone-style fighting game on PC, but I was unfamiliar with the arcade-turned-Dreamcast game that inspired Combat Core’s development. It’s a 3D brawler where you pick a colorful character to punch, jump, and super move your way to victory by killing your opponents. There are also barrels and items scattered around the battlefield that can be tossed or swung, but none of them seemed quite as strong as a good old powerblast to the face.

Combat core was originally backed on Kickstarterback in June of last year. In the build we played, a lot of the animations felt a bit clunky, and the levels are very bland compared to those of Power Stone. I was also able to win our second match by hopping around the arena, only stopping occasionally to pelt Chris and James with shurikens like some sort of neon, ninja rabbit, but that sort of thing could be exaggerated by only having a chance to play the game twice.

It’s still early days for Combat Core, but it's definitely a unique sort of fighting game on the PC. Honestly, a fighting game with full 3D movement is atypical nowadays on any platform, and I’m not sure I can point to another fighting game like it on Steam. I hope the rough edges are smoothed over when it reaches its full release, because it’s a neat callback to arcade fighters that I wish we’d see more often.


Tooth and Tail

James Davenport: I’m a sucker for anything vaguely reminiscent of Redwall (medieval rodents with swords), which is why self-proclaimed 'arcade RTS' Tooth and Tail captured my eye from across a crowded demo room. But Tooth and Tail takes a trip to a different dark age and filters its furry characters through the aesthetic lens of the Russian Revolution. In a world where everyone eats meat, animal factions battle one another to avoid becoming dinner themselves. Cute!

Pocketwatch Games’ founder Andy Schatz hopes Tooth and Tail does for RTS games what Hearthstone did for card games. Like the minimalist co-op heists Monaco, their previous title, Tooth and Tail is an attempt to distill the RTS genre into its most important parts without losing any of the strategic depth they’re known for. We may have only had a short time with the game, but Schatz and co. are certainly on the right track.

Schatz stopped by The PC Gamer Show to let Tom and I pummel one another live, so watch that to get a good sense of how it plays. In short: you choose which units to include before each match out of a limited pool, and then build farms for resources, plant buildings, recruit animal soldiers, and scout the map by moving around their own rat commander. From there, it’s a battle of the wits. Players rush to increase the amount of supplies coming in, soldiers going out, and defenses going up—a complex web of rock paper scissors plays in fast-forward. Watch out for the Mole Rush.

In all three matches I played, Tom beat me every time (#BeatTom), but since they only last seven minutes or so, I was learning at a much quicker pace than a series of 40 minute Starcraft matches. I don’t think Tooth and Tail is meant to supplant the chunkier RTS games, but to offer an alternative for players that are typically worn out or intimidated by the genre. It’s hard to say how Tooth and Tail will fare as a more serious competitive game, but the grim but playful aesthetic and intense, snappy co-op play are enough to hold my attention until its release later this year.


Videoball

Wes Fenlon : I still believe in Videoball. The first time I wrote about Videoballtwo years ago, I mentioned the recent boom of great local multiplayer games on PC: games like Nidhogg and Towerfall, which were just arriving on our favorite platform, and which we continue to point to as great examples of why PC's can go in the living room, too. Those games have long made a place for themselves, and we’re still waiting for Videoball. It’s finally coming, says creator Tim Rogers. When? Soon. May, if all goes according to plan.

I just don’t know if Videoball can succeed in a post-Rocket League world. Though one’s 2D and the other’s 3D, Rocket League has so effectively captured the art of knocking a ball into a goal in a video game, Videoball has a lot to overcome. But the game still feels impeccable, channeling its minimalist aesthetic into a single button that moves the ball in completely different ways based on how long you hold it. Quick taps nudge it along. A long charge can deliver a slam attack. A longer charge spawns a defensive block. There’s a mile of depth beneath the surface of that one button.

What’s changed in the past two years is how thoroughly Videoball has explored customization within its bold-colored aesthetic and post-match stats, which track every conceivable type of goal and play imaginable. And the customization lets you swap between colors, iconography on the ball and stage backdrop. It just seems like window dressing, but if you ask Rogers, it all has function.

I want to have Videoball parties, even though it’s launching with online support for up to 3v3 players. It’s just better in person.


Ultimate Chicken Horse

Tom Marks: I first got to play Ultimate Chicken Horse at PAX Southand immediately thought it was a blast. Players are tasked with getting from point A to point B, and given obstacles after each attempt to make that task too difficult for their competition. It’s a strange mix of seeing how hard you can make a level (Chicken) while still having to complete that level yourself (Horse) wrapped up in a friendly platformer exterior. It’s the purest form of a party game: a simple concept that’s easy to pick up mixed with plenty of opportunity to screw your friends over and ruin otherwise stable relationships. What more can you ask from a couch game?

I’m a huge fan of platformers, so I was really pleased to see that the Ultimate Chicken Horse isn’t just a silly party game in a platformer shell. The controls are precise and responsive. Richard Atlas, the CEO of developer Clever Endeavor, said it was important to him that that the movement mechanics were easy to learn, but not so simple that it was simply move and jump. He said they tested this by having someone who wasn’t experienced with platformers play the game, and timing how long it took them to successfully wall jump onto a one block-wide platform and then immediately to a platform a few blocks away.

This sort of measured testing shows in what’s possible within a level. Certainly, if you have beaten Super Meat Boy with 100% completion you will be at a bit of an advantage, but the game isn’t so complex that newer players feel helpless against the more experienced ones. The more nuanced skillcap and punishing routine of everyone constantly failing a poorly made level may prevent Ultimate Chicken Horse from becoming the standard 'go to' party game—unlike something like Towerfall, which seems endlessly replayable—but it’s an option I’m excited to throw into the mix.


Gurgamoth Lives

Evan Lahti: Imagine free-for-all dodgeball, but the ball… is you. And you can fly. I hadn’t heard of Gurgamoth Lives until the Mix event at GDC, but it releasedon Feburary 16. The few rounds I played were enough to notice it has plenty in common with TowerFall—its art direction, single-screen format, even the design of its character selection panels tips its hat to our favorite multiplayer game of 2014. Mechanically it’s quite different, though: Gurgamoth isn’t about platforming, but more about free-floating, air-dodging multiplayer Pong, where you’re trying to bodyslam your opponents into the walls or hazards that spawn in the otherwise empty air.

What I liked most about it was the sense of agility—everyone’s constantly moving and lunging around like pinballs, so the state of the game feels constantly in flux… until someone checks you close to the edge of the playing field, which sometimes threw Gurgamoth into dramatic slow-motion. Overall I found it charming if a bit plain—TowerFall is a great source of inspiration but it makes comparisons to it all the easier, and platforming and marksmanship is more fun and intricate to me than being a floating, dashing character-sphere.

Impire preview--hands-on with Dawn of War II meets Dungeon Keeper

When you're Báal-Abaddon, an unstoppable hell demon with a nasty temper, you expect to rule over a vast empire of loyal subjects.

When you're Báal-Abaddon, an unstoppable hell demon with a nasty temper, you expect to rule over a vast empire of loyal subjects. You don't have to earn it: Iron-fisted rule is your birthright. But when a rather stupid sorcerer conjures your spirit up from the depths and summons you—minus your fearsome demonic powers—into the not-so-imposing body of a three-foot-tall imp, you have to settle for an Impire.

Paradox Interactive's demo of Impire begins with poor Báal-Abaddon coming to terms with his new stature in a drawn-out conversation with greedy sorcerer named Oscar van Fairweather. I start skipping through the conversation because there's no voice acting yet, and Oscar likes to ramble; Developer Cyanide Studios calls this build "pre-pre alpha." I get the gist anyway: I'm a rather pathetic imp now, stuck in a pitifully small dungeon, and expanding my underground realm (and murdering a whole lot of decent folk) will hurry along the restoration of my demonic prowess.

And then, for a few minutes, I'm basically playing Dungeon Keeper. Impire isn't ashamed of its roots in classic strategy design, and its dungeon management will be a familiar experience for Dungeon Keeper fans. I create a few minions to mine food in a Fungi Farm, then dig out a few rooms, like a barracks and a kitchen, to train up some diminutive warriors and keep them fed.

Even this early in development, Impire has character. When I order minions to build, they don't hollow out the entire chamber by hand—they dig a few blocks into the dungeon's wall, drop a large bomb, and scurry away. When the bomb explodes and the dust settles, a fancy new room awaits.

The game also looks great. The stone walls and cracked tile floors of the dungeon look grimy and uneven up close. My imp wears a permanent conniving grin, and even the minions are surprisingly detailed when I zoom the camera in. Instead of the efficient zoomed out top-down perspective, I find myself keeping the camera close to the action, mostly to enjoy the eerie lighting that gives each room its own flavor.


Build first, raid second

After an early round of building, Impire becomes more about combat than dungeon keeping. Managing resources and carving out new rooms feels like the housekeeping I'll end up doing between battles. Cyanide says Dawn of War II's squad system served as inspiration for Impire, and I agree that there's a strong resemblance: I can assign up to four troops to a squad and send them into neighboring dungeons and caverns.

Interacting with units—both to handle dungeon construction and micro squads in combat—lags behind Impire's graphics and lighting. This is a complex game to learn how to play in a few short minutes, but pulling up a critical build menu with a long right click is easy to forget about when other menus are mapped to the function buttons. And there are a lot of menus: objectives, construction, tech tree, and squads, to name a few.

I want hotkeys to jump to my squads, but there aren't any. I spend a lot of time hunting around the UI to find the commands I'm looking for. With some polish to the interface, underlying mechanics should shine through more clearly, which will hopefully make Impire a more intuitive game to learn.

What I play is barely a peek at what Impire will supposedly offer, including campaign co-op and dungeon-on-dungeon throwdowns in modes like King of the Hill and Capture the Flag. Cyanide and publisher Paradox set Impire in the fantasy world of Ardania, adding a fun meta layer of worldbuilding to Báal-Abaddon's evil aspirations. If you've ever played the Majesty series, you're now going to be coming at the same world from the monsters' point of view.


Being the bad guys

When I finally build up two squads of troops and send them up to the surface, I can raid half a dozen places on a world map to score loot for my dungeon. Of course, that works both ways. From time to time, heroic knights will waltz into the dungeon and start casually murdering minions. When one shows up on my turf, all my troops are off sacking my neighbor's dungeon. I made the mistake of relying on minions to keep things running back at base. Now they're toast.

I hastily train up a few new units and send my Imp to slow down the armored knight. He gets his ass kicked. Whoops.

The new troops deal with the problem, sending the goody two-shoes knight to meet his maker, but Báal-Abaddon's temporary humiliating defeat (he respawns a moment later) makes me eager to see beyond the first 30 minutes of Impire. Báal can level up as the game progresses, specializing in magic or melee combat or command abilities. Mining resources and expanding will also increase the dungeon level, opening up access to features I didn't see: new chambers, units beyond simple fighters and archers, and traps to deal with invaders from the surface.

Paradox plans to release Impire in the first quarter of 2013; that gives the development team time to improve the interface, which needs more consistency between mouse commands and keyboard shortcuts. Half an hour is barely enough time to understand a game like Impire—I was just beginning to experiment with microing my squads when time ran out—but the combination of dungeon management and Dawn of War II-esque RTS combat is already fun, six months ahead of release.

The prospect of co-op dungeon building has me amped to play more. I just hope that the finished campaign ends with the ultimate reward: Báal-Abaddon gets his fearsome powers back, rules the underworld as he rightly deserves, and eats Oscar van Fairweather for breakfast. Or, at least, uses him as a footrest.

Activision to get its music gaming groove back with Dance Hero

Activision may no longer have %26ldquo;those kind of feelings%26rdquo; for guitars and turntables, but new information from inside the company suggests the publisher is eager to get in on the dancing craze with a new motion controlled music franchise entitled Dance Hero. According to unnamed sources (are they ever named?) at Kotaku, Activision is putting to use its 2008 'Dance Hero' trademark filing

See Halo Wars 2 running on Windows 10

Earlier today at the Xbox conference, Microsoft announced that Halo Wars 2 is releasing February 21, 2017.

that Halo Wars 2 is releasing February 21, 2017. Later in the day, 343 Industries' Dan Ayoub stopped by the PC Gaming Showto talk about the Windows 10 version and walk us through some gameplay.

According to Ayoub, Halo Wars 2 will include classic multiplayer modes "that RTS players want and expect," but also some new modes that "more casual" players should gravitate to. On balancing the hyper-competitiveness of RTSes and accessibility, he says 343 will be focusing on both experienced players and newcomers as individuals. And thankfully, whatever our experience level we won't have to put up with console controls in the PC version. Check out the full interview and gameplay above.

Payday 2: Big Bank DLC trailer shows moral quandaries, karmic comeuppance

What better way to promote your upcoming DLC heist than with a four-minute dramatic retelling of said heist from the perspective of a seemingly innocent bystander.

What better way to promote your upcoming DLC heist than with a four-minute dramatic retelling of said heist from the perspective of a seemingly innocent bystander. Well, for one thing, a four minute dramatic retelling of said heist from the perspective of one of its active participants, but Overkill are saving that for the game itself. Also, in this Payday 2—Big Bank trailer: opera. And bobbleheads. As I say, it's a very dramatic retelling.

If you're in, near or within teleportation range of LA, Overkill have an E3 presence in the west hall entrance consumer area. You'll not need a ticket to get there, and they'll give you an early chance to tackle the Big Bank. Succeed, and you've the chance for prizes, including a Nvidia Titan graphics card.

Wait, did I spot something weird on that video? ZOOM AND ENHANCE...

Dammit Cliffhorse!

Be prepared to have your socks blown off by our exhaustive E3 coverage. See all the latest news and features right here.

MVN does motion capture without cameras, makes for amusing pictures

It may be telling that a great deal of the booths on the GDC show floor involve motion capture or motion control. With appearances from motion recognition software like LiveMove, which was used in Just Dance 2, to the NaturalPoint virtual camera rig we wrote about earlier , it's pretty clear that replicating natural motion, both in real-time and for use in animations, is the Big Thing of the moment

Real Crime is the magazine all lovers of noir should start reading

Real Crime is the magazine all lovers of noir should start reading If you’re a fan of LA Noire, Grim Fandango or perhaps even Manhunt, then the true crime intrigue of our new sister mag Real Crime is definitely for you. Real Crime delves into the dark side of life seen in popular shows like True Detective or The Wire. There’s drama, horror, sex, scandal, tragedy and mystery, only these incredible stories are better than fiction – they’re Real! Real Crime is available on shelves now, but if you subscribe you can take advantage of a spectacular 3-for-£1 subs offer.

Payday 2: Big Bank DLC trailer shows moral quandaries, karmic comeuppance

What better way to promote your upcoming DLC heist than with a four-minute dramatic retelling of said heist from the perspective of a seemingly innocent bystander.

What better way to promote your upcoming DLC heist than with a four-minute dramatic retelling of said heist from the perspective of a seemingly innocent bystander. Well, for one thing, a four minute dramatic retelling of said heist from the perspective of one of its active participants, but Overkill are saving that for the game itself. Also, in this Payday 2—Big Bank trailer: opera. And bobbleheads. As I say, it's a very dramatic retelling.

If you're in, near or within teleportation range of LA, Overkill have an E3 presence in the west hall entrance consumer area. You'll not need a ticket to get there, and they'll give you an early chance to tackle the Big Bank. Succeed, and you've the chance for prizes, including a Nvidia Titan graphics card.

Wait, did I spot something weird on that video? ZOOM AND ENHANCE...

Dammit Cliffhorse!

Be prepared to have your socks blown off by our exhaustive E3 coverage. See all the latest news and features right here.

Harmonix may 'evolve' past music, explore motion games

Speaking to Destructoid in a recent interview , Harmonix CEO Alex Rigopulos hinted at some of the developer's plans for the future, including the possibility of branching into new genres. "... We have a lot of very cool new ideas in the works right now, looking out beyond both Rock Band and Dance Central," said Rigopulos. "It's also worth pointing out that for the first time, I see Harmonix potentially

The PC Gamer Show: Valve movies and the wonders of GDC

You can find the YouTube videos embedded at the bottom of the page this week!

The PC Gamer Show with logo 1

Welcome back to The PC Gamer Show, our weekly livestreamed podcast. You can catch the show live on Tuesdays at 1 pm PDT on our Twitch channel, or after the fact at any of the links below. Important change: The show will be switching from Tuesdays to Wednesdays starting next week, same time though!

It's GDC this week, so we've got special guest Andy SchatzFounder of Pocketwatch Games, developer of Monaco —joining us on the show to give us an early look at Pocketwatch's upcoming game, Tooth and Tail.

We'll also be talking about the recent news that JJ Abrams is working on Half-Life and Portal movies, what we're excited to see at GDC, and lots more—including a Catfantastic quiz and our usual Twitch chat Q&A.


This week's topics: What we've been playing recently. JJ Abrams has confirmed he is currently working on movies for Portal and Half-Life. We talk about what we're looking forward to at GDC this week. A "helpful" Catfantastic quiz! We play Tooth and Tail with (and against) Andy! We take your questions from Twitch chat. So many moles....
Listen:

You can listen to it directly in the Podtrac player above, or...

Watch it on YouTube: Part 1 (discussion), Part 2 (Tooth and Tail demo)(or in the embeds below)

Your flapping heads for this episode:

Tom Marks
James Davenport
Special Guest: Andy Schatz - Founder of Pocketwatch Games

Monster Hunter 4 Ultimate review

Monster Hunter 4 Ultimate review From its opening scene, which forces you into a naval battle against a massive sea beast and sees you crawling on its back at one point, it’s clear that Monster Hunter 4 Ultimate is trying to offer something different to its predecessors. Granted, its underlying aim remains the same: as the titular monster hunter, the player must embark on numerous quests to slay various

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