Shadowmatic Heads to Apple TV

Triada Studio Games’ shadow-based puzzle title, Shadowmatic , has recently made its way to Apple TV.

, has recently made its way to Apple TV. The project, which was previously released on iOS devices, performed well among critics and was presented with the Apple Design Award in 2015.

In the game, players are tasked with rotating abstract objects in front of a spotlight, resulting in a variety of shaped silhouettes. To progress, the manipulated shadows must represent clear images related to the surrounding area. Players are able to advance in a nonlinear fashion through more than 80 such levels—at times incorporating secondary objectives—across 10 different environments.

Shadowmatic initially launched for iOS on January 15, 2015. The game was brought to Apple TV with the added benefits of new control capabilities, displaying on larger screens, and experiencing the title more easily with friends and family.

The Apple TV version was released on October 26, 2015, for the price of $2.99. Existing players who have already purchased the original appwill be able to download the game for free on their tvOS devices. Buyers should be aware that Shadowmatic does require the fourth generation of Apple TV to function properly.

For more on what shapes can be made from the abstract, check out Shadowmatic on the official website, Twitter, and IGM’s previous launch announcement.

EA to "retire" online support for select games

Sometimes you have to get rid of the old to make way for the new.

Sometimes you have to get rid of the old to make way for the new. In a, EA has announced that it will be discontinuing online services for several games, including The Sims 2, FIFA Soccer 11, and FIFA Manager 11. If you'd like to have one last online fling with one of these venerable titles, don't delay -- the shutdowns will go into effect over the next two weeks.

EA states in the announcement that "as games get replaced with newer titles, the number of players still enjoying the older games dwindles to a level -- fewer than 1% of all peak online players across all EA titles -- where it's no longer feasible to continue the behind-the-scenes work involved with keeping these games up and running. We would rather our hard-working engineering and IT staff focus on keeping a positive experience for the other 99% of customers playing our more popular games. We hope you have gotten many hours of enjoyment out of the games and we appreciate your ongoing patronage."

For a full list of affected games, including games that have already had their online services discontinued, click here.

The Legend of Zelda: Ocarina of Time Deku Tree walkthrough

The path to the first dungeon is entirely straightforward. Village idiot Mido will demand you equip a sword and shield before visiting the Great Deku Tree, which is easily done; The Kokiri Sword is located in a maze on top of a hill in the village (you can see it in the lower left side of the village map) and the Deku Shield is available in the shop for 40 Rupees. Scour the village for cash, equip

Pillars Of Eternity review

Pillars Of Eternity review Pillars Of Eternity is an homage to a bygone age: a time when developers knew what ‘tactical role-playing combat’ actually meant. This is a 2D isometric RPG where every skill point, piece of equipment, ability and decision matters. The gameplay is so freeform that you could create a band of miniature rogues and attempt to dodge almost every unfriendly encounter, or charge

Waking The Glare: Taking Immersion Beyond a Video Game

Italian developers, Wisefool Studios , have created an immersive adventure experience beyond the concept of a game, and into literature as well.

, have created an immersive adventure experience beyond the concept of a game, and into literature as well. Their game, Waking the Glares, is a first person adventure about a man named Dawnfall, who’s been thrust into a surreal world that revolves around a book. Dawnfall follows a mysterious voice that will bring him through a universe where time and space are entangled, all which is in direct relation to the mysterious book. Wisefool Studios have gone so far as to have actually written the book, which will be released alongside Waking the Glares .

Spanning over seven chapters, each chapter will feature a distinct atmosphere, and use mechanics and methods that are not found in other chapters. All seven chapters will be included in the game’s release, so you won’t have to wait months, or years, for a follow up. Specific mechanics of the game have yet to be detailed, but from the gameplay demo trailer, it seems much of the game will consist of finding items, and using them somehow within the environment. A PC demo is available here.

Waking the Glare was designed from day one with the Oculus Rift in mind. Between an actual book to read alongside the game, and fully intergrated VR capabilities, Waking the Glare is setting itself up to be a truly immersive experience.

Waking the Glare is currently on Kickstarter,and is looking for €30,000 ($37,000) to help finish the game. For a pledge of €10 ($12), you get a DRM free copy of the game and a digital version of the book (which will be sold separately upon the game’s retail release). The game is also currently on Steam Greenlight.

For more information on the studio, you can follow them on Twitterand like them on Facebook.

Need for Speed: Hot Pursuit patch fixes video card crashes

Criterion have posted news of a new patch for the PC version of Need for Speed: Hot Pursuit that claims to fix "47% of the top ten problems reported." These mostly include fixes for players having problems running the game with Radeon graphics cards, but also include tweaks to DirectX performance.

need for speed hot pursuit

Criterion have posted news of a new patch for the PC version of Need for Speed: Hot Pursuit that claims to fix "47% of the top ten problems reported." These mostly include fixes for players having problems running the game with Radeon graphics cards, but also include tweaks to DirectX performance. You can read the full patch details below.

Criterion announced the patch in a post on their website, listing the following updates.

"Fixes account for almost half (47%) of the crashes caused by the top 10 problems reported by our users. Specifically, crashes and rendering problems on ATI Radeon X1300, X1550 and X1800 graphics cards have been addressed. Fixes are also included for Intel embedded graphics chipsets such as the Intel GMA 500, Intel GMA 600 and Intel GMA X3000 which are running older graphics drivers."

The patch can be dowloaded right here.

The Legend of Zelda: Ocarina of Time Dodongo's Cavern walkthrough

After completing the first dungeon, you’ll have to visit Hyrule Castle and obtain Zelda’s Letter to proceed up Death Mountain, which is located behind Kakariko Village. Before you make the trek up the path, however, make sure to visit Lon Lon Ranch in Hyrule Field (for a bottle and heart piece) as well as the Lost Woods for Saria’s Song and even more heart pieces. In fact, you should be able to complete

Know the difference between Revolver Ocelot and an actual ocelot?

Know the difference between Revolver Ocelot and an actual ocelot? One’s a member of Metal Gear Solid’s Patriots, a member of FOXHOUND and a whiz with guns, the other… well, the other’s a type of cat. Here are some handy pictures to help you compare: Not a cat A type of cat If that question confused you, or you got it wrong, then perhaps you should consider revising your animal knowledge – games are

Coffin Dodgers Dodges the Grim Reaper and Lands on Consoles

Most people don’t want to get old, but if it involves “pimped up” scooters and creating havoc, it can’t be all bad, right?

Most people don’t want to get old, but if it involves “pimped up” scooters and creating havoc, it can’t be all bad, right? Well, that’s until the Grim Reaper shows up and tries to ruin the party. In, players take on the role of retirement village residents who are trying to race their way to a few more years on Earth. Battle the Grim Reaper and his zombie army in the hopes of surviving for a few more nights.

The retirement village just got a little bit larger. Originally launched on Steam for PC and Mac, Coffin Dodgers is now making its way onto PlayStation 4 and Xbox One systems. Milky Tea Studio, the original creator of Coffin Dodgers , has teamed up with Wales Interactiveto get the game on consoles. Jon Holmes, the founder of Milky Tea Studio, says that they believe the game’s “natural home is on console and [that] is why we have been searching for the right partner who is passionate about this game as much as we are.” They found that partner in Wales Interactive, who has worked on multiple games for varying consoles.

Coffin Dodgers has multiple game modes including a story mode, time trial, open world, and a multiplayer mode with over thirteen racetracks upon which to compete. With some darker comedy in-game, players can use varying “wacky” weapons to combat each other. Knock fellow players off their scooters and cause some big crashes; getting old certainly doesn’t have to be boring.

Coffin Dodgers is slated for release on Xbox One and PS4 in early 2016. For more information on Coffin Dodgers, check out the game’s official websiteas well as the websites for Milky Tea Studioand Wales Interactive. For those who just don’t want to wait to race against the Reaper, Coffin Dodgers is available on Steamfor PC and Mac for $10.99 USD.

PC Gamer UK January issue - Eve Online

Those lucky subscribers already know because they've heard the pleasing sound of an issue of PC Gamer UK sliding through their letterboxes, but the remainder of you will be delighted to discover that our latest issue hits shelves today.

PCG222 cover

hits shelves today. Read on to discover its secrets...

Yes, it might have released back in 2003, but the seminal MMORPG EVE Online has been evolving ever since. We sent Rich to Iceland so he could catch up on the latest from developers CCP. Turns out they've been busy and still have a five-year plan of concepts and mechanics that they're yet to implement. That's a half a decade of content folks, all deciphered by Rich's brain, using words.

But don't fret if you have no interest in space, or MMOs. We still love you. We've got our hands on the most exciting games coming to PC and written hands-on previews just for you: Crysis 2, Total War: Shogun, Guild Wars 2 , Deus Ex: Human Revolution and Batman: Arkham City all feature.

Then there's our Game Of The Year Awards . 2010 proved the PC's strength and diversity. We reward PC Gaming's new classics over 18 pages. You might be surprised at some of the choices too.

Onto the reviews; recently described by a reader as “simply astonishing”. This month you'll get our verdicts on Call of Duty: Black Ops , Need For Speed Hot Pursuit , Deathspank and more.

In our Extra Life section, Jaz searches for a wooden leg in Arcania: Gothic 4 , Tom writes a letter to God after taking Supreme Commander to the next level, and Craig feels the true stress of a Football Manager . We take a look back at League Of Legends in Update and suck all the replay value out of Star Trek: 25th Anniversary .

You can buy the magazine and have it delivered with free postage right here, but if you're the kind of person who likes getting things early, for minimum of effort, why not subscribe?

The Legend of Zelda: Ocarina of Time Jabu Jabu walkthrough

Once Dodongo’s Cavern is handled, leave Kakariko Village and take an immediate left to access Zora’s River. Here you can begin to buy Magic Beans (useful later in the game so stock up as much you can) as well as acquire a heart piece by using the lone cuccoo fluttering around. At the end of the river, clear the path to the right of the waterfall (a shortcut to the Lost Woods) and then play Zelda’s

Planet Coaster video details building and sharing

I keep stumbling into people who would never declare themselves gamers but who nonetheless have hours of happy memories of making people hurl on RollerCoaster Tycoon .

. Tormenting ordinary citizens and making them pay for the privilege is, apparently, a universal pleasure. Frontier is rennovating that thrill ride with Planet Coaster, for the modern entertainment tycoon. Previously the team have shared how they simulate every visitor, and now they're back to talk about building tools and showing off (and with these building tools, I'd want to show off).

In the Minecraft era, connecting up pre-fab sections of track was never going to cut it, but even so I'm impressed by the extent of the metalworking you can undertake. Tracks can be stretched, twisted and bent through a simple UI, adding a real personal touch to coasters that torment their riders for 210 days at a time. You can tunnel through solid rock, too, Planet Coaster taking care of the manual labour. For the trickier stuff, like cobra rolls and loops, you drop one in from the library and deform it to your satisfaction.

Planet Coaster dinosaur

Naturally, the video also addresses how to extract the most money from your esteemed guests: if you want to scalp them on theme park tat, you'll be responsible for decorating the gift shop and surroundings. Be still my micro-managing heart.

Sharing in Planet Coaster is hard-wired. You can pop into another theme park on a whim, copy people's rides and tweak them for use in your own venture. Sensible stuff, if you ask me—the RollerCoaster Tycoon subreddit is still flourishing over a decadesince the last PC release.

"That's not just making a bit of curious artwork," art director John Laws says. "That's actually making something that is purely yours, it excites the community, and it actually feeds back into gameplay."

Planet Coaster looks gorgeous, intuitive and alarmingly comprehensive. It's due this year.

Monster Want Burger! Feed the Monster Outside You

Burgers are one of the simplest foods to make, which is perhaps why they are so well-loved: Everyone can make them, so everyone can enjoy them.

Burgers are one of the simplest foods to make, which is perhaps why they are so well-loved: Everyone can make them, so everyone can enjoy them. Everyone, including vaguely squarish monsters.

Burger gif

Monster Want Burger , the new mobile game from the developers at Cipher Prime, reduces burger-making to simply flinging ingredients together onto the plate. On the player’s side of the table, each ingredient sits on its own plate, rendered in a blocky, 3D art style. In the middle sits the plate where players assemble their creations, and across from that sits the aforementioned monster. It sits, lone eye watching the plate carefully, and then, when the burger is fully constructed, its mouth rises above the table before inhaling the burgers, like a kind of brightly colored Charybdis.

Cipher Prime also touts the game’s “Burger Naming Algorithm,” which supposedly gives each burger a unique name. How this algorithm works – whether it’s based on the ingredients or just picks a bunch of burger-related words at random – isn’t clear. One example given was called the “Seattle Crispy Sirloin Hog.”

Monster Want Burger is out now on mobile for iOS, as well as Mac, Windows, and Linux PCs. The PC versions are available at whatever price you’d like (though the site suggests $2.00 USD). Those interested can purchase the game, as well as learn more about it, through its website. Alternatively, additional details about Cipher Prime are available from their website.

Need for Speed: Hot Pursuit out in November

EA have announced a release date for Need for Speed: Hot Pursuit.

EA have announced a release date for Need for Speed: Hot Pursuit. It'll be out in mid November - the 18th for the EU, and the 16th for the US. Man, does it look like Burnout. It's a massive police chase with points for wrecking squad cars - and the squad cars happen to be Lamborghinis. I'll find the trailer for you when I can look away from Bulletstorm. If you pre-order, you'll get two exclusive cars, and early access to four.

$16K Deluxe NES Set now selling on eBay

Videogame collecting can be an expensive hobby , especially if one hopes to nab every last rarity. It can also be a confusing pursuit since no one really has a handle on how vintage gaming items are valued, and there's always the risk of getting hosed. Take this recently spotted $16,000 Deluxe NES Set now up for auction on eBay. We don't really know what to think about this seemingly insane offer,

Ark: Survival Evolved is adding a dinosaur so big you can build a base on its back

At the PC Gaming Show during E3 2016, Jesse Rapczak and Forest Rapczak of Studio Wildcard announced some upcoming changes to their popular multiplayer dinosaur-based survival game Ark: Survival Evolved.

At the PC Gaming Show during E3 2016, Jesse Rapczak and Forest Rapczak of Studio Wildcard announced some upcoming changes to their popular multiplayer dinosaur-based survival game Ark: Survival Evolved. Big changes. Specifically, the biggest dinosaur the game has ever seen.

The aptly named Titanosaur is so big, in fact, that players will be able to build a base on its back, creating a lumbering mobile headquarters and a terrifying war machine. (Presumably, first they'll have to tame the mighty beast, and I can only imagine how big its poops are. They've gotta be massive.) Check out the trailer above, which shows the Titanosaur being used to siege a fortress and crushing small dwellings underfoot.

The Titanosaur will loom into sight later this month, along with a new biome featuring giant redwood trees, complete with Ewok-style tree forts and villages (and at least one actual Ewok, also viewable in the trailer above).

Studio Wildcard also brought two more videos to our show, both featuring mods that are becoming officially integrated into the game.

Above, you can check out Primal Survival, which lets you play Ark as a creature instead of a human. We're not just talking dinos, either: the trailer shows playable bears, sharks, primates, wolves, and even ants. Ants! It's not just a matter of swapping your skin with that of another creature and running around for a bit: you will actually live in the world as that animal. You can hunt, explore, recruit creatures into your pack, mate with them, and have offspring. While you can encounter other players who are also playing as animals, you can only communicate with members of your own species.

There's also a total conversion mod called Primitive+ that heightens the roleplaying aspects of Ark, with a focus on more realistic systems for building, farming, fishing, trapping, cooking, and even the economy. Primitive+ will be integrated into Ark on July 28th.

Dead Space 2 DLC on PC via 3.4 Kb save file

Turns out the Dead Space 2 DLC, that was supposedly console specific, is available to unlock in the PC build.

Dead Space 2 DLC Thumbnail

Turns out the Dead Space 2 DLC, that was supposedly console specific, is available to unlock in the PC build. EA had previously told The Escapistthat the DLC would not make it to the PC version, but users are reporting a save file is all that's required to unlock the extra suits and weapons.

There's a lively discussion, and instructions on how to access the content on the official Steam forumfor the game.

Dead Space 2 developer, Visceral, recently announced they had started workon the ability to change key bindings in the game, one day after a disabled gamer created a petitionfor the cause. Fair play. Dan recently reviewed Dead Space 2. Read his opinions here.

(via TECHSpotlight)

4X survival RPG Thea: The Awakening adds co-op

Thea: The Awakening takes a dash of 4X, a pinch of RPG, and a soupcon of survival, then serves the resultant blend with a healthy serving of card-based combat.

takes a dash of 4X, a pinch of RPG, and a soupcon of survival, then serves the resultant blend with a healthy serving of card-based combat. It certainly sounds interesting, which might be the best thing to be, and the Steam reviews are "very positive" with how the game turned out.

Maybe a new update will edge that approval rating further into the green. It adds co-op to the 4X, survival...OK, we've covered that already, meaning of course that you can now brave Thea's Slavic mythology-inspired world with a friend. Or, well, an enemy. Or someone you've no strong feelings towards one way the other. To do any of those things you'll need to grab this free DLC.

Theoffers a detailed overview of what the DLC brings to the table, while revealing the fixes and other additions brought on by a new game update, released simultaneously.

If you don't yet own Thea, it's currently 40% off in the Steam Summer sale.Here's the launch trailer from last year:

Lucius II: Prophecy Brings Sinning to Consoles

Most people have heard of Lucius, the son of Satan, also known as Damien in The Omen series.

series. No matter what name he goes by, he is the anti-Christ, and people tend to die in his presence. Well, in November these deaths will be taking place on consoles, when Shiver Games’ Lucius II: Prophecy is released on “major gaming consoles.” While the press release we received didn’t mention which consoles, it is probably safe to assume that the game will be released on Playstation 4 and Xbox One.

Lucius II is the sequel to Lucius (naturally), and sees Lucius rise from the burning wreck that was once his family home. He is taken to the psychiatric ward of St. Benedict’s Hospital, ready to continue Satan’s bidding in a 1970s setting. Playing as six-year-old Lucius, gamers will wreak havoc wherever they go, and cause more than a few untimely deaths. These deaths, similar to the first game, will come with an element of freedom, and gamers will be able to get creative in their murdering. For example, will Lucius poison someone’s coffee, or will he knock down a ceiling fan for more of a show?

The studio has promised that the updates made to Lucius II in order to bring the game to consoles will provide the player with more freedom, more devastation, and most importantly, more opportunities to “sin,” which seems to be putting Lucius’ actions lightly.

No set date, or even confirmed consoles, have been announced as of yet, but Lucius II: Prophecy will be released on consoles of some variety in November of this year. More information on the game can be found on the official website, Facebook, Twitter, or even Steam, where Lucius is ready to kill for $19.99 USD.

Interview: Dead Space 2 disability campaigner Gareth Garratt

Gareth Garratt is curled up in his wheelchair, his body secured in a bucket seat while his hands clutch at the side of a desktop.

Gareth Thumbnail

Gareth Garratt is curled up in his wheelchair, his body secured in a bucket seat while his hands clutch at the side of a desktop. His chin is pressed down onto a Toshiba mouse and he's using that to control a virtual Marty McFly, clambering around the back of a police van. Gareth's chin is the only part of his body that seems to have fine motor control, due to the cerebral palsy he was born with.

Gareth sprang to prominence earlier in the weekafter a frustrated series of posts on the Overclockers UK forum, as he struggled with EA's Dead Space 2; through this, he's managed to raise the profile of disabled gamers and persuade EA to patch in support to Dead Space 2. We've come to his family home in Leicester, UK to talk to him about the campaign, the difficulties he has with gaming, and the wide variety of support he's received. Due to his palsy it's very hard for Gareth to talk, so his answers are short and sometimes his mother and full-time carer, Jacqueline Garratt, has to interpret for me.

PC Gamer: The set-up you have here is amazing. There are two huge screens, more DVDs, CDs and hard drives than I've ever seen, a good surround sound system, and a top-end custom PC; have you installed this all yourself?

Gareth: “Yes.”

Jacqueline: "I'm his hands. He tells me what to do, and it goes in one ear... he knows what he's doing though.”

PC Gamer: What games do you play?

Gareth: “I mainly play FPSes and racing games; I've been trying to play Dead Space; Dirt 2 was great, and I've been trying F1 2010 recently as well. I like Fallout 3 - New Vegas as well. I can play most genres, but it all depends on what options it gives. It's hard. I like to play multiplayer games with friends from Overclockers.”

PC Gamer: You play these with the mouse, and you use your chin to control the mouse. Using custom configurations, you assign walk forward to the right-mouse button, is that correct?

Gareth: Yes, and the fire button on the middle button. I play racing games on the Xbox controller, over there.

PC Gamer: How do you play reaction based games like that?

Gareth: I can use the sticks one at a time. On most driving games there are some buttons that you can't customise. The Codemasters games are okay. Grand Theft Auto; I can't change the controls, so it's impossible to play because you have to use two keys at the same time.

PC Gamer: How did you get into PC Gaming?

Jacqueline: “When he was small, dad started him off on them.

Gareth: “I've grown with them; at school, I used a lot of computers there, that's how it started off really.

PC Gamer: What was the first one you played?

Gareth: I think it could have been Sega Rally or something like that. Or perhaps Golden Axe

PC Gamer: That had multiple simultaneous inputs though; is there anything else you'd say, apart from single inputs and key configuration options, that would make it easier for you to play?

Jacqueline: “Add more buttons on the mouse, on the top, not the side”

Gareth: “It's very hard to find a mouse with buttons on the top. All the customisable mice focus on the sides.

Jacqueline: “They're really for people who can use their hands.”

PC Gamer: Do you have any specialised bits of kit that help you game?

Gareth: Nothing: Everything's off the shelf. We have to fight for it at we get. Nobody helps, or advises us. Since I posted this on Overclockers UKforum, the OCUK community have been giving me good advice and some have offered to help.

PC Gamer: Have you ever tried contacting Special Effect (the UK's disabled gaming charity)?

Jacqueline: “No, I've never phoned Special Effect.

Gareth: “The things are so expensive; the head-tracking hardware is so expensive. It's hard to afford that kind of money?”

PC Gamer: What do developers do that makes it easier for you to play games?

Gareth: Not much. What annoys me is that they should have it on the back of the box.

PC Gamer: Do you feel that this is something government should be legislating about? A bit like the Age ratings?

Jacqueline: Yes. You pay out for the game, but when you get it back home you can't play it; it's not on the back saying whether it's got customised controls options.

Gareth: And then you can't take it back, because of the no-returns policy. It should be on the back, and it should state if it can be customised or not.

PC Gamer: You've paid for all this yourself? If it's not rude to ask, how much did it cost?

Gareth: Yes. £1,800; no help from government.

Jacqueline: He's got two monitors. Sky and Freeview. It's taken a lot of time to get up to this standard. It used to be his dad helped him, but he passed away two years ago and I'm still learning.

PC Gamer: This Dead Space 2 campaign has taken up a lot of your time; were you expecting a response?

Gareth: No. (laughs) I had an email from the Dead Space developers saying they are working on a patch to enable customised controls in the game and they will send me out some goodies. About a year go, I sent an email to Rockstar about GTA IV again; I didn't get any reply back.

PC Gamer: Will you be carrying on your campaign?

Gareth: I've only contacted those two before, just those two for now. Yeah, I'll be contacting a lot more people. I'm getting fed up of wasting money every time.

PC Gamer: Do you go to the shops to buy them together? What do you do if you want to return a game?

Jacqueline: Yes, we do, but if you can't play it, you can't take it back. You've wasted the money. Four times we've had unplayable games we can do nothing with. It makes you angry, really angry.

PC Gamer: That's British trading law; who do you blame for this?

Jacqueline: “It's the got to be down to the developer; it's not the shops fault; they're only sellling it. You've got to go to the source of it.

PC Gamer: Do you try before you buy?

Gareth: “A lot of games are not on demos. It's like FIFA 11; I can't play that, but FIFA 10 I can. They removed mouse controls on FIFA 11; I can't understand why they removed it. If it's already in FIFA 10, why take it out? I don't know. It happens frequently. Codemasters is very good at customised controls. EA is reasonably good but just lately they've gone downhill. Rockstar; the second GTA was okay, San Andreas, but GTA IV was bad. Rockstar: Get your arse into gear. (laughs).

PC Gamer: Do you use remapping programs?

Gareth: People say to you remapping programs and all that, but I shouldn't need to; it should be in the game itself. It would benefit everyone. With remapping programs I can get three buttons working, but I can't get the other buttons working. This Toshiba mouse has two mouse buttons, three extras on the top, and two buttons on the side but I can't use them.

PC Gamer: What would you do without games?

Gareth: I'd be bored out of my head. (laughs)

PC Gamer: Do you get any therapeutic benefits from games?

Gareth: No. It's purely entertainment.

PC Gamer: Do you think it would be difficult for smaller companies to implement all the different supports needed for all the different types of disabilities?

Gareth: They could include options in the game menu to make it easier for all kinds of disabilities. If the small companies start doing that, then more people will buy their product and then they will grow into bigger companies!

PC Gamer: Have you received any messages of support for the campaign?

Gareth: We've been overwhelmed by the support; we've had messages from Thailand, Poland, America, and Russia... Lots of people have signed the petition. Another guy (AskACapper - quadraplegic Comedian Chuck Bittner) started the campaign - he did the petition first and then I joined in later. I helped him to get to 40,000 signatures - he's going to see someone important about it, and now he's got something to take. I think he's going to meet all of the developers for consoles and PC. At first he was focusing on consoles, at first, now he sees the PC side of it.

PC Gamer: What will you focus on next?

Gareth: I just want all the new releases that are coming out to include the option for customised controls; I'm not asking much. I'm not asking to change the whole game or anything; it's something simple to do, if you do it at an early stage. Everyone will benefit from it instead of using the mapping software.

Battlefield 4 beta invite offered for pre-ordering MOH: Warfighter

A marketing image posted on EA's Origin PC download service has the internet in a mild tizzy today as it offered pre-order customers of Medal of Honor: Warfighter, a free invitation to the Battlefield 4 beta. Which is interesting because Battlefield 4 hasn't been announced yet. We're not ready to say this is 100% confirmed yet, as the only source is still just a posting on NeoGAF . The listing on Origin

State of Decay 2 confirmed, arriving 2017

Another rumour confirmed: State of Decay 2 has been announced at Microsoft's E3 conference (which has been unusually heavy on the zombies).

As is tradition, you'll venture into a zombie-infested, multiplayer world, tasked with ensuring your own survival and "exploring your own unique story in a world that remembers the choices you make". However, you'll also need to ensure the survival of others—no lone wolfing, thanks.

State of Decay 2's settlement-building tools are noticeably improved. The overall look is also much, much prettier than the original, which shambled its way through Steam Early Access in 2013.

Pegged to arrive 2017, State of Decay 2 is another Universal Windows App, meaning it's "Windows 10 and Xbox exclusive".

I Can’t Escape: Darkness Wants to Share Your Demise with Twitter

Part of social media is sharing successes as well as failures.

Part of social media is sharing successes as well as failures. Twitter, in particular, is a popular place for sympathetic sharing in 140 characters or fewer. I Can’t Escape: Darkness encourages you to share your untimely end – or successful escape – on the social media platform.

However, it’s not required to connect with a social media account to play the horror adventure. I Can’t Escape: Darkness places an unlucky player in a living dungeon where seemingly everything, living or alive, wants to trap them. Moving walls, collapsible floors, dead ends, and, of course, monsters that lurk in the shadows – the dungeon throws everything it can to keep its guest. Using a few tools, such as a flashlight and some weapons, the player has means of traversing the dark hallways and fighting whatever comes next.

Every playthrough in I Can’t Escape: Darkness is different, as the dungeon is procedurally generated. As players progress, they can discover clues about the dungeon and learn more about how it works. There are hidden surprises and secret rooms on every level. When the player dies or makes their escape, they have the option of Tweeting out the result.

Darkness is a sequel to I Can’t Escape , published in 2013. The original was developed in just one month and was played over 250,000 times, according to the developers.

Fancy Fish Games is publishing their follow-up adventure horror on September 17. The scares are compatible with Windows, Mac, and Linux users. Check out the Steam pagefor all the spooky details on I Can’t Escape: Darkness . Follow the game’s Twitter accountand the studio’s Facebook page

Visceral hear disabled gamer, have started work on Dead Space 2 patch

Yesterday we mentioned the problems of a disabled gamer with Cerebral Palsy, who couldn't play Dead Space 2 because of a lack of key mapping features.

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the problems of a disabled gamer with Cerebral Palsy, who couldn't play Dead Space 2 because of a lack of key mapping features. A petition was launched asking Visceral to add key mapping to the game. It got more than 20,000 signatures. Visceral have responded today to say that a PC patch is on the way to fix the problem.

Executive Producer Steve Papoutsis sent confirmation to Joystiqthat a fix is incoming. "The Dead Space 2 team is aware of the issue that disabled players are having with Dead Space 2 PC. In fact a number of folks on our team are so passionate about getting this fix done that they are currently working hard to allow players to re-map key bindings to the mouse which should help disabled players enjoy the game." He adds that "in addition to the key binding fix, the patch will include other fixes for PC players."

Hooray! A happy ending for everyone. We don't know exactly when the patch will hit, but it sounds like it's not too far away. For more on Dead Space 2, check out our review, and the official Dead Space 2site for more information.

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Jump to Section: Best Price Comments Pros Fun and varied multiplayer racing modes Challenging racing system that values skill over luck Great leaderboard implementation Cons Underwhelming singleplayer campaign Poor feedback regarding racing routes Occasional bugs that will boot you from online sessions Go to page: Page 1 Page 1 Page 2 Editor's Note: The following review pertains only to the Xbox 360

Minecraft Friendly update brings dedicated servers

The Friendly Update for Minecraft was announced at Microsoft's E3 presser, and with it comes a few welcome updates to the Windows 10 Edition of the popular sandbox builder.

The Friendly Update for Minecraft was announced at Microsoft's E3 presser, and with it comes a few welcome updates to the Windows 10 Edition of the popular sandbox builder. John Carmack also made an appearance John Carmack, entering only as Carmack can: via a hidden wall wearing a VR headset.

Here's a rundown of everything coming in the update:

Cross-platform play Texture packs coming to Windows 10 Edition—players can make their own, and purchase packs for sale Realms—basically dedicated servers—available for free today on Windows 10 Edition Another picture of John Carmack we'll use until the sun swallows the earth

The changes reinforce that Microsoft wants to make Minecraft Windows 10 Edition the main version of the game, even if the original version still receives support. It's pretty weird getting texture packs as a feature, when they've been moddable in the original Minecraft for a while now, but it's hard to be confused about dedicated servers and cross-play. Seeing Carmack makes everything fall into place, though.

The timely retrofuturism of point-and-click adventure Read Only Memories

Read Only Memories is both futuristic and old school.

is both futuristic and old school. It's a classic adventure game that relies on some familiar tropes of the cyberpunk genre. But as you explore the streets of the diverse city of Neo-San Francisco with the world's first sapient robot, Turing, you quickly discover that the game has an utterly unique sensibility.

Answering our questions on the critically acclaimedgame is Matt Conn, executive producer on the game at studio Midboss:

How would you actually describe Read Only Memories ?

Read Only Memories is a cyberpunk adventure game that really forces the player into what we believe is a believable, living, breathing world. As you explore Neo-SF, the mysteries of the world and this near future reveal themselves to the player. It's a ride that's filled with laughs, tears, and intrigue as you go deeper and deeper into the world of Neo-SF and guiding your new robot friend Turing to their destiny.

Do you feel people get what ROM is all about?

I enjoy ROM being a bit vague, as I think that allows it to be much more subversive - I think I'd rather that we have a product that anyone can enjoy and go into without perceptions of it being a political or gay game, and hopefully they're able to walk away with something they can talk to their friends about, or maybe they'll dive a little deeper into the story and lore. I feel like one of the biggest fears that's out there is that LGBTQ games or themes would "ruin" a game, and we wanted to show a really in depth, old school type game with these themes to show , hopefully, how fun and natural they can be when they're interwoven into the fabric of the story.

Why did you choose to make your political comments in such a subtle way? I for one deeply appreciated the way you chose to speak about such important issues and present them in a wisely simple way.

I strongly believe if we went heavy handed, it would have been rejected across the board by gamers. We weren't trying to make a game just for LBGTQ folks - they know the struggle, and I think presenting it overtly would just be insulting to them and unappealing to most other gamers. I think creating a game where queer gamers can see themselves in the characters, in a variety of power dynamics, while other gamers can sorta see the struggles of a new class of outsiders and outliers, and hopefully can better relate to some of the modern day queer struggles.

"A lot of arguments, a lot of trial and error, and a lot of careful balancing went into each segment. " Could you provide us with a rough idea of how you went on to create ROM? A very brief making-of if you will?

It was extremely, extremely collaborative, a ton of attention to detail and a lot of winging it. The game kept on evolving as it was being made, adding new systems, scrapping and restarting areas. We sorta just built with no timeline, no specific goal except telling the story we wanted to tell until we could literally no longer work on it without releasing it or we would starve to death. I think creating one of the very first large scale queer games, the pressure was on us to make sure we didn't mess this up, and we just really wanted to make sure we got everything right. I think the fact that despite such an old school play style, the fact that gamers are resonating with it is a good indication that people are digging the vibe we worked so hard together as a group to put out.

A lot of arguments, a lot of trial and error, and a lot of careful balancing went into each segment. Are we telling the story we want to tell here? Story and continuity wise, does this all make sense? If the player does the BARE MINIMUM in the scene, what do we want them to have to walk away with for the scene to make sense. Where can we give the player choice without breaking the plot we're trying to tell? And most of all - is this a fun and engaging experience?

"We sorta just built with no timeline, no specific goal except telling the story we wanted to tell, until we could literally no longer work on it without releasing it or we would starve to death." How on earth did you manage to create such an incredibly lovable robot?

Haha, I think a lot of that was just a lot of our team just pouring our heart into the little bot - we knew the success of the game hinged on Turing being likeable, but part of what makes someone likeable isn't just being nice and cute, they have to be charming. We think the mix of Turing's naive outlook on the world, mixed with their love of painting and art, mixed with..some of the more human elements of their personality, allows Turing to be the cute, yet flawed little buddy that so many players have loved. I can see the metrics of what endings were triggered by players doing (spoilers), and of the thousands of endings triggered in the first two weeks, it was only a very, very small sliver of players who got endings triggered by (spoilers) on their first run. Pretty cool to see how people ended up playing the game - some of the paths we thought would never get selected get selected quite often, while other secrets are still hidden away...

Was Snatcher one of your main sources of inspiration? An important influence on the structure of ROM?

Snatcher was my JAM as a kid. As an angsty teenager, I made a sequel to Snatcher in Flash. I wanted a sequel to Snatcher so badly. It was SO far ahead of its time, its a game that you could pop in today and still be wowed by the graphics, the music, the suspense...it was just so good. It seemed so far ahead of its time because it worked off its strengths, which were its art, music and story, and at the start of ROM , we didn't really have a programming team. We had a story, and an artist and a musician, but we were really starting from scratch and our lead programmer didn't even come on the project really until the end of the Kickstarter. And so as we planned out making this game and Kickstarter, I think my love of Snatcher , mixed with wanting to focus on what we could do well, mixed with a medium like the old school point and click that has SO much dialogue and options, that we could allow characters to be subtle in their queerness or..other mannerisms, allowed them to not feel like one dimensional "statements", but living, real people. A lot of our gameplay style is pretty directly inspired by Snatcher - we actually pulled away from a lot of modern techniques to try to really keep to this structure. I know for some people it may not be their cup of tea, but I really love the style of point and click of Snatcher, Policenauts, Rise of the Dragon , stuff like that and I wanted it to stay in that same world.

What does the future hold?

We're going to be adding more stuff over the next few months, both in terms of in game improvements and polish, as well as DLC as we lead up to our console and mobile release.

If people enjoy 2064, we think they're really going to enjoy 2065. I think a LOT of our time went into building out this engine, the voice, and the team. There were a lot of ideas and characters and stuff that ended up on the cutting room floor. Especially since we knew that the eyes of the world were on the game at launch, we may have played things a bit safe with some characters and plot devices at times - we wanted to tell the story right, but we also wanted to make sure we were holding true to the values of our company and the Kickstarter. But...it may be time to take the gloves off :)

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Our Verdict
An excellent action-horror sequel.

An excellent action-horror sequel. Dead Space 2 doesnt try to innovate, but its a highly polished alien-rending experience.

The “Previously, on Dead Space” video is a nice touch, though it reminds me how similar Dead Space 2's premise and gameplay are to the last one. This time Isaac Clarke awakens on a facility on Saturn's moon Titan, three years after the rescue-mission-gone-awry on the mining ship Ishimura, and finds a very familiar situation: Titan is overrun with space zombies called Necromorphs that have set about the meticulous dismemberment of everyone in sight—and he's still having hallucinations of his dead girlfriend.

It also highlights that DS2 is a better sci-fi horror game, in a lot of subtle but important ways. While the plot is similar, the storytelling technique has changed for the better—Isaac has recovered from a bout of Gordon Freeman Syndrome (inexplicable muteness), and the voice performances are excellent. But the real star is the environment: for the entirety of the eight-hour campaign, Visceral does an expert job of making you feel in constant peril, alternating between tingling your spine with unsettling scenery and audio and trying to rip it out of your body by way of horrific monsters.

New blood

Fighting a Necro is different from other videogame enemies, in that shooting its head is like shooting a grizzly in the foot—it barely slows it down, and just makes it angrier. Picking off limbs takes them down quicker, requiring multiple accurate shots per target—which makes the smooth controls greatly appreciated.

DS2 has a zoo's worth of different varieties of spitting, charging, wall-crawling nasties (including evil space-babies), and each puts up a hell of a fight. The first time I was hunted by the new Stalkers was one of the most frightening moments of the game—I caught a shadowy movement behind some crates out of the corner of my eye, but I found nothing there. I heard a chirping noise, and spun around to see a velociraptor-like creature charging toward me. With a scream it smashed me to the floor, then nimbly darted away, intelligently using cover to escape before I could hit its legs. Then, more chirping—and I realized I was surrounded. Clever girl.

Most of the 15 stages have a unique look to them (as unique as possible given that they're mostly metal corridors), from the wrecked residential areas to the Necro-worshiping Unitologist temple to the EarthGov zone, and they're punctuated by floaty zero-G areas. You have all the same tools as before—the upgradable Rig suit is equipped with time-slowing and telekinesis powers—but the levels are designed well and don't overuse any one gimmick. That includes enemies that must be defeated by blasting their glowing yellow bits.

The new multiplayer owes a lot to Left 4 Dead's example: four human players fight their way through a gauntlet of objectives while four class-based Necro players and AI-controlled backup zombies assail them from all sides. It's fun, and produces some nail-biting finishes, but aside from making you unlock equipment with experience (which I don't personally care for), it doesn't do anything we haven't seen before.

Overall, besides retaining the irritation of having to seek out a save station to avoid losing progress when I want to quit, DS2 is a smartly improved version of the original. It's not a new experience, but it's a hair-raiser nonetheless.

The Verdict

Dead Space 2

An excellent action-horror sequel. Dead Space 2 doesnt try to innovate, but its a highly polished alien-rending experience.

We recommend By Zergnet

Science of Games: Zombies, part 1

We thought we’d launch our new column with a somewhat timely topic. Naughty Dog recently announced their new project, The Last of Us, which prominently features a humanoid creature that appears, at first blush, to be quite zombie-like. One of the most intriguing parts of Naughty Dog’s announcement of The Last of Us is that it has posted videos of so-called “zombie ants” from the Thailand rainforest

Conan Exiles, the Hyborian survival game, shows off some gameplay

Conan Exiles was revealed back in January as a survival-crafting game, which was both unexpected—whacking trees with rocks to collect wood for a hovel is a far cry from hearing the lamentations of their women—and perfectly sensible.

was revealed back in January as a survival-crafting game, which was both unexpected—whacking trees with rocks to collect wood for a hovel is a far cry from hearing the lamentations of their women—and perfectly sensible. The Hyborean Age, as we noted, was a pretty crappy time to be alive, and thus an ideal setting for a game in which survival is the central point.

We got our first lookat the game—and the mighty Conan—in a February developer diary, and now it's time to check out the first actual bit of gameplay, posted on IGN's YouTubechannel. It's very sandy, as you might expect, and there are giant bats, spiders, snakes, and a very sad looking rhinoceros. There are also explosions, and guys nailed to a cross, and an under-dressed lady who gets chopped in half, because sometimes survival means killing a whole lot of people.

It's not the most spectacular trailer I've ever seen, but it is pre-alpha, which is to say not even close to finished, and in theory, at least, it will look a lot better as the work progresses: Developer Funcom announced a partnership with Nvidia yesterday that it said will bring “cutting-edge graphics—including advanced graphical features such as real-time simulated sand that is impacted by everything falling into and moving through it” to the game.

Conan Exiles is slated for an early access launch late this summer. A full release date hasn't been set.

The PC Gaming Show returns to E3 on Monday June 13, featuring game announcements, updates to existing favourites, and conversation with top developers. You can find out what to expect here , and also book free tickets to attend in person at pcgamingshow.com . The PC Gaming Show will be broadcast live through twitch.tv/pcgamer from 11:30 am PT/2:30 pm ET/6:30 pm GMT, but be sure to tune in beforehand to check out The Steam Speedrun , in which one lucky winner will buy as many games as they can in three minutes.

Moop Moop!: New ‘Moops’ Gameplay Trailer Released

Scottish developers Red Radiant Media have released a brand new gameplay trailer for their upcoming iOS action title, Moops .

The trailer shows off some of the critter-whacking action gameplay that will form the crux of the Moops experience, as well as giving an always-welcome taster of the bizarre, Psychonauts -esque humour and visual design. Also showcased are a couple of mini-games and a fittingly fervent musical backdrop.

Moops puts the player in the shoes of critter-fighting duo Flunk and Dunk, who, armed with a ‘whacker’, which looks curiously like a small frying pan, and a Big Sucker, must rid Moopville of a pesky creepy-crawler infestation. Your in-game triumphs will earn you special units of currency called Mooty, allowing you to purchase weapon upgrades, new items and swanky new costumes to wear throughout the game’s 20 levels.

To find out more about Moops , take a look at its official site.

Disabled gamer launches petition to enable button mapping in Dead Space 2

A disabled gamer has explained that he's unable to play Dead Space 2 thanks to a lack of button mapping features in the game.

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A disabled gamer has explained that he's unable to play Dead Space 2 thanks to a lack of button mapping features in the game. Gareth Garratt has cerebral palsy, and uses his head to control a mouse or controller when playing games. The inability to map any movement controls to his mouse means that he can't play Dead Space 2. A petition has been launched asking EA to add key mapping functionality to the game. It's already received more than 22,000 signatures.

Gareth posted about his situation when looking for a solution on the Overclockersforums, and has had hundreds of responses. "i can't use my hands, so i game using my chin. for disabled people like myself need fully customisable controls in all games, it can't be that hard to do surely?? If they can have the fire assigned to a mouse button, surely they could of assigned walk forward to a mouse button... so now I can't play this game and i wasted £25."

Gareth also posted a video demonstrating the way he uses the mouse to play Fallout: New Vegas, and has highlighted a petition started by disabled gamer and comedian, Chuck Bittner, also known as AskACapper. The petitionasks developers for full button customisation in all games. Button customisation would help many disabled gamers, and it's a feature that, like dedicated servers and mod support, gives us all more control over the way we want to play our games. The petition already has more than 22,000 signatures. You can sign it here.

Science of Games: Fallout, part 1

Science of Games is a twice-monthly column that digs deep into the coolest science fiction elements of videogame universes, and tries to separate fact from fiction. Whenever possible, we’ll even bring in scientists, scholars, and experts to help us get at the truth of what’s really going on. Got a game you want to see investigated? Let us know in the comments! There's possibly no other video game series

Minecraft's latest update brings new foes and more

Mojang has announced its latest Minecraft update, which ushers in a bunch of adjustments and additions to its ice and desert biomes.

update, which ushers in a bunch of adjustments and additions to its ice and desert biomes. Update 1.10 brings new polar bears to the former and a meaner, stronger variety of zombie to the latter, meaning there are more ways to die in your blocky procedural world.

Meanwhile, a new technical block has rolled out in the form of a Structure Block. According to the update notes, the Structure Block "allows map makers to store templates of structures and place them dynamically with the help of Redstone trickery". These are restricted to admins in creative mode.

There are a bunch of other changes as well. Here's the full list, which was originally published here.

Many bug fixes Added Polar Bear Added Husk and Stray An auto-jump option Improvements to some commands Structure blocks for custom maps Underground fossils made from bone blocks Added Magma Block Added Nether Wart Block and Red Nether Bricks Some huge mushrooms can be even larger A rare chance to find lonely trees in plains Find abandoned mineshafts filled with gold in mesa biomes Villages generate better paths between the buildings More variations of villages, based on the biomes they are built in Endermen have been spotted in the Nether Removed Herobrine

As of press time, Obsidian's new, old-school style isometric RPG Project Eternity has raised over 2

million dollars on Kickstarter. That's not just a testament to the power of developers making the games they want to make, says project director Josh Sawyer -- but also an endorsement of the idea that making games as broadly-appealing as possible isn't necessarily the ideal strategy anymore. The approach to the game is designed to recall games like Baldur's Gate and Icewind Dale with the distinctive

Project Eternity: What it really means to make the game you want to make

Inherent in that style is a shift away from modern narrative models, interesting for a developer and breed of game generally beloved for its expansive story-oriented environments. Although a strong vein of modern design wisdom favors a basic "show don't tell," and emphasizes revealing story elements through gameplay, this style of game is text-heavy, descriptive and lore-rich.What happened to the whole "players don't read" thing? And can less lifelike and more abstracted character interaction actually be more immersive to roleplaying fans? In some cases, yes: Sawyer agrees that the current mainstream trend towards an increasing simulation of reality has limitations, and that devs interested in telling stories might have more flexibility and opportunity if they took an overhead view of their world.Reading between the lines"It's kind of a worn-out phrase, but the uncanny valley is a thing," says Sawyer. In fact, his team even did an internal experiment regarding their approach to cutscenes, wherein they wanted to see if they could emulate favorite film scenes shot for shot, including the fidelity of actors' facial expressions and gestures."It was hard as f*ck," Sawyer says. "It was insane, the amount of subtle head movements, facial stuff... it really nailed home for us that goddamn, this is hard. It was cool, but then again, when you're free from the need to really labor over something just to not break the illusion, it also frees the player up to use their imagination a bit more."Sawyer recalls a particular element of 1992 MicroProse RPG Darklands , whereby interactions were only subtly illustrated via text against loose watercolor illustrations. The images were enough to suggest key elements, but it was the text that carried the imagery.Older games with technical limitations had to get very creative about how to immerse players and capture their imaginations, says Sawyer, since they didn't have the option to be literal -- and that's something Obsidian wants to keep in mind through the old-school visuals and interface of Project Eternity .And when it comes to the idea that today's audiences don't like to read text, or that communicating a story through prose rather than through gameplay automatically represents some kind of narrative failure, Sawyer isn't sold. The idea that all players should like the same things, or that players can be segregated into "ones that like story" and "ones that like combat" seem equally fallacious to him."This has been bugging me a lot lately," he says. "In the past few years there's been a trend toward designing games with mechanics for people who don't like those mechanics, and it blows my mind... I look at a lot of mechanics, like 'hey, let's write dialog for people who don't like to read!' You were writing with the assumption that they do want to read some of it, right? If people don't want to read, why are we writing? And if people don't like combat, why do you have combat in it?"Certainly it's possible that dialog that's too long or requires editing could be a problem for some players, and a balance always needs to be struck, and proper pacing always needs to be employed. A system like Mass Effect 's, where players are rewarded with XP for reading lore, strikes Sawyer as a little odd: Players that enjoy lore will read it anyway, and players that don't like reading lore will quickly flip through as with any other chore just to get the points -- and still won't read it.Generally the audience for the Project Eternity style of game does like to read, and appreciates a rich base of lore as well -- and the Obsidian team will focus on those players, rather than make adjustments for a perceived modern audience that is presumed not to want certain features."When it comes to games like this that are crowdsourced for an audience that is very passionate... we can cater to niche audiences like that," Sawyer says. "We can design for the people that already like this stuff, and that is okay. Not everything needs to be made to reach a mainstream audience."Expect the highly expectedThe double-edged sword of crowdfunding to a passionate niche is the challenge of meeting the often very-specific and high expectations. Fortunately Sawyer has a lot of experience in selecting constructive takeaways: His earliest jobs in the industry involved facing the comminity, starting out as the webmaster for Black Isle in 1999, when game communities online were a massive wild west of exploits, culture and intense community.From there he learned to be circumspect about joining discussions, soliciting dialogue and selecting the most viable feedback. Project Eternity will be in fairly equal parts real-time strategy, tactical combat and storytelling, and various kinds of players may want a little more of one and a little less of another. But again, the game will be what the developer wants it to be -- although there will be varying difficulty levels, there's no option to "opt out" of any individual element."It's just about managing a lot of competing expectations, and sometimes it can be overwhelming because you see so many divergent opinions," says Sawyer of the communications challenge. Some players will chime in and say they adore everything about the old Infinity Engine games -- except those core design tenets that identified them.eternity.jpg"It's hard and sometimes it's frustrating," he admits. But the team tackles the communication challenge by keeping the discussion high-level, and being sparing about specifics -- that way they're always being truthful, but offering a vocal and conflicted userbase fewer bones to pick.It's all about fully leveraging the opportunity to make the precise game that the team wants to make, and being willing to be okay with the fact that it might not be for everyone. That's one of the major opportunities for studios with Obsidian's pedigree in the crowdfunding age. "I'm not as hostile toward big studio development as some people are," says Sawyer. "It doesn't threaten me at all... however, I'm really glad if we can fragment, and make extremely niche games, or sort of niche games, or mainstream games, it's all great."And while Obsidian may now reject the unified trend toward mainstreaming niche genres, Sawyer believes ultimately it was good for his colleagues and peers. "Especially in the RPG genre, we were so focused on the hardcore, and on ingrained tradition," he says. "We had insular, specific ways of doing things that had been done that way for so long. Once you said to developers, 'hey, how about you sell this game to someone who hasn't played D&D... it was a big wake-up call'.""It made us do things we would not have normally been comfortable doing," he says of his experience learning to focus on a wider audience. "And now there can be RPGs [with a] lower barrier to entry, that are more for people who just want to go to a cool fantasy, or post-apocalyptic or sci-fi world and do things where the systems are forgiving.""But it's nice that we can now say, okay, knowing all the stuff we know about mechanics that are really, on a fundamental level, shitty for everyone, and the only reason anyone tolerated them was because of convention? Now we don't have to do that," he adds.Of course, Obsidian will make it so that players can turn off intuitive features like quest markers in Project Eternity if they don't want them. Some people are just super old-school like that.

The Science of Mega Man

The newer Mega Man games have kind of gone off the deep end when it comes to preserving the series' roots as a science-fiction story, but the original games feature some really cool concepts that actually have their roots in reality. Unfortunately, we won’t be discussing whether or not we'll ever be able to fly around on robot-dog surfboards. However, if you're curious about that, then just go take

Why I love the beautiful isolation of The Long Dark

Why I love
A geomagnetic storm has rendered all technology useless and plunged the planet into a quiet apocalypse.

In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Andy endures, but ultimately enjoys, the trials of The Long Dark's wasteland.

A geomagnetic storm has rendered all technology useless and plunged the planet into a quiet apocalypse. Suddenly humanity is no longer at the top of the food chain and every day is a fight for survival. This is the harrowing premise of The Long Dark, an atmospheric survival simulator created by Canadian studio Hinterland. Your only goal is to stay alive, but this freezing, merciless landscape doesn’t make it easy.

It’s a bleak, hopeless game. But there’s a strange serenity to be found amid the devastation. There are moments when the weather is calm and you have enough food and water that survival briefly takes a back seat. You’re free to enjoy the atmosphere and beauty of your surroundings. You hear the crunch of snow under your feet and the wind blowing through the trees. You see tumbling waterfalls and silent, snow-dusted valleys. You forget about about the apocalypse, at least until a blizzard sets in or you start running out of food.

Hinterland’s painterly wilderness is one of the most evocative settings on PC. Every location has its own personality. Whether it’s the rugged slopes of Timberwolf Mountain, Pleasant Valley’s rolling fields, or the abandoned cabins in Mystery Lake, the places you visit tell a story: of what life there was like before the cataclysm, and what has happened since. The feeling of isolation is powerful, but occasionally you’ll see traces of life. Smoke curling from a chimney or freshly-cut firewood stacked on a hearth. Signs that maybe you aren’t as alone as you think, which is both eerie and reassuring.

But the only people you see are dead, lying frozen in the snow. A grim reminder of how life hangs in the balance in this frigid wasteland. While exploring a cave, the warm glow of my oil lantern revealed the body of a man sitting hunched by the remains of a fire. It was a sombre scene, reminiscent of British climber David Sharp who died on Mount Everest and was found in a cave in a similar position. For all its beauty, the game also has moments of melancholy like this that bring home just how grave your situation really is.

The Long Dark also has remarkable sound design, which is a big part of why its setting is so transporting. When you’re indoors by a crackling fire, listening to a blizzard wailing outside, you can almost feel the warmth of the flames. If your pack is full of firewood it rattles and clunks as you walk. Cross a wooden bridge and you hear it creak under your feet. Hike through a valley and your footfalls subtly echo. It’s an incredibly rich, dynamic soundscape, and sparse use of music brings the excellent environmental audio to the fore.

A recent update improved the game’s weather effects, giving Hinterland an even broader palette of moods, feelings, and colours to paint its wilderness with. Plump, gently falling snowflakes give a misty morning a sense of calm, then the wind picks up and suddenly you’re trudging through a hail of ice. Sometimes the sky will be grey and overcast, then the clouds part to reveal a piercing blue sky. As the sun sets, it casts a pink glow over the forests and valleys, and on a clear night the moon shines like a spotlight surrounded by twinkling stars. The weather and light change constantly.

I love how all the environments are connected, enabling you to travel freely between them. Hiking from Mystery Lake to Timberwolf Mountain involves crossing a treacherous ravine and navigating a maze-like coal mine, and when you reach your destination you feel you’ve been on a real journey. But there’s no map, so you have to find your own way—or, if you want to make things easier, search for maps created by the community’s talented cartographers.

The next step is a story mode. I’m excited about it, but I wonder if the loneliness of the sandbox will be as alluring when you encounter other survivors. There’s something captivating about feeling like the last person alive, which makes this one of the most compelling post-apocalyptic games on PC. But I trust Hinterland. It knows what it’s doing.

Indie Intros: ‘Neurokult’

Many Indie games have a fondness for audio-based gameplay – complete, of course, with a kick-ass soundtrack.

Neurokult , a new iOS game from three-man Indie studio Woodland Barbarians is no exception.

After attempting to hack into an uncharted neurospace, you wind up trapped; forced to fight through 16 stages of high-tech defenses before you can gain full access to the neurospace itself. Swathes of obstacles stand before you, ranging from neurobombs all the way up to full-blown boss battles that vary from stage to stage.

Touted as an arcade touch-’em-up, the gameplay revolves around the relatively simple-sounding objective of you preventing waves of coloured orbs from crossing the screen by touching them. Any orbs that make it past you will deal damage, which can be restored by comboing several orbs of the same colour. While this may all seem simple at first, things are complicated by the use of colour-schemes, with each orb requiring the appropriate colour scheme to be destroyed.

Throughout the course of the game you’ll face different variations on the main theme of the game, with each stage altering the rules of play or even introducing completely new elements. The game boasts all of the regular bells and whistles that you’d expect to see from an arcade title, including a hardcore endless mode, achievements and leaderboards. Surprisingly, though, the game features no further in-app purchases.

So, if you own an iOS device and want a game that’s heavy on challenge and light on your wallet, you can pick up Neurokult from the app storefor only US$1.99. You can also follow Woodland Barbarians on Twitteror Facebook, or check out their incredibly awesome cyberpunk-style website.

Medal of Honor: Warfighter Zero Dark Thirty - Developer demo

EA has teamed up with Sony Pictures in the upcoming downloadable map pack inspired by the movie Zero Dark Thirty and will be delivering two new multiplayer maps for Medal of Honor: Warfighter . One map is based on Osama Bin Ladin's suspected hideout called the Chitral Compound and the other is the hostile Darra Gun Market market map. Watch us play through the new environments with the developers in the video below. Watch the developer demo here Here's more gameplay Medal of Honor: Warfighter's Zero Dark Thirty map pack will be available on December 18.

Niche is a natural selection game about survival and genetics

There's an interesting history of games about survival and genetics.

There's an interesting history of games about survival and genetics. Creatures, Spore, Sheltered, Galapagos: Mendel's Escape and Black and White have explored the idea of nurture as a game mechanic.

Niche is the latest. It's a turn-based survival sim that unfolds across multiple generations. You have to move your small family of fox-like creatures around to find food and potential mates, and to avoid predators. When two of your set procreate, their genetic traits are passed down to the child, who then grows up within a few turns and succeeds its parents' hunter-gatherer duties.

Predators disrupt this, naturally. The rustling of a bush could be a potential mate, or a huge carnivore. If your animals are wiped out entirely the game ends, and you must start again.

Games have struggled to build interesting decisions around natural selection. Niche's slightly contrived solution lets you use magical genetics points to strengthen genes and bring out the traits you want—improved strength, for example. It's in a primitive state at the moment, but Niche could be an interesting new angle on the nurture genre. You can download a free demo from the official site. It has already passed its target on Kickstarter, and has been Greenlit for Steam.

10 things to expect from The Legend Of Zelda Wii U

10 things to expect from The Legend Of Zelda Wii U This is a proper open world 1. Inspired by the original concept of The Legend Of Zelda, celebrating its 30th anniversary this year, the Wii U Zelda will be a completely free open world with no limits on where you can go and what you can visit from the start of the game. Puzzles go worldwide 2. Nintendo has expressed its perspective that the open world

Medal of Honor: Warfighter weakens EA's fiscal expectations

Medal of Honor: Warfighter will sell under Electronic Arts' expectations, the publisher announced yesterday in its financial earnings report. The military FPS shipped to a poor critical reception , weakening the company's outlook for its next quarter. EA's financial results for its second quarter 2013 ended September 30 were largely powered by EA Sports, with both FIFA 13 and Madden NFL 13 claiming

A survival game set in the Dark Ages pits you against the plague

The Black Death is a survival horror MMO, but Unlike Day Z and its ilk, it’s set squarely in the Middle Ages.

is a survival horror MMO, but Unlike Day Z and its ilk, it’s set squarely in the Middle Ages. Day Z’s zombies have been replaced with the omnipresent fear of bubonic plague infection, and Instead of patching together guns and medpacks, you’ll be working with crude swords and fresh beef.

Not unlike the Terminator, I arrive in this new world alone and (mostly) naked. It's night and I can just make out the vague outlines of others on the horizon. They must be NPCs, or at least someone who could tell me what's going on and what I should be doing, so I track them.  On approach, they unsheathe crude weapons of stone and sinew and shred me.

"Alright," I think, "that was a bad idea." When I come back to life, I'm told that I've lost my gold, my loot and any skill points I may have had.

This time, I make it a point to avoid any shadow-cloaked figures in the distance. I scavenge through ruins, abandoned houses and broken, shore-bound ships. I pick cotton, gather onions, and manage to kill a few cows for meat. Hunger mounting from a long day of hunting, I find some fires to cook the beef and turn out some basic meals. This is going well.

Right as I feel as if I'm starting to get the hang of this survival game, I round the edge of cliff and find a darkened copse. From it, two bandits emerge. Knives drawn and plague-ridden, once again they start tearing me to pieces. And, once again, I respawn with nothing to show for my previous hour of work.

If you've played any DayZ-style multiplayer game, this should sound familiar. You do what you can until the world brutally stomps you into ground. But, after a bit, I started noticing something different in The Black Death. Other players started helping me out.

I started noticing something different in The Black Death. Other players started helping me out.

When I complained about getting slaughtered twice in succession, one suggested that I take his axe. It wasn't much, he said, but it'd help if I stumbled into another fight by accident. Others helped me figure out some good locations for farming—the literal kind with seeds and plants. That gave me a simple resource I could come back to and collect from time to time.

Cotton, they said, was also a great way to level-up and build-up skill points. You can find it growing in huge swaths in some areas, and you can quickly turn it around to make bandages, which you can use to heal yourself in a pinch.

Isn't that nice.

This was a far cry from my experiences in other survival games. Here "survival" doesn't mean struggling to stave off master-class trolls who have every piece of the map and every mechanic memorized. Instead, The Black Death's built on something of a community. In my five or so hours with the game, I never once fought another player, only encountering a few hostile NPCs. PvP exists, or so I'm told, and it's a draw for some, but the real foe is the environment. Everything is dead or dying in this grimdark facsimile of 15th century Western Europe.

Uncooked or rancid meat, as well as disease-carrying people and animals can infect and kill you if you're not careful. Crazed beasts can also be a challenge to outpace, and while you can sprint for some time, doing so causes your character to work up an appetite. Hunger is a persistent threat, and food, even in the best conditions, isn't always easy to come by. The map is large and filled with traps, ambushes, and terrors. I saw more than a few men who, overwhelmed by the moribund state of their village, had given themselves the noose.

When you do come to combat, it’s a challenge, but not for the right reasons. You’re meant to have three different different stances which affect how and where you swing or thrust your weapon. But, for now, they don’t work. Or if they do, it’s spotty and unpredictable. Fights devolve into frantic clicking and jockeying for position while you wait and hope that yours are the serendipitous cuts that land.

It was a nice surprise then, to find that a nascent community was growing not around frustrating and harassing one another, but banding together to help live through The Black Death and carry on in spite of it. Perhaps this is a temporary thing, though. As more flood in, I wouldn't be surprised to see tricksters and trolls overtake the compassionate. It’s possible that with an emphasis on cooperative play and trading goods and services between players of markedly different classes The Black Death will manage to avoid that fate, but I could see it falling apart regardless.

And other than that positive experience with the community, the Black Death doesn’t have much to set it apart. Your explorable area is about 8 km by 8 km, and while that sounds like a decent-sized chunk of land, after five hours or so, it can start wearing thin. The country sides are sparse and locations repetitious. Crafting doesn’t have the depth of other games in its genre, either, with few resources and only simple recipes

I'd love to come back, dreary as the Middle Ages may be.

That said, The Black Death is in its earliest stages. Many features are buggy or don't work at all. I found one house with a hanging man surrounded by bear traps. In an adjacent room was a chest filled with invaluable loot: ale, cooked meat, and some honey. But none of the bear traps triggered. I also spent a good chunk of time with only my head peaking above ground level. And I distinctly recall fall damage only applying at random intervals.

It's in Early Access, so some of that is to be expected, but it's hard to overstate just how rough The Black Death is right now. Even so, there's a kernel of something special here, and if it keeps building, I'd love to come back, dreary as the Middle Ages may be.

UnReal World’ RPG Is Going Free-To-Play Later This Month

‘UnReal World’ RPG Is Going Free-To-Play Later This Month UnReal World is a roguelike RPG in which you take the role of an adventurer during the late Iron Age in a randomly generated world inspired by ancient Finland.

is a roguelike RPG in which you take the role of an adventurer during the late Iron Age in a randomly generated world inspired by ancient Finland. In a world rich with northern folklore, the player becomes a member of one of nine different cultures and creates their own story of discovery and survival.

UnReal World by Enormous Elk was originally released in 1992, but the team behind it still saw tremendous potential with the system already in place. The game was completely re-written in 1994 as UnReal World version 2.00b. Since then, the game has been continually receiving updates for the last 19 years.

This month, February of 2013, UnReal World will be switching from its current model of pricing to a donation based one. In the past they have given the option to purchase just the current version or buy a subscription to all of the versions. Instead, all of the versions will be free and fans will be able to support the developers with donations.

The new update will also be adding features such as a completely new item selection dialog which will allow the selecting multiple items, item filtering and listing of  non-player items in groups. Commands for filling containers, eating, drinking and other tasks are more smoothly integrated and hunger is being implemented into the animals so that they react out of their own need for survival.

Based on the way so many indies gain their community through their game’s beta phase, it would make sense for us to see more games adopt UnReal World ‘s model of constantly receiving updates as long as developers are able to support themselves with it. You can purchase a copy now or keep up with the updates on UnReal World ‘s official website.

Opinion: Ouya's Kickstarter exclusivity deal makes little sense

I had to scan over Ouya's new "Free the Games Fund" several times to fully understand what exactly it was all about -- and by that point, it was obvious that someone hadn't completely thought this through.

In a nutshell, if a developer chooses to run a Kickstarter for an upcoming game, and states that the game will be an Ouya-exclusive for at least six months after release, then the Ouya team will double the total pledged dollar amount (as long as you're successful). Ouya has laid out a total of $1 million to go towards this cause.

The Ouya desperately needs more exclusive games since, as the main console manufacturers learned many years ago, exclusives work wonders when selling a games console. With this offer, Ouya is hoping to entice more developers to make Ouya-exclusive games.

But there's one huge, massive problem with the scheme that the Ouya team doesn't appear to have considered properly: Exclusivity isn't always a great idea for indie developers, but in comparison, it's utterly terrible for Kickstarter campaigns.

Sure, being able to ask for half of what you need on Kickstarter and then getting Ouya to fork out the other half is great. But let's be realistic here: It's hard enough to get your Kickstarter funded, without only being able to target Ouya owners.

And it's not like Ouya owners are massive spenders either. The Ouya is currently one of the cheapest game consoles on the market, and from the figures I've seen bouncing around on Twitter and blogs, games aren't exactly selling like hotcakes.

Hence, if you target only Ouya owners with your Kickstarter, you're destined to fail from the get-go. How it's going to look when, months down the line, there are dozens of failed Ouya game Kickstarters scattered across the boneyard of the crowd-funding website?
Delve deeperRead more about the campaign, and you'll notice even more oddities which suggest that the Ouya team is clutching at straws to get exclusives on the console. You receive 75 percent of that additional funding from Ouya after the game launches, which means most of the cash from Ouya is going to go on marketing your game. Hence, asking for half of what you need probably wouldn't work out very well.

And then there's this: "We're giving an additional $100,000 to the qualifying campaign that raises the most money during the Free the Games Fund period." Why would the team with the most money need another $100,000?

That sort of cash is enough to fund multiple smaller studios - why waste it so flippantly? Sure, Ouya and its investors can do whatever the heck they like with their money, but why not actually help a bunch of smaller indies bring their games to your console? I bet a good portion of them would be happy to claim Ouya-exclusivity for a short while if you helped them out in this way.

And this is the core issue: I bet there are plenty of indie devs out there would who be happy to be exclusive to Ouya for a while, with just a little bit of additional funding and marketing. Instead of trying to tie them down to weird Kickstarter deals, why not just approach them, and offer some of that $1 million pie?

But there's more to the story as well. Scroll down on the official page, and you'll read this:

Double Our Fun(ds)!
We're participating in OUYA's #FreeTheGames Fund, created by OUYA to support developers making new and creative console games. OUYA will match your pledge dollar-for-dollar if we raise a minimum of $50,000, so help us get there and make a great game for everyone! To be eligible for this match, we commit that this game will be an OUYA exclusive for six months—no matter what.

That last bit is very much worth noting: "no matter what." Here's the thing: When Gamasutra EIC Kris Graft first spoke to Ouya about this initiative, the original FAQ for the fund said that if the participating game's Kickstarter missed the fund's criteria, the project would still be required to be an Ouya exclusive for six months, even though Ouya would not be giving any funding to the developer at all.

However, after he emailed them saying that developers likely would not be happy with this, Ouya appeared to do a 180 on that idea, and changed the FAQ... well, all except that "no matter what" bit, which may or may not be an oversight.

It's good that Ouya "fixed" that caveat, but it makes me skittish -- and it should give game developers pause -- about the kinds of strategies that Ouya's bosses are willing to implement, now that management realizes that the crowdfunding honeymoon is over, and that Ouya needs to transition into a long-term, viable video game business.

I bring all of this to your attention not so much to have a dig at the Ouya team, but rather, I just worry that smaller indie teams will see the scheme, jump on it without a second thought, and ultimately come away hugely disappointed.

The straight-forward approach of offering developers funding in return for exclusivity might sound boring, but it has at least one thing going for it: It makes sense.

Medal of Honor: Warfighter weakens EA's fiscal expectations

Medal of Honor: Warfighter will sell under Electronic Arts' expectations, the publisher announced yesterday in its financial earnings report. The military FPS shipped to a poor critical reception , weakening the company's outlook for its next quarter. EA's financial results for its second quarter 2013 ended September 30 were largely powered by EA Sports, with both FIFA 13 and Madden NFL 13 claiming

A survival game set in the Dark Ages pits you against the plague

The Black Death is a survival horror MMO, but Unlike Day Z and its ilk, it’s set squarely in the Middle Ages.

is a survival horror MMO, but Unlike Day Z and its ilk, it’s set squarely in the Middle Ages. Day Z’s zombies have been replaced with the omnipresent fear of bubonic plague infection, and Instead of patching together guns and medpacks, you’ll be working with crude swords and fresh beef.

Not unlike the Terminator, I arrive in this new world alone and (mostly) naked. It's night and I can just make out the vague outlines of others on the horizon. They must be NPCs, or at least someone who could tell me what's going on and what I should be doing, so I track them.  On approach, they unsheathe crude weapons of stone and sinew and shred me.

"Alright," I think, "that was a bad idea." When I come back to life, I'm told that I've lost my gold, my loot and any skill points I may have had.

This time, I make it a point to avoid any shadow-cloaked figures in the distance. I scavenge through ruins, abandoned houses and broken, shore-bound ships. I pick cotton, gather onions, and manage to kill a few cows for meat. Hunger mounting from a long day of hunting, I find some fires to cook the beef and turn out some basic meals. This is going well.

Right as I feel as if I'm starting to get the hang of this survival game, I round the edge of cliff and find a darkened copse. From it, two bandits emerge. Knives drawn and plague-ridden, once again they start tearing me to pieces. And, once again, I respawn with nothing to show for my previous hour of work.

If you've played any DayZ-style multiplayer game, this should sound familiar. You do what you can until the world brutally stomps you into ground. But, after a bit, I started noticing something different in The Black Death. Other players started helping me out.

I started noticing something different in The Black Death. Other players started helping me out.

When I complained about getting slaughtered twice in succession, one suggested that I take his axe. It wasn't much, he said, but it'd help if I stumbled into another fight by accident. Others helped me figure out some good locations for farming—the literal kind with seeds and plants. That gave me a simple resource I could come back to and collect from time to time.

Cotton, they said, was also a great way to level-up and build-up skill points. You can find it growing in huge swaths in some areas, and you can quickly turn it around to make bandages, which you can use to heal yourself in a pinch.

Isn't that nice.

This was a far cry from my experiences in other survival games. Here "survival" doesn't mean struggling to stave off master-class trolls who have every piece of the map and every mechanic memorized. Instead, The Black Death's built on something of a community. In my five or so hours with the game, I never once fought another player, only encountering a few hostile NPCs. PvP exists, or so I'm told, and it's a draw for some, but the real foe is the environment. Everything is dead or dying in this grimdark facsimile of 15th century Western Europe.

Uncooked or rancid meat, as well as disease-carrying people and animals can infect and kill you if you're not careful. Crazed beasts can also be a challenge to outpace, and while you can sprint for some time, doing so causes your character to work up an appetite. Hunger is a persistent threat, and food, even in the best conditions, isn't always easy to come by. The map is large and filled with traps, ambushes, and terrors. I saw more than a few men who, overwhelmed by the moribund state of their village, had given themselves the noose.

When you do come to combat, it’s a challenge, but not for the right reasons. You’re meant to have three different different stances which affect how and where you swing or thrust your weapon. But, for now, they don’t work. Or if they do, it’s spotty and unpredictable. Fights devolve into frantic clicking and jockeying for position while you wait and hope that yours are the serendipitous cuts that land.

It was a nice surprise then, to find that a nascent community was growing not around frustrating and harassing one another, but banding together to help live through The Black Death and carry on in spite of it. Perhaps this is a temporary thing, though. As more flood in, I wouldn't be surprised to see tricksters and trolls overtake the compassionate. It’s possible that with an emphasis on cooperative play and trading goods and services between players of markedly different classes The Black Death will manage to avoid that fate, but I could see it falling apart regardless.

And other than that positive experience with the community, the Black Death doesn’t have much to set it apart. Your explorable area is about 8 km by 8 km, and while that sounds like a decent-sized chunk of land, after five hours or so, it can start wearing thin. The country sides are sparse and locations repetitious. Crafting doesn’t have the depth of other games in its genre, either, with few resources and only simple recipes

I'd love to come back, dreary as the Middle Ages may be.

That said, The Black Death is in its earliest stages. Many features are buggy or don't work at all. I found one house with a hanging man surrounded by bear traps. In an adjacent room was a chest filled with invaluable loot: ale, cooked meat, and some honey. But none of the bear traps triggered. I also spent a good chunk of time with only my head peaking above ground level. And I distinctly recall fall damage only applying at random intervals.

It's in Early Access, so some of that is to be expected, but it's hard to overstate just how rough The Black Death is right now. Even so, there's a kernel of something special here, and if it keeps building, I'd love to come back, dreary as the Middle Ages may be.

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