How do you back up your Steam library?

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“I’m drowning in my game backlog!

SteamBackupandRestore01

Ask PC Gameris our weekly question and advice column. Have a burning question about the smoke coming out of your PC? Send your problems to letters@pcgamer.com.

“I’m drowning in my game backlog! Is there any way to back up Steam games without waiting forever to download them again?” Thomas S.

Steam packs a lot of useful features into its client software, including game backups, although you can always do it yourself once you know where Valve buries the bodies during installation.

Official client backups begin on the Steam menu via the library view. Select “Backup and Restore…” and pick “Backup currently installed programs” from the next dialog.

You’ll be presented with a window that lists all of your installed Steam software. Check the games going on ice and proceed. Right clicking installed games directly from the library listing also works; just select “Backup Game File…” as a shortcut. Use shift or control for multiple selection with this method.

Steam Backup combined 1

Backup location and archive size come next. In addition to picking a device with sufficient remaining space, keep in mind some older file systems such as Fat32 have inherent file size limitations (4GB, in Fat32's case). Consider converting these devices to newer file systems such as NTFS when possible. Modern file systems have plenty of advantages beyond big backups.

Archive processing takes about a minute or two per gigabyte depending on the system and the files being compressed. Once finished you’ll be presented with the option of opening the backup folder and given basic instructions on restoration.

Steam Backup combined 2

Restoring Steam backups reverses the process. Select “Restore a previous program…” from the Steam menu “Backup and Restore Games…” option, and select the folder where the backup was stored. You will see all backups kept in this location reflected in the next window as confirmation. Steam validates backups, a process that frequently takes as long as compressing the files in the first place, so be patient for larger games.

If the wait to compress backups and validate them later bothers you, there’s an alternative worth considering. Steam stores game files in a subfolder that’s user accessible, although the default location is buried a few layers deep in “C:\Program Files (x86)\Steam\SteamApps\common\”.

steam Backup combined 3

If you don’t mind giving up disk space for speed and easy access, you can simply copy the entire game folder to an archive device directly. This skips the compression and validation process entirely although the restoration process is less guided than Steam’s built-in feature. If you intend to remove the games after backup, do this via Steam’s “Delete Local Content” option rather than deleting them on the desktop.

Discovering local files

To restore games backed up this way, delete any damaged preexisting installs and copy the folder back to its original location. Select “Install” from the game’s library entry, and Steam will discover all local files, download updates, and restore it to working order quicker than a standard backup and in a fraction of the time required for full download.

After that, you’ll be good to go.

One last tip: if it's your game saves you really want to keep safe, check out Gamesave Manager.

Indie development sim Game Dev Tycoon gives pirates a taste of their own torrenting

DRM is a constantly tricky balancing act between deterring piracy, however briefly, and not upsetting every one of your legitimate customers.

DRM is a constantly tricky balancing act between deterring piracy, however briefly, and not upsetting every one of your legitimate customers. That's why it's always great to see copy-protection measures that specifically target, and hilariously mess with, inveterate torrenters. Whether it's Batman's uncontrollable cape in Arkham Asylum, or Serious Sam 3's immortal pink scorpion, pirate-specific hijinks provide the best kind of schadenfreude.

This specific example from Greenheart Games, creators of the Game Dev Story-like development sim Game Dev Tycoon, might be one of the best - if just for the hypocrisy at the heart of its piraception. The game's developers uploaded their game to "the number one torrent sharing site" with one key difference: As players built up their development studio, they are told that not enough people were buying legitimate copies of their games - leading to a slow and unavoidable financial collapse.

"Initially we thought about telling them their copy is an illegal copy, but instead we didn't want to pass up the unique opportunity of holding a mirror in front of them and showing them what piracy can do to game developers," explains Greenheart's Patrick Klug.

"Slowly their in-game funds dwindle, and new games they create have a high chance to be pirated until their virtual game development company goes bankrupt."

And some of the "customer" responses highlighted by Greenheart are amazing .

Key quote: "I mean can I research a DRM or something..."

Greenheart estimate 93.6% of the game's players were using a cracked version of the game at the end of its first day of release - roughly 3,104 users. Of course, it's worth reiterating that there are many nuanced caveats around the piracy debate - specifically that one pirated version does not equal one lost sale. You can read Greenheart's full analyses of their experiment here.

Thanks, NeoGAF.

Sacred Citadel 2D brawler announced by Deep Silver, Sacred 3 coming 2013

It's been a long while since Sacred 2: Fallen Angel debuted on the gaming market back in 2008, and we haven't heard a whole lot about the series since then. Today, however, we got new information regarding two new games in the series including an offshoot, and a proper sequel. They released the trailer above today announcing Sacred Citadel, a 2D brawler set in the Sacred universe, but with a decidedly

What does PhysX do?

“A few of my games have an option called “PhysX” in video settings.

Borderlands Physx

“A few of my games have an option called “PhysX” in video settings. I know this is supposed to makes games look better, but what exactly does it do, and why do only some games have it?” – Charles F.

Ask PC Gamer

Ask PC Gameris our weekly question and advice column. Have a burning question about the smoke coming out of your PC? Send your problems to letters@pcgamer.com.

PhysX is an Nvidia-based API designed to provide a standard, GPU accelerated way of modelling realistic object dynamics in 3D environments. Why use a boutique graphics card instead of a beefy CPU? It turns out that the highly parallel structures used by GPUs are particularly efficient at processing complex physical simulations. Think Batman’s cape, Geralt’s hair or the musket flash and smoke in Assassin’s Creed: Black Flag. Mirror's Edgewas one of the first showpiece games for PhysX cloth physics.

The result is a flashy, next-generation experience that’s nice to have in your games, but PhysX comes with a few drawbacks.

The Arkham series has supported PhysX since Asylum PhysX is turned off on the left

The Arkham series has supported PhysX since Asylum. PhysX is turned off on the left.

While the API is technically available to all, only Nvidia hardware is optimized for use with PhysX. This makes plenty of sense for Nvidia, but locks you to team green, so it’s worth keeping in mind for AMD fans. Moreover, not just any Nvidia card will do. Like any other graphics card feature, you’ll need to cut a healthy check if you want to turn the settings up all the way. First class seats (read: great performance, even with all the bells and whistles on) require 980-level hardware. Even in the virtual world, cool hair and slick threads don’t come cheap.

Witcher 3 makes extensive use of PhysX along with the rest of NVidia rsquo s Gameworks enhancements

Witcher 3 makes extensive use of PhysX along with the rest of NVidia’s Gameworks enhancements.

Also, since PhysX is a separate API it requires explicit support from software developers written into the code. This extra effort means many programming teams don’t bother so support is hit and miss. The best implementations frequently rely on Nvidia’s assistance during development.

Even with support present, a lack of optimization can produce large FPS drops or uneven performance. As a result, the library of games that support PhysX weighs in at around 40, surprisingly low given how long PhyX has been around. While there are some carefully selected blockbusters in that modest number, it’s just a drop in the Steam backlog bucket for most serious gamers.

One fix for SLI users experiencing uneven performance is dedicating the secondary card to PhysX requests

One fix for SLI users experiencing uneven performance is dedicating the secondary card to PhysX requests.

That said, when properly used, the difference PhysX provides is dramatic. Smoke is richer, thicker, and more volumetric. Fabrics ripple realistically in the wind, and glowing particles crackle from flames and gunfire. It’s a visual upgrade you can appreciate without freeze-frames or Photoshop analysis. Demos give an even better look, with optimized code that pushes the API’s advantages to the limit, a glimpse of what universal support might have looked like.

Borderlands 2 comparison shot PhysX is turned off on the left

Borderlands 2 comparison shot, PhysX is turned off on the left.

However, with developer interest cooling in favor of newer technologies PhysX is best considered a handy plus for Nvidia aficionados rather than a current, must-have feature. If you’re looking for a reason to spend a few extra hundred dollars on a rig for visual upgrades or cutting edge excitement, you’ll be better served investing in a 144Hz IPS gaming monitor or nice VR headset.

Additional Resources
PhysXInfo.com

Treasure mulling an original PC game, still no release date for Ikaruga

In October last year , Treasure put its much-loved but little-played shoot 'em up Ikaruga on Steam Greenlight.

, Treasure put its much-loved but little-played shoot 'em up Ikaruga on Steam Greenlight. We're happy to report that it has since been Greenlit by the community, and while it doesn't have a release date yet, Treasure is already looking to port its other games and even develop new ones for Steam.

“Ikaruga is the first one, and we don't intend on stopping there,” Treasure president Masato Maegawa told Famitsuaccording to a Siliconeratranslation. “There are some players who say 'How about Radiant Silvergun?' but we also don't intend to only do ports. We're thinking of making a new original title for the platform, Steam.”

Treasure added that while it continues to develop games for other hardware for a later release, it's currently focused on the PC first, explaining that it's almost impossible for a small company to release the same game on all platforms simultaneously.

Originally released in Japanese arcades in 2001, Ikaruga came to the Dreamcast in 2002, then for a limited run on Gamecube 2003, and then Xbox Live Arcade in 2008. It was praised for its take on "bullet hell" gameplay, which mixed things up by allowing you to switch between black and white polarities. If your ship was the same color as the bullets, you not only avoided damage, but gained energy that charges a special attack.

The main problem with Ikaruga was always that it was hard to get. Hopefully Steam solves this problem for all of Treasure's catalog.

System Shock Remastered looks like the slick sci-fi BioShock we all wanted

System Shock didn't have the benefit of decades worth of RPG shooter design to draw from, but System Shock Remastered does, and it's looking very nice in its first gameplay footage. Developer Night Dive Studios says it will keep System Shock Remastered true to the original experience, "while updating the user interface and graphics to use a modern day engine". That's why the environments all still

My Monster Rancher’ Attempts To Reboot A Classic On The iOS

‘My Monster Rancher’ Attempts To Reboot A Classic On The iOS
If you can remember a time before Pokémon took the world by storm, you’ll probably be able to recall the Monster Rancher franchise.

franchise.  The games all revolve around assembling a team of monsters and taking them on missions while also ensuring that the main character survives their day-to-day life.  When the first installment debuted on the PlayStation, it was praised for its innovative use of other media, allowing players to use CDs and DVDs to fill out their monster collection.  The franchise has since had its ups and downs, but Mobage is looking to bring another solid title with My Monster Rancher.

On one hand, we’re getting a new Monster Rancher title that truly brings the property into the modern era.  A real entry in the series hasn’t been seen in a long time, and if My Monster Rancher can live up to the name, it will prove with a certain finality that the iOS is more than just a consolation prize for people without dedicated gaming console.  The game features a host of familiar faces, and Mobage really has an opportunity to make loyal fans feel at home.

On the other hand, My Monster Rancher is a free title, and we all know what that means.  Even in the early stages following its release, the game has been heavily criticized for “improving” on the series’ defining characteristics with social gameplay and a premium currency that has to be purchased through the App Store.  Fans of the game that started it all in 1997 will never let Mobage live their mistake down if My Monster Rancher devolves into a pay-to-win Farmville style game.

Again, though, My Monster Rancher is free, so what’s the harm in giving it a shot?  Any game that has the potential to live up to the original Monster Rancher is worth a look.  Worst-case-scenario, you waste a few minutes downloading the app.  Best, you can take a classic with you wherever you roam.

Pick up My Monster Rancher from the App Storefor free and check out more from Mobage on their official website.

Idle Master accumulates Steam Trading Cards while you sleep

Ask pc gamer
Is there any way to speed up getting Steam trading cards?

Idle Master

Ask PC Gameris our question and advice column. Have a burning question about the smoke coming out of your PC? Send your questions to letters@pcgamer.com.

Is there any way to speed up getting Steam trading cards? — R.J.

You can't make Trading Cards drop faster, but you can collect 'em all while you're doing something else. Idle Masteris a lightweight, open source application that tricks Steam into thinking you're playing a game when you're not, which is only useful for collecting cards—or, I guess, supporting an elaborate lie about how you've stopped sleeping.

Leave Idle Master running, and it'll flip through your library, waiting for each game to drop all the cards it can before moving onto the next. It certainly bypasses the spirit of the Trading Card system, but was also inevitable, really—if people cheat at games, they're going to cheat when you gamify games. The best part is that you don't have to have a game installed to pretend to be playing it.

Idle Master has been around for a while without any Valve censure, so it seems pretty safe to use (though, I guess you might consider the energy cost of accumulating stacks of 10 cent jpgs). For more on the wonderful world of playing games but not really playing them, check out our story from a few years ago about Team Fortress 2 idler maps.

Steam Greenlight approves largest batch yet, one hundred new titles greenlit

Somebody has given the Steam Greenlight valve a kick, turning the previous slow trickle of accepted indies into a full-on flood.

Somebody has given the Steam Greenlight valve a kick, turning the previous slow trickle of accepted indies into a full-on flood. Instead of the usual ten-at-a-time approval process, today Valve have cleared one hundred games to be sold on Steam, with a view to stress-testing their system. An August 28th Batch Workshop Collectionhas been created to let you browse through the mega-list.

"This latest milestone is both a celebration of the progress we've made behind the scenes and a stress test of our systems," explains. "Future batches are not likely to be as large, but if everything goes smoothly we should be able to continue increasing the throughput of games from Greenlight to the Steam store."

"As with past batches, these titles will be released independently in the weeks or months ahead, as they complete development and integrate any Steamworks features they are interested in utilizing."

Browsing the giant listof soon-to-be Steamified games, a few highlights stand out. Mostly, though, its an interesting collection of the unknown and obscure. The next few months of Steam releases should be enjoyably diverse. Anything caught your eye?

How to upgrade your PS4 hard drive (without losing P.T.)

Out of the box, a standard PlayStation 4 only comes with a 500GB hard drive. That doesn't sound so bad until you realize that 40+ GB games are quickly becoming standard, so clearing out your hard drive whenever you want to play something new can become a common pain. Luckily, while Sony doesn't make its own PS4-specific hard drives, the PS4 supports commercial hard drives so that anyone can pick one

Cradle footage contains a sad robot lady, a flying bus, and a lot of cubes

Cradle has one of those trailers in which the individual scenes make sense, but when put together you're left wondering, "er, what?" You build a robot lady, the robot lady is sad, a flying bus appears, another robot wears a fake beard, and then you're trapped in an oppressive cube hell.

Cradle has one of those trailers in which the individual scenes make sense, but when put together you're left wondering, "er, what?" You build a robot lady, the robot lady is sad, a flying bus appears, another robot wears a fake beard, and then you're trapped in an oppressive cube hell. Throughout, there's a beautiful palette and gorgeous world to distract you from the fact that this doesn't make a lot of sense.

"Cradle is a science-fiction first-person quest with freedom of movement. The story is built around the relations of the protagonist and a mechanical girl, who by enigmatic circumstances find themselves together in a yurt among the desert Mongolian hills. The player is to restore the lost functions of his companion's mechanical body parts and together reveal the mystery of the neglected entertainment park found not far from the yurt."

So that explains that, then.

While Cradle has already been Greenlit, the release date is as yet unannounced.

Owlchemy Kickstarting Their Choice-Based Adventure ‘Dyscourse’

Dyscourse is a survival game based on group psychology and heavy decision making.

On Wednesday, Owlchemy Labs , developer of Aaaaculus! , Jack Lumber , and Shoot Many Robots , launched a Kickstarterfor their latest game, Dyscourse .

Players play as Rita, a college grad with an art degree with a full-time job as a barista. As luck would have it, the plane Rita was on crashed onto a deserted island. It’s up to Rita to decide the fate of her fellow surviving passengers.

Dyscourse is the kind of game we’ve always wanted to create,” Owlchemy Labs explains on their Kickstarter page. “It draws inspiration from a multitude of films, books, and other games. To describe Dyscourse in terms of prior successful games, it’s as if you took the interpersonal dramas of The Walking Dead and combined it with the group survival of Oregon Trail , added a healthy dose of Lord Of The Flies , and wrapped it all up in an insanely stylized yet realistic Owlchemy -illustrated world — then slapped a huge NO FREAKING ZOMBIES sticker on it and called it a day.”

Dyscourse 001

With just over $7,000 raised, Owlchemy Labs still has a bit to go in order to make it to their goal of $40,000.

Dyscourse is making its way to Steam, with a beta launching in May.

Star Wars: The Old Republic expansion in spring

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The industry needs to "unlearn" how it defines games, argued veteran game designer Mark Cerny at last

year's GDC Europe while discussing the rise of social and mobile games. He's had more than a little experience with transitions in the industry, having gone from making classic arcade games like Marble Madness , to working on console platformers like Sonic the Hedgehog 2 , and even lending a hand to modern blockbusters like Resistance and Uncharted .

Video: How developers are still fighting their arcade heritage 30 years later

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]





"Unlearning is where you take the lessons that you paid for in blood, and you throw them out and you start all over again," said Cerny. "it's very hard to do. And we now have to do that with what we believe a game to be, those of us who are making those triple-a console titles.

Cerny expects it's going to take developers 20 years to unlearn their current preconceptions of what makes a game (e.g. narrative, death, endings, chances to fail). Why so long? The industry is slow to change, and he says that many developers are still unlearning the lessons of the golden age of the arcade 30 years later.

For example, many of those games were distinguished by being notoriously difficult and killing players willy-nilly. "You had to kill the player once a minute. ... Marble Madness was four minutes long. We needed players to earn that over the course of several months. So that level of difficulty was just required."

He said that because of that mindset, developers would add features in games just to make them harder, and continued making them needlessly difficult or punishing even as games became longer. "The idea is still, for no reason at all, if you aren't dying, it's not a game," Cerny added.

To learn more about Cerny's thoughts on how the industry is changing and needs to change, be sure to watch his full presentation above, courtesy of GDC Vault. Note that GDC Europe will return soon to Cologne, Germany this August 13-14 -- more details on the event and registering online are available here
About the GDC VaultIn addition to all of this free content, the GDC Vault also offers more than 300 additional lecture videos and hundreds of slide collectionsfrom GDC 2012 for GDC Vault subscribers. GDC 2012 All Access pass holders already have full access to GDC Vault, and interested parties can apply for the individual subscription Beta via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can send an email to Gillian Crowley. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more free content, as GDC organizers will also archive videos, audio, and slides from upcoming 2012 events like GDC Europe, GDC Online, and GDC China. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on theofficial GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Does Greenlight get enough attention? Not according to some indie devs

Steam changed the way games are marketed with the introduction of Greenlight last year.

last year. Sometimes it feels as though every conversation ends with "And don't forget to vote my game up on Greenlight," even if you weren't discussing anything remotely related to video games. Greenlight's pretty prominent, is what I'm saying—but is it prominent enough? According to some indie developers: no.

In a live chat conducted by Valve last week, a number of indie developers had their say. An edited transcript, posted at Crunching Koalas' site, revealed a number of thoughts and concerns. Topping the list was the worry that many Steam users simply "forget" that Greenlight exists.

"Many people I know don't visit Greenlight pages because they forget it exists," said a representative from Intravenous Software, whose game NeonXSZis currently up for voting. "You have millions of members and maybe 15k regular Greenlight viewers. Something is wrong."

"Considering you have millions of members, don't you think those numbers are very low? Only games that get media attention get any more visitors than that."

Valve's rep, Tom Bui, made the valid point that gamers can't be forced to vote. After all, it's probably fair to guess that at any given moment, most of us are logged onto Steam with the intent of actually playing games. But perhaps Intravenous raises a fair criticism—Greenlight is a popularity contest, and entrants with support outside of Greenlight are likely to soak up the majority of votes. What's your stance on the issue? Do you regularly check out Greenlight's offerings? How often do you vote on games you haven't heard of?

The Broforce "Freedom Update" adds two new Bros and Combat Flexing

Broforce developer Free Lives is celebrating the July 4 weekend with freedom !

! That is, the Freedom Update, an ultra-patriotic patch that adds a pair of new Bros, new melee attacks, and "combat flexing."

First on the ticket is The Brocketeer, a "Golden Age" bro who wears a jetpack and launches devastating dive bomb attacks in his fight for liberty. Joining him in the battle against tyranny is Broheart, a Scottish-American hero of legend whose cry of "Freedom!" scatters all who stand in his path. Both characters, and the rest of the Broforce, can deliver roundhouse kicks and "organ punches," and even dish out that most American form of justice: A chainsaw to the face! Wicked sick, bro!

And of course, we can't forget the flexing. "No assault on terror would be complete without an impressive display of the bros' raw power, so we've introduced a new 'flexing' feature," the studio wrote. "Now you and your bros can cease-fire, flex your biceps in the face of evil, and exercise your right to bear arms so thick your shirts tear in half."

The update incorporates a number of bug fixes as well, to enemies, environments, bosses, and Bros, including Ripbro, Browilliams, Bro Dredd, Mr. Anderbro, and Rambro. A "second installment" to the update, expected to live in the new few days, will also add on some new levels. Full details are up on Steam.

RIOTs, legends, farming, and more in latest Steam Greenlight batch

Valve has picked out six more titles to advance to distribution through its Steam Greenlight program.

program. Using a mix of criteria, Valve sees enough interest in these games to push them to eventual release. The following batch was announced today:

Riot game looks especially provocative when you consider recent political and economic tension in both the USA and Europe. The development team behind Riot is based in Italy, according to its official website, and is up front about wanting to communicate a really visceral experience from different perspectives. The team's director Leonard Menchiari is a cinematographer and a former Valve employee, according to its website.

The developers say they are trying to convey stories from actual "live riots" they will document in Greece, Italy, and Egypt, among other places. An ambitious goal for sure, but on the surface a very relevant one considering the conflict that exists in much of the world at the moment. I'm definitely curious how far the developers are able to build in an understanding of conflict from both sides, the police as well as the rioters.

I suppose the next step might be to crowd-fund a Slavoj Zizeksimulator.

The worst box art of 2014

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Star Wars: The Old Republic goes free-to-play this Fall

Though it will come as no surprise to most gamers, EA and Bioware have announced today that they are planning to integrate a free-to-play system into the existing subscriber-based model of Star Wars: The Old Republic. They've said the change will be coming this Fall as The Old Republic will become a hybrid F2P game similar to highly successful F2P transition of Lord of the Rings Online. The subscription

Mother Russia Bleeds trailer shows side-scrolling violence

Devolver received their very own indie montage last night, on stage at Sony's E3 press conference.

Mother Russia Bleeds Screen 1

Devolver received their very own indie montage last night, on stage at Sony's E3 press conference. In addition to Eitr, Crossing Soulsand Ronin, they also featured the side-scrolling beat-'em-up Mother Russia Bleeds. The latter has been further spotlighted in a new trailer. Let its violence and harsh synthwave go into your eyes and ears.

If we can say one thing for sure, it's that Devolver is a publisher that enjoys a well-drawn pixel interpretation of a human being's innards.

As should be obvious, Mother Russia Bleeds is a co-op brawler set in an alternate USSR. It lets you play with three friends, each pummelling a variety of enemies into a fine soupy paste. It'll feature challenge and versus modes, and is due out next year.

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Comments
Our Verdict
A confused mess of promising but inconsistent mechanics.

A confused mess of promising but inconsistent mechanics. Hilarious, maddening, stupid and occasionally fun.

Dear sir/madam. I am writing to return the enclosed 'Time Manipulation Device' I purchased as part of your first-person shoot-them-up 'Singularity'. I had looked forward to using the tool to rend the fabric of spacetime like a cheap hooker's tights, but was confused by the results. When assailed by a spindly mutant, for example, I found my TMD simply caused him to turn red, inflate, run towards me and explode – at some cost to my constitution. How is this related to time manipulation? I fail to see how the mutated gentleman could have been an about-to-explode gentleman at any point preceding our encounter – nor destined to become one after it.

Furthermore, while I see consistently good results using the device to age crates and staircases, it has no effect on doors. I did read your helpful disclaimer that the device could only affect objects infused with Element 99, but this only raises further questions. What benefit did the Soviets imagine the most lethal chemical known to man would bring to the humble stair?

I hope for a refund and that you will rename the device The Certain Things Manipulator to save future customers the same confusion.

Yours faithfully,

Your Future Self Or Something Trippy Like That

In Singularity you're an American captain sent to investigate a remote Soviet outpost. What happens there changes history to put a powerhungry lunatic in charge of the world. His empire is based on the Singularity, a power source derived from dangerous new element E99. Ostensibly, E99 is the explanation for both your time manipulation abilities and the mutants you fight. More honestly, they might as well have called it Unexplainium.

The joke is that this is Raven's first original game in a decade, and it's comprised entirely of parcel tape and borrowed ideas. It's as if they've been collecting tropes to rip off: when they couldn't find a way to fit time travel into a Jedi Knight game, or exploding alien bugs into Wolfenstein, they put them into this. I don't mind the borrowing – more games should learn from what the classics do well – but the unfocused jumble they've ended up with makes a lot of the coolest ideas arbitrary or useless.

The Certain Things Manipulator is a perfect example. It's supposed to age things or renew them, which in most cases means bending spacetime to perform menial maintenance work, such as repairing decrepit staircases. It's used for one good puzzle, where you wedge a collapsed crate in a narrow space and renew it to widen the gap. But rather than build on that puzzle type, they simply repeat it four or five times and never come up with anything else.

Even true time-travel isn't used for anything interesting. I thought for one exciting moment that I had to use a crate to jam a bulkhead door open in the past, so it would remain open when I hopped back to the future. But no. You just have to take the crate itself to 2010 and stand on it to reach a higher ledge.

Then you start using the CTM on enemies, and the jumble of random mechanics you find is almost funny. Some enemies it ages. Some it swells to twice their size. Some it turns into zombies who vomit acid on their friends. And some, as mentioned, simply turn red and explode.

The thing is, turning people into projectile-vomiting zombies is awesome. If the device always did something along those lines, it'd be a fun and inventive cornerstone of combat. Instead, even towards the end of the game, it takes a second to remember which arbitrary effect your CTM will have on the enemy type you're facing.

One idea that's close to working is the stasis field: you can throw out an orb that pauses everything in a generous sphere of influence. It's awkward, thanks to using the same key as your rudimentary gravity gun, but it offers some interesting options. Lacking any long-range weapons, I was about to give up fighting a sniper when I tried firing a freezeball at him. It hit some cover between us, but every shot he fired was caught in the field and held there, while I slipped round it and shotgunned him at close range.

More commonly, it provides breathing room to fuss around with the game's tactics. You can pick up and fling both exploding barrels and freeze canisters that turn enemies rigid and brittle. You can pump bullets into a stasis field and they'll all hit at once when it collapses. And you can manually roll grenades around in a murderous game of Marble Madness. None of these things are quicker or more efficient than shooting people with guns, but stopping everyone with a stasis field gives you time to do them anyway.

You can eventually level-up your abilities, including the size and duration of your stasis field. But 'eventually' is a dangerous word in a seven-hour game. You get enough E99-themed experience points to make customisations, but most of these are locked until you find certain scraps of paper. It's only in the last hour or so that you have any real freedom to upgrade yourself and, shortly after that, you're given infinite energy for your CTM. I'd specialised in maximising that, so all my upgrades were a waste of time. Sulk mode activate.

The other problem with the level-up stuff is that you get a lot of experience points by exploring. This isn't a nice game to explore. Apart from dragging you through some miserably drab takes on Ruined Lab, Anonymous Warehouse and Thing That Might Be A Sewer, it's riddled with invisible barriers. Can you jump on that? NO. Can you get through there? NO. Can you get across- NO.

The scenery isn't helped by a problem where low-detail versions of most surfaces don't get sharper when you get close. It looks like the world's been hosed down with a number of increasingly beige flavours of soup. That the developers missed this hints at something gone badly wrong behind the scenes.

What did happen behind the scenes, surprisingly, is a whole lot of effort, love and intelligence on the multiplayer. A feature that's so often rushed, in a game that clearly has been rushed, yet it's packed with far more ideas than it strictly needed – all done well. It's a class-based humans vs mutants deathmatch, with an objective-based mode to focus the action. So having a random jumble of unrelated abilities actually works here: each human class has only one or two of your singleplayer powers, and each mutant has a radically different way of fighting.

My favourite's the Phase Tick: a tiny insect that can walk on walls and ceilings, explode on people, or jump on a human's face to take them over. At that point you simply become the player you face-hugged, only with lethal friendly fire. Great fun to do, and even oddly fun to fight against: as a human, I respawned once to face my tick-possessed doppelganger – who promptly killed me with my own carefully chosen loadout.

I'm not optimistic that there'll be many people to play against in the long run – there's no server browser, and already the matchmaking is struggling to find me a game. But it's another aspect to Singularity that makes me sad the overall game was bungled. It just needed someone to say, halfway through development, “Good work guys, now pick three or four mechanics that really work, make them consistently useful, design a few more puzzles around them – and cut everything else.”

It would have given them time to do something interesting with time travel, the space to give each ability its own key (currently four keys double up), and scope to make the combat creative and satisfying throughout. What we've got instead is a desperately muddled game that's routinely frustrating to play, but one that copies enough cool stuff to be fun every ten minutes or so. If it drops to a pittance on Steam, it's worth your time.

The Verdict

Singularity

A confused mess of promising but inconsistent mechanics. Hilarious, maddening, stupid and occasionally fun.

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Eitr coming in 2016, still looks gorgeous

Eitr's first trailer caused me to use words like 'stunning' and 'Yggdrasil', and I might have to add 'phwoar' to that list.

first trailer caused me to use words like 'stunning' and 'Yggdrasil', and I might have to add 'phwoar' to that list. That's because I'm Sid James in Carry on Norsing, but also because Eitr looks pretty incredible.

Note that I say 'looks', because I haven't played it yet, but if it's as Dark Soulsy as it appears I'm sure I'll have fun. Eitr's second trailer, above, was shown during Sony's E3 presentation last night, and it's coming to PC in 2016. Devolver Digital are now publishing this tale of a shield maiden battling skeletons—here's a bit from the YouTube description regarding that:

"The Shield Maiden, as with all mortal Norsemen, was to have her fate determined by the three fate-weaving Norns and their sacred loom before she even entered the world. However, her destiny was shattered when the mischievous god Loki interfered, dripping spots of the wretched substance Eitr into the unwoven loom, forever altering the Shield Maiden’s path and engulfing the great tree Yggdrasil in darkness. Now the Shield Maiden must venture into the nine Norse worlds connected by Yggdrasil and unravel the mystery of her fate."

PC Gamer UK Podcast 42

Trust me, I'm Machiavelli: We kick off season two of our podcast with talk of our new site.

We kick off season two of our podcast with talk of our new site. Tim, Tom, Graham and Craig discuss why Guild Wars 2 will be genuinely different, the crushing disappointment of APB, the cleverest thing about Portal 2, how drama works in The Old Republic, why Bethesda should use the Rage engine for the next Elder Scrolls, the ridiculous inconsistencies of Singularity, and how the PC fared against the consoles at E3. The true identity of the podcat is also revealed. One Twitter question demanded a photo of where we record our podcast, so there's a grainy phone pic below the fold.

Download the MP3 here, subscribe here, and find our older podcasts here.

Top 10 Videogame Appearances in Television and Film

Top 10 Videogame Appearances in Television and Film 10. Back To The Future Part II Game: Wild Gunman Year: 1989 The makers of Back To The Future Part II seriously overestimated the lasting appeal of Nintendo light gun game Wild Gunman. When Marty McFly stumbles into retro Eighties café in the year 2015, he giddily discovers an arcade cabinet replica of the NES Wild West shooter. McFly’s enthusiasm

Shadow Warrior 2 confirmed

ORIGINAL: Prepare to carve baddies up with dual swords and even sometimes shoot them, because Shadow Warrior 2 has been confirmed.

The full trailer has been released, and four-player co-op announced. Head here for more details.

Prepare to carve baddies up with dual swords and even sometimes shoot them, because Shadow Warrior 2 has been confirmed. Publisher Devolver Digital confirmed the news today via Twitter, linking to an official Shadow Warrior 2 websitecontaining absolutely zero information beyond the above teaser trailer. Given that E3 is next week, we'll likely hear more about the game then. But what do you need to know? It'll be a violent, fast-paced FPS with swords and silly jokes.

Shadow Warriorreleased in 2013 as a reboot of the classic '90s 3D Realms shooter. If you're keen to give it a go, it's currently 90 per cent off over at GOG.

Breaking news from Singularity: "hhhthhhfhhj"

I've been playing Raven Software's sci-fi shooter Singularity the last few days, their first original game in ten years.

Singularity paper

I've been playing Raven Software's sci-fi shooter Singularity the last few days, their first original game in ten years. It has some, er, rough edges. Like this, one of several newspapers that fill the screen for long sections of a pivotal cut-scene. Whether the artist typed in some dummy text assuming a writer would fill it in later, or they were simply told the body wouldn't be readable at the final viewing size, something's gone wrong here. History is written by the victors. Alternate history is written by the sovnoob uhreoi.

There's actually fun to be had with Singularity - if you've got it, I strongly suggest trying out the multiplayer. You can play as a mutant death tick. But whatever you can say about Raven's recent games, they've always been professional. The sharp decline in polish here may be related to the eerie lack of fanfare over its release.

Video: How reviewing games for 9 years helped design Gunpoint

"Question conventions before you copy them." At GDC Europe 2013 , Tom Francis discussed the five-second checkpoint system he designed in his hacking puzzle platformer Gunpoint , in response to his frustration of games often forcing him to replay areas he has mastered.

Throughout the free session, Francis expounds upon several lessons learned as a game reviewer, and how he implemented those lessons in Gunpoint .
About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

Indie Links Round-Up: Graveyard Shift

“On the North Side of Chicago is an apartment with shades drawn tight.

JamSouls

Indie Linkstoday has an Octodad feature, PAX Australia Indie Showcase winners and Monaco’s fight against online gamer obnoxiousness.

Eight Arms to Hold You: The Unlikely Family Behind Octodad(Polygon)
“On the North Side of Chicago is an apartment with shades drawn tight. Inside, a group of men sits as though on the bridge of a starship. A really crummy starship.”

PAX Aus Indie Showcase winners announced(Polygon)
“PAX Australia revealed the six inaugural PAX Aus Indie Showcase winners who will take center stage at the expo’s Indie Pavilion.”

NIS America employees form new indie publisher(Games Industry)
“Former employees of publisher NIS America have announced the formation of independent publisher Acttil. The new publisher was founded by former NIS America producer Jack Niida, former vice president of production Hiroko Kanazashi, and former vice president of marketing Nao Miyazawa.”

Prime World: Defenders Preview: A Refreshing, New Wave(Indie Game Insider)
“I got a chance to check out the new title by Nival, the company behind Prime World and King’s Bounty: Legions. Nival has always been successful with their innovative gameplay, and, once again, they don’t disappoint. Their new title takes place in the same universe as their previous game Prime World. Titled Prime World: Defenders, they created a classic tower defense game with an interesting new twist: a collectable card game.”

Zombie Estate 2 (Indie Gamer Chick)
“Sigh. You know, despite having played literally dozens of games just like this, when I saw screens for Zombie Estate 2, I got excited. I know that I sometimes bitch about being fatigued by the endless zombie games on XBLIG, or the endless twin-stick shooters, or especially combinations of the two. But, just the prospect of a decent one gets me excited. Yea yea, I’m supposed to be too hip for this kind of stuff and not admit what I just said. It would be like admitting that I’m a fan of nose-picking. Which I’m not, even though there are few things in life quite as satisfying as picking your nose. Especially when you get a particularly stubborn booger that’s lodged way up there. When you finally yank it out, it’s practically nirvana.”

Review: Real Estate Empire Deck – From Rusty Axe Games(Indie Game Reviewer)
“Real Estate Empire DECK is the sequel to Real Estate Empire 2 and is a streamlined, quicker gameplay experience available both as a video game and a physical card game. It is a quick little Monopoly-style property and profit game to be played without a board. The version that I played had a quick ‘Score Attack’ mode where I just had to make as much net worth over 12 turns. This is done by buying properties, upgrading, renting them and collecting monthly rents.”

How My Game Cuts Down On Online Gamer Obnoxiousness (Kotaku)
“Playing online games often exposes one to the worst of humanity. Within this den of scum and villainy you’ll find twelve year olds who act like four year olds, dudes that would be the worst drinking buddies, and silent, useless teammates that clearly have no f***ing idea how to play this damn game. Of course, when gamers act like jerks, it’s not always their fault. Sometimes it’s the game’s fault.”

New Xbox Live Indie Games for week ending May 3, 2013(IndiePub)
“Fun platformers and shooters are the theme this week on Xbox Live thanks to Centroid, Aliens vs Romans, Magnetic by Nature: Awakening and Planet Wars.”

Ruiner is a brutal isometric shooter inspired by cult cyberpunk anime

There are many video games set in cyberpunk-influenced worlds , but if you ask me, "many" isn't anywhere near enough.

, but if you ask me, "many" isn't anywhere near enough. Thankfully we have a new one to look forward to in the form of Ruiner, an isometric shooter inspired by cult cyberpunk anime. Published by Devolver Digital, it's scheduled to release on Steam some time this year.

Ruiner is the first game from new independent Polish studio Reikon Games, which boasts members of the Witcher 2, Dying Light and Shadow Warrior development teams among its staff. Set in the fictional "cyber metropolis" Rengkok, the game is set in 2091, and a shady corporation called HEAVEN is the enemy. Apparently HEAVEN is responsible for "bringing people real sensations in virtual worlds", which sounds pretty cool actually, but, I dunno, they're probably doing something evil, too.

"The masked hero will utilize a fantastic array of weaponry and gadgets in concert with fluid movement and tactical strikes to save his kin and discover the hidden truths of Rengkok," reads the description. That's the reveal trailer above.

Crysis 3 multiplayer DLC The Lost Island now out, here's the launch trailer

The first multiplayer DLC for Crysis 3 dropped on Tuesday, bringing with it a host of new tropical content including four new maps, two weapons and two new multiplayer modes: Frenzy and Possession.

Crysis 3: The Lost Islandnow has a launch trailer to celebrate the first weekend of jungle-bound mayhem with lots of smash cuts, sunsets and nanosuited parkour.

One of the great things about Crysis 3 's multiplayer is the incredible sense of speed that comes from vaulting up over walls at a dead sprint. That feeling of momentum is only compounded when you're whipping past trees and fat-leaved ferns in a thick island forest.

The two new game modes will be interesting to play in this new setting. Frenzy features a cycling weapons loadout with limited respawn windows, while Possession invites players to scrap over a single flag and hold on for as long as they can. Both of these modes will thrive in the chaotic wooded environments of the Lost Island.

Stepping away from the skyscrapers of the urban jungle results in a lot of interesting juxtaposition, like high-powered nanosuits blasting at each other from atop corrugated iron shacks or a squad of technological super soldiers advancing along a rickety rope bridge. It all looks fantastic, of course .

I'm about to load up the new multiplayer maps, and the first thing I'm going to do is step into thick vegetation, engage my stealth power and start making predator noises into my headset. Because it's the weekend, that's why.

The Lost Island is out now for PC.

Video: Don Daglow on next-gen transition 'traps and treasures'

"Great game design is always revolutionary." At GDC Europe 2013 , industry veteran Don Daglow reviews the past and discusses the risks and opportunities present as the industry enters the new era of game development.

In this free session from GDC Vault, Daglow highlights the changing technology and marketplace for games, noting similar lessons learned in the past. He also encourages developers to use the medium to make experiences that positively affect people's lives.
About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

IGM Composer’s Corner – David Housden (Volume)

Welcome to a very special month of IGM Interviews .

. Throughout September, this section of IGM will transform into the Composer’s Corner , where I’ll be chatting with some of the biggest names in the indie music scene. All this is in an effort to celebrate the often unappreciated, yet incredibly talented folks who bring so many of your favorite indie games to life through music. In addition to that, we’re also celebrating the upcoming Game Music Connect 2014 conference (tickets are available now) , which takes place on September 24 in London, an event which does its fair share to spotlight the  talented individuals who play so crucial a role in our gaming experiences. (In case you missed it, I already chatted with GMC’s co-founder John Broomhalllast month.)

Tonight, I have the privilege of introducing an interview with David Housden, one of the brightest young talents in the composing world at the moment. His previous work with Mike Bithell on Thomas Was Alone helped make him a household name within the community, and now he’s looking to surpass expectations yet again with the hotly anticipated title, Volume . During our conversation we got the chance to discuss some of the important topics being discussed at Game Music Connect, as well as getting an inside look at what a day in the life of composing is like for Housden. For music enthusiasts and up-and-coming composers alike, I think you’ll find this segment rather eye-opening. Enjoy!

David Housden… but I’m sure you figured that out on your own.

Indie Game Magazine: Some people think that music composition in general has become over-reliant on modern technology. What do you think?

David Housden : I’m not sure I’d agree that it’s become over-reliant. What it certainly has done is open up a world of opportunity to people who would never have previously been able to write and compose for certain mediums. In general I’d have to say that this is a good thing, as the world of film scoring (and to a lesser extent game scoring) was more or less exclusive to those who had classically trained and progressed through a conservatory. Now musicians from all types of backgrounds are able to compose, and this has led to a more varied and interesting landscape. At the same time I would encourage people to include live instrumentation wherever they can in their writing. It may not be feasible to record with a full orchestra, but even recording one instance of a solo violinist and layering it in with your samples, helps to breathe new life into things.

IGM: How much about a game do you need to know before you can envision the initial direction for the score?

Housden : For me, the critical thing is the emotional undercurrent. I find that environments and concept art will often inspire my sonic palette and choice of instrumentation, but in terms of getting the melodic and harmonic content right, I need to establish what it is the audience should be feeling throughout the game.

If development is someway along, then having an early build can help establish pacing and ensure that the mood is right; equally, I enjoy coming in right at the beginning and having a chance for the music to inspire creative choices in the design process.

IGM: How does working alongside a developer from the ground up on a new project improve the final product, as opposed to being brought on after the game is mostly developed?

Housden : In my experience, the best results have always been achieved when the music becomes an intrinsic part of the dev process. Chris Nolan got Hans Zimmer to start writing for Inception after reading the script, before any footage had been shot. This way the music has the opportunity to influence the project, as well as vice versa. Unfortunately in this medium, music can often be an afterthought, but you only have to look at the success of games such as To The Moon , Journey , Dear Esther and even Thomas Was Alone to see what can be achieved when it’s given the time and attention it deserves.

IGM: Is it easier to compose music when you’re retelling/modernizing a classic story, like that of Robin Hood with Volume , when you have a baseline of other incarnations to pull from? Or do you prefer original ideas that come without any predisposition on the audience’s part?

Housden : That’s a tough question, because Volume is really the only game I’ve worked on which is a modern interpretation of an existing story. I think I’ve probably found it harder than I would writing to a blank canvas. Believe it or not, medieval tinged stealth isn’t a genre I’m naturally proficient in, so it’s taken some time to find a way to apply my musical strengths whilst still serving the game’s needs!

IGM: You’ve had rather tremendous success since graduating from school just a few years ago. What would you say to current students looking for the right music composition courses to take while attending a University?

Housden : Thank you very much. Yeah, it’s a tough one, I must have worked on around 20 productions over the last three years and not a single one of them has been reliant on me having a degree. In fact I don’t think anyone’s ever even asked me if I have one. Having said that, I simply wouldn’t be here now if it weren’t for the skills, advice, and experience that I gained over the course of my studies. So I think looking at course content and what you personally will be able to take from your studies, should be of far more importance than which institution you apply for or how prestigious your qualification may look on paper.

Obviously it’s never going to hurt having Oxbridge on your CV, but spending 3 years studying music theory and writing traditional pieces for live ensembles without so much as looking at a DAW, isn’t going to help you very much. With tuition fees upwards of £9000 a year now, if a course isn’t priming and preparing you with the relevant skills and experience to go out in your chosen industry and find work directly afterwards, you’d be better served putting the money towards your own set up and spending three years writing, practicing, building contacts and getting some experience under your belt. These are the things which are going to get you work.

IGM: Having now worked across a variety of entertainment mediums, how does composing the soundtrack for a video game differ from say, TV and Film?

Housden : It’s 50 times harder! Seriously, I struggle so much writing interactive music, it does not come naturally to me at all. When I write a piece of music, I work hard to make sure it’s the best arrangement I’m capable of producing, so naturally that’s what I want the audience to hear. So writing for film and TV is great in that sense, because you can highlight and underscore the emotions and actively manipulate how the audience will feel at any given time. Writing for a game you never know what the player will be doing at any given moment, so you have to write for all eventualities! But the reason I still do it is because when it comes off, there’s nothing quite like it. Truly interactive music allows you to tailor a unique experience for the player and this is something which just isn’t possible with linear narratives.

IGM: Do you think music composition will continue to play an increasingly larger role in video games, now that soundtracks are receiving so much recognition?

Housden : Absolutely. AAA titles have been bringing in Hollywood names to write their themes and in some cases the whole score, for some time now. There are live orchestral concerts dedicated to game music around the world, Journey was the first game soundtrack to ever be nominated for a Grammy, and Classic FM has started to recognize and regularly play pieces from game scores. Even in indie games, people are reaching out to work with well-respected composers, and using the music as a key selling point. I’m genuinely excited to see things continue to progress in this manner.

IGM: Do you prefer working on projects that are smaller in scope, or more large-scale productions? Are there advantages to both?

Housden : I’ve only really had the opportunity to work on smaller scale projects thus far, so that would be difficult for me to say. I would absolutely love to have my work played by a world class orchestra and recorded at Air or Abbey Road, but at the same time there’s something nice about the intimacy of lower scale projects and the knowledge that you’re single-handedly responsible for every facet of the finished production.

IGM: What types of music do you prefer to listen to when you’ve got a free moment?

Housden : I used to be in a pop-punk band, so I still listen to a lot of that. I love pop-rock, indie-pop, anything guitar based and melodic. I listen to a lot of post-rock music as well, and this comes through regularly in my work. I love soundtracks but I try not to listen to them too often, as I like to draw my influences and inspirations from other areas.

IGM: The Game Music Connect panel you are a part of lists its panelists as “experts.” Do you consider yourself an expert in music composition?

Housden : Haha, certainly not. I was in University three years ago, without a single credit to my name. I’m learning every single day and am nowhere near naïve enough to consider myself as a finished product. I fully expect to look back on my current work in ten years time and think “What the hell was that?!”. I’m immensely flattered and humbled to be sitting on a panel with such prestigious names and only hope my insight and relatability(?) as a recent graduate will compensate for my lack of comparative experience.

A very special thanks to David Housen for taking the time to chat about his experiences. You can look forward to his next composition when Volume releases… as soon as it’s ready. Or just keep up to date by following his Twitteraccount.  Be sure to stay tuned every Friday night, as I chat with another member of the INDIE GAMES: Revolution or Renaissance? panel, including the wonderful likes of Jessica Curry and Olivier Deriviere.

Then, towards the end of 2013, disaster -- Marshall admitted that he had decided to can the game after

two years of development. The game was too complicated, he said, and rather than try to work something out of the mess, he needed a change. Yet here we are, a year on, and the Size Five dev is once again announcing The Swindle .

How Spelunky helped Dan Marshall reinvent The Swindle

It was 2011 when Dan Marshall of Size Five Games revealed The Swindle , a steampunk-filled stealth game about infiltrating facilities to hack computers and steal money.



. This is a rather different beast than before, and this time Marshall is certain he's got the formula right, thanks to inspiration from one game in particular -- Spelunky .

Gamasutra chatted with Marshall to find out how exactly the release of Spelunky helped him discover that special something that was originally missing from The Swindle .

So you started work on the game in 2010, right? What happened there?

Marshall : Yeah, the first version of Swindle was years ago. It was in XNA, but then XNA started to look rocky, so I shifted it all over to Unity. Ported the whole bloody thing over. It was working really well, but it was just one of these weird things where there was so much stuff it in that was fun - loads of different little fun element - but it just wasnt gelling together properly. The individual parts were all really good, but the whole thing just wasn't fun to play. For some reason it didn't work.

I got to the point where I couldn't afford to make the game it deserved to be. One of the main things about it was that there would be half a dozen locations, and you keep going back to them - there was an AI director that would patch up the bits that you broke into last time, and force you around a different way. So if you broke in through the sewers and worked your way up, the AI director would clock on to that and put extra guards on that area, or reinforcement it. It was a really cool idea and it worked, but it just wasn't fun to play against.

So I cancelled it. It was a shame, but it was one of those things - I'd rather lose two years of work than put out something that I am constantly struggling to make it fun. Then about a year after everyone else, I got hooked on Spelunky . I was playing it, and it was suddenly crystal clear to me. This is what The Swindle needed: procedurally generated levels, so it's different every time, and predictable baddies.

The guards in the original Swindle were human, and it was another of those things where it was like OK, this is going to cost a fortune to get the AI right. They needed to chase you around and follow you through the levels, and it never really worked satisfyingly well. I was playing Spelunky and thinking, "This is what I need - guards that are predictable."

So I put together a prototype, just to see roughly how it would hang together, and to see if I was right that the procedurally generated stuff would solve a lot of my problems. I took a week, and even when it just looked like Thomas Was Alone - you were a red rectangle sliding around, hitting blue rectangles with your white rectangle - even at that point it was fun to play. It had that one more go feel, that constant "die, try again" thing.

So I ran with it. I'm so pleased that I'm still making this game.

I absolutely got the Spelunky vibe from the trailer. Also a bit of Mark of the Ninja ?

Marshall : The original Swindle was actually a lot more Mark of the Ninja , but I dunno, it's not really a stealth game. Well, it ostensibly is a stealth game, since it's about sneaking around buildings, but... well, I am shit at stealth games, and I'm not all that into stealth mechanics. It's one of those things in games that just sort of upsets me a little bit - the idea that on the whim of an AI turning around, this whole thing could go to bollocks.



I got hooked on Spelunky . I was playing it, and it was suddenly crystal clear to me. This is what The Swindle needed." Yeah, I don't mind stealth in my games - it can be great for breaking up the shootybang sections - but when it's kinda forced on you in weird ways, like how Dishonored would turn its nose up at you for not properly stealth beating a missions, I'm not so into that.

Marshall : Yeah exactly. So for me, The Swindle kinda feels like a stealth game for the rest of us. It's one of those things where being discovered and setting off all the alarms is more an inevitability than a fail state. You pretty much will get spotted at some point - it just depends on how long you can keep it up.

All that happens when you get discovered is that the focus of the game shifts. Instead of being a sneaky sneaky trying not to get spotted, it becomes an all-out action game. It turns into walloping guards on the back of the head and trying to get around the level as quickly as possible. When you get spotted, the amount of money in the level starts draining, so all the computers start draining of all their cash. If you want to maximize your take-home, you sneak around and try to get as far as you can without setting off the alarms, and then once they've gone off, it's a kick-bollocks scramble to grab as much as you can and leg it before the cops turn up.

It looks like the game is using a lot of the same features and effects that you put together for Gun Monkeys.

Marshall : Yeah, it steals a few bits of codes from Gun Monkeys. Some of the explosions are swiped. It's not a massive amount though - it's mostly the character-control stuff that's been taken from Gun Monkeys. It's one of those things where, I'm not going to rewrite a load of camera code when I can just copy and paste it across, and it'll work first time. The stuff that has been taken has been massively tweaked though.

Tell me, then, about the XCOM elements. I know you're super into your XCOM, so I can't say I was massively surprised you're putting those sorts of elements into it.

Marshall : I did a talk years ago at the first Bit of Alright festival [now Feral Vector], called Tea and Death. It was about death in video game narratives, and how it just doesn't make any sense. It's this really weird hang-on from the olden days of arcade games. Nathan Drake is constantly dying, and everyone is mourning him briefly, and then time resets. It's a weird concept, but I never really found a solution to it.

What I found the solution was here, we randomly generate a new thief for you every time you die. When I was first testing that, if it generated you a really cool character, and then they died, it had that XCOM feel of being really disappointed that your fake man had pegged it. Especially when I put a random name generator in as well, so every character has a random name. Sometimes it would generate you an Ian Smith or a Laura Jones or whatever, but then every once in a while it'll generate you a Captain Billworth Humpington or something. The combination of having a cool name and a cool character, means that when they die it's really horrible.

It's got that permadeath, gutting, "you don't want these little chaps to peg it" feel.

How does your procedurally generated stuff work then? Is it similar to Spelunky ?

Marshall : The building is a tilemap - it's a load of tiles, and the game digs out rooms in the building, and hooks up all the rooms with corridors, then starts eating away at the building. It starts forming bits of roof and adding elements. Then each room is decorated, so it says OK, this room is a kitchen, so I'll have a fridge and a washing machine here. This room is a library, or a bedroom, etc.



" The Swindle kinda feels like a stealth game for the rest of us." I did start reading that article about how Spelunky generates random levels, but I got really confused and scared by it and stopped. As I understand it, Spelunky takes pre-made sections and sort of bolts them all together. This is much more random on a tile-by-tile basis, I think.

I'm surprised that more developers aren't doing Spelunky -style games.

Marshall : I don't want everyone to think I'm ripping off Spelunky !

Oh no, I don't think it looks like a Spelunky rip-off - my reaction was more, "Oh cool, this looks a bit like Spelunky !" And honestly, I think even if you were ripping off Spelunky , lots of people would be very interested in that!

Marshall : The thing is, it feels quite different to play compared to Spelunky . It doesn't send you back to the start every time you die - it doesn't have that roguelike feel to it. You're constantly building towards something, and your progress isn't completely gone when you die. It's more of a persistent universe, and the structure of what you do is actually quite different to Spelunky too.

So I'm not hiding from the fact that it's very Spelunky -like, because Spelunky basically made me realize what was wrong with my game.

You say there's some buying and upgrading elements to it?

Marshall : Yeah, so the way it works is that you break into a building, and you nick a load of cash, then escape again. You can spend that cash on upgrading your thief with all these bio-mods and upgrades. There's bombs for blowing away sections of the map, for example, double jump, EMPs, remote mines...

The cool thing is that when you first start, it's this really down and dirty gritty game, where you have to get up close and personal with the guards. You're basically hanging in the rafters, dropping down behind them and thwacking them over the head to take them out. As the game goes on, you can start taking them out from a distance. You start detonating mines from a distance, or you can hack them and turn them against each other. Or hack a drone and send that in to take them out.

By the time you're a few levels in, you're not necessarily having to take them out point blank.

Is there a story to it? An end-game?

Marshall : There kind of is. I haven't entirely worked out what it is yet, it's influx. I don't really want to stick a load of plot into it, because I don't think it's that kind of game. It feels superfluous, and any sort of cutscene stuff just feels like it gets in the way.

I think it's going to be book-ended in a, "OK, here is your motivation for why you're breaking into buildings," and as a result, there will be an end goal. It's taken me a while to think of something that isn't just, "There's a nice big diamond, you should steal it." It needs something a little more exciting than that. But yeah, I'm not ready to talk about it just yet, in case I scrap it all, which is quite possible.

Who's doing the art for the game?

Marshall : A guy called Michael Firmanis doing the art for me, and that's why it looks so pretty. He's a very talented young man. It's been really weird, because I've always done the art for stuff myself - Time Gentlemen, Please, Gun Monkeys etc - and it was just one of those things where I had the prototype, and I thought, "This is really good, but I need to do it justice with someone who knows what they're doing with the art style."

I always usually struggle with art. I do my best and cobble stuff together... but this time I got Mike involved, and he's been amazing and really into it. He sends me stuff and I animate it and stick it all together, so it's very my style.

The dreaded "when" question. I'm guessing it's still quite far off?

Marshall : Yeah, it is quite far off. A lot of it is down to when Michael can get me stuff, but the core of the game is in. I'm hoping it'll be done by early next year. So not massively far off, but still a while.

Voting begins for ModDB's 2013 Mod of the Year

There are 10,000 mods eligible to be nominated for ModDB's 2013 Mod of the Year award, and eight and half days in which to nominate.

award, and eight and half days in which to nominate. Which means, if you want to feel really confident in your selection, you'll need to play 50 mods per hour from now until the end of voting. As those diligent heroes embark on their impossible task, the rest of us can settle for hastily picking our vaguely remembered favourites, all while chuckling at the discovery of who's sponsoring this year's competition.

It's Origin. They're the sponsors of this year's competition. EA, of course, being world renowned for their acceptance and support of the modding community.

This is the first round of voting for ModDB's 2013 Mod of the Year (Sponsored by Origin). On every mod page, a voting button lets you register your support. These nominations will then be collected into a Top 100, due to be announced on the 11th of December. From that, the awards will be chosen, and revealed over the following dates:

Players Choice (Unreleased): 23rd December Editors Choice Award: 24th December Players Choice Mod of the Year: 25th of December

While this year has seen very little on the scale of DayZ or Black Mesa, there are some strong contenders. Crusader Kings 2's Game of Thrones modoffered countless stories of fantasy intrigue, Brutal Doommade the classic FPS as violent as your memory always thought it was, and Underhell: Chapter 1was more inventive and surprising than most AAA games.

For more details, head to the Mod of the Year official micro-site. Sponsored by Origin. LOL.

Travel The Galaxy…On A Rope, In ‘Sky Tourist’

Back during my days in Astronaut School, I learned a thing or two about space travel.

Back during my days in Astronaut School, I learned a thing or two about space travel. One thing I learned was that monkeys learn really fast, and that when monkeys learn faster than you do, the scientists tend to kick you out of Astronaut School. One thing I did not learn, however, was that using a rope is a viable method to travel through space. Luckily for us, developer 3LeggedEggs’ game Sky Tourist , is about to teach us how that works.

3LeggedEggs’ debut title, Sky Tourist is set to release for iOS devices on July 25th. Playing as Petey Pendant players will swing back and forth across a rope that is being pulled by a space shuttle on either end. As the shuttles fly upwards, players will have to shift Petey around the screen, in order to avoid obstacles and collect goodies. Watching the trailer will give you a good idea as to how this mechanic works.

Sky Tourist boasts 75 levels across three planets (Plumia, Platory, and Protor…what’s up with 3LeggedEggs and the letter P?), and the unique control scheme is a nice departure from the typical touch-screen controls. Players will progress through the game by collecting cubelets, which are the in-game currency used to unlock new ships, characters, and different parts of the game.

As you’ve probably already noticed, Sky Tourist comes with an irresistibly charming art style that is brought to players by artist David Kozma, whose work you may remember from Fortix 2 .

Be sure to follow 3LeggedEggs on Twitter, and pick up Sky Tourist when it debuts on July 25th.

Get Ready For A ‘Stampede 3D’

If you’ve ever wanted to do the running of the bulls but without all the running and the gouging of flesh by giant horns, the perfect alternative has just arrived in the form of Flyleap Studios ‘ Stampede 3D .

The goal in this latest action title is to survive the incoming horde as it strides towards you. The three characters you’ll get to choose from will have a range of moves available, with a robust RPG levelling system that will allow you to upgrade your chosen warrior’s spells and abilities. The more you upgrade, the more likely you’ll be able to last against the varied enemy types.

There are 20 levels on offer across multiple themes in all, with the ability to use traps and power ups scattered across each level that can give you the edge in a tight spot. It’s all put together in a casual gameplay style so anyone can pick up and play, though there’s a challenge to be had for sure. It’s also extremely pretty to look at if the above video is any indication.

Hooked? Then you can download Stampede 3D from the App Storefor $1.99 and you can also visit the Flyleap Studio websiteto check in on some of their other projects.

Video: How great sound design can make your game 'feel' better

Stellar sound design can make a game feel sublime, but it's not always easy to pin down a soundscape that complements your game's design and appearance.

During the GDC Europe 2015 Independent Games Summit, sound designer Joonas Turner ( Nuclear Throne , Badland, Broforce ) hopped up on stage to deliver a quick primer on what it takes to make your game sound fantastic. He pointed out that no individual backing track or sound effect will elevate your work -- you need to blend and combine sounds to create a unique aural "feel" for your game.

Turner went on to share some practical tips for designing the sound of your next game, and explained how chaining sound effects with visual effects (like crazy screen shake) could take your next project to new heights.

It was a fun high-energy talk that's worth your time to watch, and you can now do so


About the GDC Vault

In addition to this presentation, the GDC Vaultand its new YouTube channeloffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

Amazon launches free 'triple-A' Lumberyard engine

News of Amazon paddling in gaming's choppy waters has been circulating for years , without much to show for it beyond big-name hires and its Twitch takeover .

Lumberyard meadow

. Its ambitions suddenly have much more substance. Today it launched Amazon Lumberyard, a free, 'triple-A' game engine named so as to upset eco-warriors everywhere.

Lumberyard is intended to make developers' lives easier, particularly connectivity work, which tends to require specialised engineers. That work now comes courtesy of Amazon Web Services and Twitch. Amazon has hard-wired Twitch functionality into the engine itself (including Twitch Playscommands), which I'm sure will make many devs happy in addition to ensuring no shortage of publicity for Lumberyard itself.

And yes, my fellow PC gamers, the engine is mod-friendly.

Lumberyard editor

Lumberyard has CryEngineDNA. Amazon licensed the software from Crytek and went to town on it, stitching in new networking code and asset pipelines. This might explain how Crytek avoided financial implosion, although I do wonder if it'll come to regret the decision. How do you compete with free?

Make no mistake, this is the free sort of free: no download fee, no royalties liable. Depending on how developers take to it, Lumberyard could cause cataclysmic upset in the engine business, topping the deals offered by both Unity and Unreal Engine. Even its source code is free to tinker with. The caveat is that developers must choose Amazon as their server infrastructure provider.

Lumberyard is in beta and free to download nowif you have the skills to experiment.

Thanks, Gamasutra.

Indie Game Trailers For Monday, November 4th

If you have an indie game trailer you’d like to be featured, email Tom at tom@indiegamemag(dot)com.

Featuring: Drei, Asteroid Smash,and Blood of the Werewolf.

FuturLab Announce ‘Slidin’ Beats’ for PlayStation Mobile

FuturLab , who impressed us greatly with their PSP Mini game Velocity (be sure to read our review here ) are now hard at work on a new PlayStation Mobile game called Slidin’ Beats .

As the name suggests, Slidin’ Beats is all about sliding tiles around a small game board, with each piece of the puzzle representing a MIDI music track and its beat, loop or bass line among other musical elements. Each piece is of a different colour, to make matching just that little bit easier, and in order to complete each track you’ll need to not only match the colours but place the beat in the right order.

As FuturLab’s themselves suggest, the game is all about creating something simple, elegant and clever, a game that teaches you the best way to solve any tile based puzzle game ever made!

You can also expect a few different games modes as part of the package, including Remix, which allows players to combine various elements of the sound board together to create unique iterations of the chosen track, without having to worry about matching it all together (hence the term ‘Remix’).

Slidin’ Beats will be the first of a handful of new titles by FuturLab for Sony’s PlayStation Mobile brand, which you may recall is all about games specifically designed for PlayStation certified devices including Xperia branded phones, HTC Smartphones and the PlayStation Portable series (including PSVita).

No release date for the title has been announced as yet, but to discover more about the game, be sure to click through to the official website herewhere you’ll also find a preview song from the soundtrack.

Dead or Alive gets even sexier on 3DS with Metroid stage starring a grotesque purple dragon

Dead or Alive has always had us covered on the ‘piledrivers’, ‘silicone implants’ and ‘kicking folk through plate glass windows’ front. But you know what the series has always been missing? Fire-breathing space monstrosities and intergalactic bounty hunters who can compress themselves down into tiny metal balls. Thankfully, the upcoming Dead or Alive: Dimensions on 3DS looks set to rectify this omission

Twitch confirms that it's being bought by Amazon

In the statement on Twith.tv, CEO Emmett Shear writes: "We chose Amazon because they believe in our community, they share our values and long-term vision, and they want to help us get there faster.

A post on Twitch's website confirms the rumors: Amazon.com is buying the streaming site.

In the statement on Twith.tv, CEO Emmett Shear writes: "We chose Amazon because they believe in our community, they share our values and long-term vision, and they want to help us get there faster. We're keeping most everything the same: our office, our employees, our brand, and most importantly our independence. But with Amazon's support we'll have the resources to bring you an even better Twitch."

Remember last month when it came out that Google was buying Twitchfor $1 billion? It looks like those reports may have been premature, as the word on the street now is that Amazon is "late-stage talks" to acquire the company.

The reports are unconfirmed but according to the Wall Street Journal, "a person who has been briefed on the matter" has stated that Amazon has made a deal to acquire Twitch for more than $1 billion. Google's buyout of Twitch had previously been reported as "confirmed," but other sources said talks between the two companies had recently "cooled."

The jockeying between Amazon and Google for control of Twitch demonstrates the perceived long-term value of the service, which is easily the most popular livestreaming platform on the internet, drawing in more than 45 million users per month. A buyout by Google, the parent company of YouTube, would have given it control of the two largest video platforms on the internet; VentureBeat, which initially reported the Google acquisition, says the agreement between the two had actually been signed but not announced, which may have been what allowed Amazon to make its counter-offer.

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Interview: Arma 3 developers' jailing is "a real nightmare for all involved," says Bohemia

It's been 36 days since Bohemia Interactive confirmed that two of its developers had been arrested during their trip to the Greek island of Lemnos.

It's been 36 days since Bohemia Interactive confirmed that two of its developers had been arrested during their trip to the Greek island of Lemnos. Ivan Buchta and Martin Pezlar face up to 20 years in prison for charges of spying, which they continue to deny. And now, a strikein Greece's judicial system is impeding any progress in their case.

To get an update on Ivan and Martin, I spoke with Jay Crowe, Creative Director at Bohemia, about the imprisonment of two of his friends and colleagues.

PCG: Have you personally been able to speak directly to Ivan or Martin? What have they told you?

Jay Crowe, Creative Director: We don't have any direct form of communication with the guys, but they're able to call their families. Obviously, being in a foreign prison they don't feel great, to say the least. They're trying to stay strong and maintain a faith in justice.

Do you have any sense of Ivan and Martin's emotional state?

Crowe Having not been in direct contact with the guys, it's hard to tell. But, knowing Ivan, I can say he's a real family man. This year, while presenting our game at E3, Ivan and I were roommates. On account of his famous snoring, you might say I'd drawn the short straw. But, after a long day of presenting, we'd share some beers, and he'd share funny stories about his wife and baby daughter. He missed them both terribly after only a week away from them. I can't begin to imagine what he's going through right now.

Although the more recent trip by Ivan and Martin was a personal trip, Bohemia has previously spent time in Limnosfor game research. Had Bohemia previously had any interaction with the Greek government or military, either in person or to notify officials of the purpose of their visit?

Crowe: Actually, none of the visits to the island have ever been beyond the scope of what tourists are entitled to do and, as such, there's never been a need to establish any formal contact with local authorities.

How did this situation arise, from your understanding?

Crowe: As it stands, it's an incredibly frustrating situation, one which we're still struggling to comprehend, really. From what we understand, Ivan and Martin didn't enter any military areas and—from what their lawyer has presented thus far in the media—it's impossible to think that they've documented anything that could even remotely be classified as "espionage." They were arrested near their hotel and the fact they've found themselves caught up in this ongoing situation is simply mind-boggling.

It really does seem to have spiraled out of all proportion. Only hours after their arrest some bizarre media campaign seemed to kick into gear—talking about Czech spies arrested in the act of photographing military complexes to be used in Arma 3—all despite the fact that they weren't actually formally charged with anything until much later on. I can't imagine that helped the public perception of the situation.

In a previous press release, a statement made by Ivan and Martin described their conditions as “tough,” although they also mention that they're treated “fairly and correctly.” What are their living conditions? Where are they being detained?

Crowe: The latest information is that they're being detained at a facility in Chios. Obviously, I can't speak for the guys but, personally, the idea of being torn away from family and friends and imprisoned in a foreign jail is, well, "tough" would be putting it mildly. Their summer holiday turned into an unmitigated disaster. Being accused of espionage after visiting an island on vacation might somehow sound like a bad joke, but it's a real nightmare for all involved.

Has the Czech government involved itself on Bohemia's behalf, and if not, do you expect it to?

Crowe: From what we know, local authorities have already accused them of espionage and have filed formal charges. As we understand, their lawyer is seeking bail so that the guys can return for the duration of the investigation; however, we're aware of reports in the media suggesting that a protest by judges and doctors over austerity budget-cutsmay delay the judicial process in Greece. The whole thing is a real mess, totally frustrating. While Bohemia itself is not directly involved in this situation, we strongly hope that Czech and EU institutions are already closely monitoring the case.

How has this event affected development of Arma 3?

Crowe: It's come as a shock to us all. Maxell (Martin Pezlar) is a passionate artist—we even named Arma 3's Camp Maxwell after him—and, of course, Ivan's the heart of Arma 3. Setting out the initial vision over two years ago, he's been a driving force in the project ever since. Following this incident, development has continued—albeit a little less splendidly—and the team has focused upon reviewing and executing the tasks identified as being key to the release of our public alpha.

On a personal note—having worked side-by-side with Ivan since last December and across previous projects, and having benefited from his wealth of experience and peerless zeal—I certainly look forward to their swift return home.

What's the most effective way that gamers can offer support to Ivan and Martin?

Crowe: Keep them in your thoughts and prayers, and wish them a speedy return home. If you feel able to support them in any way, please do so. Friends, gamers and concerned citizens have already started up some activities online, so perhaps it's best to start by checking those.

Community-run support page www.helpivanmartin.orgrecommends sending a Twitter message to Greece's prime minister and writing to Greek embassies, among other actions. You can also send a note of encouragement to Ivan and Martin through thispage.

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