Defense Technica announced, a tower defence game that looks a lot like a tower defence game

Kuno Interactive's Defense Technica is claiming to be "the next evolution in hardcore tower defense strategy games", something that seemingly means 'looks a lot like Defense Grid, only prettier'.

Defense Technica is claiming to be "the next evolution in hardcore tower defense strategy games", something that seemingly means 'looks a lot like Defense Grid, only prettier'. Technica, too, features towers, robots, and a thing what you have to defend - but it also features "dynamic battlefields and weather systems", with terrain changes in particular supposedly requiring on-the-fly shifts in your strategy. It's an oddly generic game from publishers Devolver Digital, but at least it's responsible for another Fork Parker quote, which I've shamelessly stashed beneath the break.

“This country was built on the tenets of life, liberty, and tower defense with our forefathers giving their lives to defend high-tech cores from invading alien hordes. It's each gamer's civic duty to buy Defense Technica.” That's Devolver Digital's CFO Fork Parker speaking there in the press release.

Defense Technica is out on the 24th of October, though you'll find it on Steam nowshould you want to take a look at it, or if you're wondering whether your PC will be able to keep up. This is what it looks like in motion:

Team Ico expats go indie to found Friend & Foe with fellow artists

A pair of Team Ico expats are among the five founding members of Friend & Foe, a Tokyo-based indie studio that today took the wraps off two projects it has in parallel development: Vane and Dangerous Men .

According to the team's website, Vane (pictured above) is expected to be "an open-world adventure game based on mystery and exploration" for PC and potentially other platforms, while Dangerous Men is envisioned as an "action arcade game based on 80's buddy cop movies, featuring a city-wide explosionfest."

Neither project has a firm release date or a publisher, though the studio claims to be committed to self-funding and self-publishing wherever possible.

It's worth noting that the five founders of Friend & Foe all have artistic backgrounds: Vane project lead Rui Guerrero previously worked as an artist on The Last Guardian with fellow Team Ico expat Rasmus Deguchi.

Thomas Lilja and Dangerous Men lead Victor Santaquiteria both worked as artists on GRIN's Bionic Commando , while Ivar Dahlberg has been working in AAA art asset management and teaching 3D art design with an emphasis on games for years.

Video: A design retrospective of Civilization: Beyond Earth

At GDC 2015 earlier this year, Civlization: Beyond Earth leads David McDonough and Will Miller explained how they were asked to take the perennially popular civilization-building game from its traditional, historical setting into a possible future for humanity on an alien planet.

"We should have been more audacious," admitted Miller. M cDonough agreed; "In moving Civilization from a historical setting to a science fiction setting we had a real opportunity to do things differently," he said. "But we were too conservative."

The pair went on to detail the primary design challenges they faced in trying to maintain the essential elements of Civilization and apply them to a new setting in an unknown future. It's an instructive talk for game developers, and you can now watch it for free over on the GDC Vault .


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

All of Titanfall 2's DLC maps and modes will be free

Rule 1 of maintaining a lively community in an online shooter: don't split the playerbase.

Rule 1 of maintaining a lively community in an online shooter: don't split the playerbase. After releasing three paid map packs for Titanfall, Respawn changed tack, abruptly making all its DLC free. It was partly to mark Titanfall's one-year anniversary, but it was also a shot in the arm for a dwindling player count.

Speaking to Samuel at EA Play, Titanfall 2's lead programmer Jon Shiring has good news for fans of playing with friends: all of Titanfall 2's maps and modes will be free.

"One of our lessons is we’re not gonna sell maps anymore," Shiring says. "All the modes and maps coming to Titanfall 2 after release will all be free."

Presumably, Titanfall 2 will try to sell us something—warpaints and camouflages are listed as Deluxe Edition bonuses—but it shouldn't get in the way of stomping the enemy with giant robots.

Anomaly Defenders announced, reverses "tower offense" gameplay

Anomaly: Warzone Earth launched in 2011 with a simple, novel idea.

launched in 2011 with a simple, novel idea. We were being flooded with tower defense games at the time so 11 Bit Studios made a “tower offense” game, where, rather than set up defenses, you played as the moving units trying to break through. It worked, and it was successful enough to warrant a sequel, Anomaly 2. Today, 11 Bit Studios announced the third and final installment in the series, Anomaly Defenders, which flips the script again.

Anomaly Defenders reverses the concepts of the two previous games in two ways. Rather than playing as humans during an alien invasion, you play as the aliens defending their home planet during a human invasion. And now it's also traditional tower defense as opposed to the novel tower offense. Human enemies will come pouring in on set paths across 24 levels, and you'll build defenses, using eight type of towers with three different upgrades each.

It sounds maybe a little too familiar, but I have faith in 11 Bit Studios. Anomaly: Warzone Earth was great, and it sounds like a developer that's willing to take some risks. Take for example its next project, This War of Mine, which puts you in control of a group of civilians trying to stay alive in a middle of a war.

PS4 Launch Round-Up

PS4 Launch Round-Up Before the launch, Andrew House – President and CEO of Sony – stated that his company was keen to learn from the mistakes of the past, and make this a console tailored for the gamer. “We’ve learnt our lessons from the PlayStation 3 and we’re committed to ensuring the PlayStation 4 offers both the best value and the greatest potential from day one,” he said. “In the launch period

Battlefield 1 maps and modes revealed

Amiens is clash between the British and Germans in the French city of the same name.

Following a bombastic new trailerand an hour-long multiplayer stream, EA has revealed the first batch of Battlefield 1's maps and modes.

Amiens is clash between the British and Germans in the French city of the same name. From the sound of it, there's an element of claustrophobia in collapsing alleyways, a courthouse and along bridges and railways in the city centre.

Amiens

The St. Quentin Scar is where the livestream opened and the map Phil got to scout in his hands-on. It's vast, large enough for aerial battles and cut by trenches protecting the unspoiled village of Travecy.

The St. Quentin Scar

Monte Grappa is an uphill struggle that reminds me a little of Battlefield 3's Damavand Peak. But with zeppelins. High in the Venetian Alps, the Austro-Hungarian Empire holds a massive fort against the efforts of the Italian Army. This could be one for artillery enthusiasts.

Monte Grappa

Finally, Empire's Edge is set in Italy, along the Adriatic coast—a picturesque spot that you'll hammer with dreadnought fire until it's dust.

Empire's Edge

As to modes, two staples are confirmed: Conquest and Domination. 'Operations' is new, however, and could define DICE's take on the First World War. It sounds similar to Verdun's trench warfare and shifting fronts. Instead of capturing points, the attacking team needs to push the frontline forward until they conquer the map, whereupon the defenders have a chance to reinforce on a new map. Each game of Operations is a series of interconnected battles.

This is just what has been revealed so far. The official Battlefield 1 sitepromises further updates down the line.

How Marvel’s games can be as good as its movies

If there’s really a competition between Marvel and DC, in recent years, we’ve been the winners.

Avengers

If there’s really a competition between Marvel and DC, in recent years, we’ve been the winners. Both companies are ahead in different areas and sometimes they’re behind. In movies, with this week’s thrilling Avengers: Age of Ultron and an emerging shared universe of well-realised cinematic characters, Marvel is clearly ahead, with DC a few years behind in building a superhero universe off the back of a solid and confident Superman picture.

In TV, DC has recently had the edge with solid genre fare like Arrow and The Flash, though Marvel may have them beat with its dark, credible Daredevil series on Netflix. In comic books, I’d argue Marvel is ahead with the unconventional likes of Hawkeye, Spider-Gwen and Jonathan Hickman’s sci-fi epic in The Avengers, but even then, DC’s Batgirl, Batman and Grayson books represent some of the very best work in the medium—it’s a close-run thing for sure, and ultimately, both companies firing on all cylinders is better for fans, no matter what medium we’re talking about. Games are a very different deal. There’s no contest. DC is far ahead of Marvel, and it’s time for that to change.

Last week, Marvel announced plans to team up with Telltale Games for a project in 2017, or perhaps series of projects—the nature of it isn’t exactly clear. What was interesting to me from Polygon’s write-upof the announcement were the comments of Marvel Games’ creative director Bill Roseman on upcoming games involving characters from the publisher. Future Marvel games will feel “exquisite”, “sexy” and feel ‘well-built’ and ‘hand-crafted’, as Polygon reports. They will “strive for authenticity”. The suggestion is Roseman’s not just talking about Telltale’s titles, but games beyond that. It sounds like Marvel is taking the right steps to make itself competitive in triple-A.

Batman

I’ve enjoyed four, maybe five Marvel games in my entire life. I remember liking Neversoft’s Spider-Man, Spider-Man 2 on PS2 which had a breathtaking swinging mechanic that no other game has been able to replicate, Deadpool (the script much more than the rote game, which has now vanished from Steam anyway) and Lego Marvel Super Heroes. I’m not much of a beat-’em-up guy, but the Marvel vs Capcom games are fun too. I haven’t played its recent free-to-play mobile games, but then I don’t think they’re really aimed at me.

There’s no real coherent plan there, though. These were all produced by licensees, as were the many piss-poor Marvel games over the years. Warner, which owns DC, by contrast, has the Arkham series, which has every one of those decent Marvel games thoroughly whipped. That series is not only a great open-world/narrative action game in its own right, it’s also an adaptation of Batman into games that extends just beyond retrofitting his world and abilities into an existing genre. It’s everything that Batman is, presented in a videogame: the detecting, the fighting, the gadgets, the extraordinary rogue’s gallery. That’s why it feels so credible and why people love it.

People know the difference between a cheap licensed game and the passion that Rocksteady brings to the Dark Knight.

That’s the creative level Marvel needs to shoot for. It needs to treat its videogames exactly as Marvel Studios treats its movies: guided by a creative vision and a desire to do right by the essence of the character. Marvel needs a vision and the right people to make that happen. The Marvel movies aren’t just successful because they’re comic book movies. It’s because producer Kevin Feige has a plan to bring those characters to the big screen, a fundamental love for the material he’s working with, and world-class collaborators like Joss Whedon, James Gunn and the Russo brothers to help make it happen. Comic book movies are not all equal: people understand why The Avengers is a better superhero movie than Amazing Spider-Man 2. They don’t just buy movie tickets for the character. In the same way, we know the Arkham series is better than every Marvel game to date—people know the difference between a cheap licensed game and the passion that Rocksteady brings to the Dark Knight.

Batman Arkham Knight

One obstacle is, Warner is a videogames publisher as well as a movie studio and Marvel is not. And it took Warner a long time to become what it is now. With Rocksteady, NetherRealm and TT Games, Warner has three studios that can make strong games based on DC characters—as far as I know, Marvel doesn’t own any developers (its parent company, Disney, does). And I can’t see them buying big studios to compete with that, because it doesn’t make sense for its comparably narrow remit. Warner’s studios aren’t just working on DC games, they’re dealing with big movie properties and existing series like Mortal Kombat, so that structure is more logical for them.

Instead, Marvel’s most sensible option is rounding up third-party collaborators—really good ones. Telltale could be the start of that: Marvel setting up a satellite of well-respected studios is exactly how it can make the most of their characters in the videogame space. But it can’t just be Telltale. New Marvel games need to occupy different genres. Show me an Avengers game with the same production values as Arkham Knight. That’s literally the competition. Show me a game that makes me as excited about Captain America as The Winter Soldier does. When the first part of Avengers: Infinity War gets here in 2018, allow me to play as Iron Man or Black Widow in something that’s worthy of those characters. Arkham shows you don’t need to directly adapt a movie, or a TV show—just demonstrate that you’ve captured the essence of those pop culture figures and the exciting world they inhabit. Marvel Games can be its own thing. It’s not impossible, but it requires a massive investment—but Marvel almost certainly knows this. And maybe that announcement, last week, and the attitude behind it, is how things start to change.

Bungie's Destiny coming to Xbox One

Bungie's Destiny coming to Xbox One Cancel reply Comment Name Email Url Latest Issue First Name: Last Name: Email Address: Popular Posts Today Week Month All Cyberpunk masters - Mike Diskett reflects on Syndicate Wars 1 10 best modern pixel art games 2 Why Deus Ex: Mankind Divided is a beautiful, grim and gripping RPG experience 3 Behind the scenes of Star Trek Voyager Elite Force 4 Top 10 level editors

Frank West is back in the festive Dead Rising 4 trailer

Frank West is back—officially—in Dead Rising 4.

Frank West is back—officially—in Dead Rising 4. Some screenshots and animations were leaked yesterday, but above you can watch the official trailer. It's full of holiday cheer, some ridiculous yet festive weapons, and one or two zombies.

No official release date has been revealed, but it'll be out in time for the 2016 holiday season.

Sanctum 2's first DLC pack is here, with a shady new playable character

The Road to Elysion is the first release of Sanctum 2's planned string of DLC, and it brings some seriously dark stuff to the otherwise colorful tower-defense world—so, naturally, Coffee Stain Studios thought it best to encapsulate the DLC's offerings in this demented, '90s-style live action trailer, replete with backwards-facing baseball caps and crappy plastic action figures.

Wasn't that... something? In spite of the pair's face-splitting grins, this DLC actually sounds as though it'll be building upon Sanctum 2's narrative, with new playable SHODAN-like "rogue insurgent" character TSYGAN revealing the sinister origins of the conflict on LOEK III. Along with this news, she brings four new maps, two super-powered weapons, two new towers, and "enhanced enemies." It's fun for everyone!

The Road to Elysion is running for $4 over on Steam, though don't forget that you can sign up for a season pass, should you wish to check out Sanctum 2's three forthcoming DLC packs too.

Stone Wardens announced, new tower defense RPG hits Kickstarter

Indie developer Burst Online Entertainmen t has launched a Kickstarter project for Stone Wardens , its upcoming tower defense/RPG hybrid.

, its upcoming tower defense/RPG hybrid. Stone Wardens mixes tower defense mechanics with cooperative 4-player action and light role playing mechanics. Players choose one of at least four wardens, guardians from the game's bright, Pixar-influenced world, and use a combination of active skills, pet-like familiars and statues of ancient, ancestral guardians to defend against the game's Invader enemies.

The game aims to merge tower defense mechanics with multiplayer action RPGs—think Orcs Must Die meets Diablo 3. “We took the tower defense game, which we thought was fun, and added the moment-to-moment excitement of action RPGs,” says David Bowman, creative director at Burst. “Normally in these games you set up your towers and watch what happens. Now we've said, 'You're a character in the world, you have abilities, and you'll be using those abilities and managing what happens rather than sitting back and watching what happens.'” The project, on Kickstarter until August 1, is looking for $225,000 in funding. $20 gets you digital access to the game, which is slated for release on Windows, Mac, and Linux in February 2014.


Tower defense comes alive

Burst gave me some hands-on time with the Stone Wardens prototype at E3 2013. After a brief intro to the game's mechanics, I took control of the Ninja Warden, one of the game's four confirmed heroes. The game controls from a third-person perspective, with a free flowing, top-down camera perspective that tracks your warden like in League of Legends. Right-clicks send your familiar off to do tasks, while left clicking moves you around the map. Each warden can unlock new abilities and upgrades for existing powers, activated with hot keys. Even playing solo, your warden isn't alone. Players are accompanied by magical pets called Familiars that are used to summon and power the towers, dubbed Ancestral Guardians. The map I'm playing has various summon points for these guardians along a path, where I can place the statues and then command my familiar to power by collecting spirit at the level's various spirit wells. The spirit is key: I can't power the game's guardians without it. Once powered, the statues come to life and attack enemy units as they amble through the level.

Each guardian has specific attack patterns and uses. Archer guardians are cat-men that attack with rapid-fire arrow volleys, while Valkyrie guardians use powerful beams of energy that extend beyond the original target. Rock Giant guardians toss huge boulders, sending out rock shards that deal secondary damage. Fire Dragon guardians have a shorter range, blasting fire that can set multiple enemies ablaze, while Gargoyle guardians shoot beams of light that increase in damage the longer he has a target in his sights. Each has a set of animations as they pummel the invaders, and while still in prototype stage, the vision for the animation style comes though. In all, Stone Wardens will feature 11 of these ancient guardians, plus four that are specific to each of the game's wardens.

Bowman tells me that the different guardian attacks will also trigger different states for the invaders, leading to potential “combo” attacks when playing multiplayer matches. The invaders themselves ignore the damage-dealing guardians, rushing ahead toward the portal you're defending or, as happened to me, dealing damage to wardens themselves. At one point, a colossal cyclops launches me across the map with a swing of his club. Wardens will be able to attack invaders with powers, like the Ninja's area-of-effect fire attack, alongside dealing damage through guardians. Setting towers in strategic positions, I send my familiar off to collect more spirit while picking off invaders from the sides. The difficulty on the prototype map is set to low, but I can still get a sense of how much fun 4-player co-op can be. When my last Gargoyle fries the final batch of invaders, the demo ends.

In the final game, Bowman says, players will earn experience, gold and the chance at enchanted equipment once a map is completed. Experience leads to leveling, granting points used for granting new abilities, upgrading existing abilities, and customizing stats. Gold can be spent on new equipment and inventory between levels, while a lottery-like system will give players access to enchanted, top-tier loot depending on the challenge level of the map. If executed properly, I can see how the system will feel like random boss drops in World of Warcraft or Diablo 3.


Goal Setting

Burst has targeted a goal of $225,000 to complete the core game, which includes the four wardens, at least six familiars, 11 ancestral guardians and four Warden class-specific guardians. The core game will feature “dozens of challenges that can be played solo or in a group, and replayed at player selected levels of difficulty,” according to the Kickstarter, plus plenty of enchanted loot and customization options for each warden's appearance. Additionally, the Kickstarter outlines stretch goals that include additional wardens and familiars, as well as plans for a mobile version of the game if the project reached $550,000. Burst plans to release Stone Wardens for PC, Mac and Linux digitally in February 2014. The team also plans to apply for Steam's Greenlight program. “We'd love to work with Steam,” Bowman said. “Right now we're committing to digital delivery through our service and working with companies like Valve.”

For more info, check out the Stone Wardens project pageat Kickstarter, which includes the project's backer tiers, gameplay videos, and more.

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

Are your hopes up?

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

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

Procedurally generating a narrative in Forest of Sleep

Procedural generation has been a boon to the indie development scene for a long time, and one that’s been especially popular of late, allowing the creation of vast swathes of content that would otherwise condemn a game to years of extra development time.

That said, it’s been almost exclusively limited to level design and asset creation, both of which can be funneled through an algorithm in such a way as to produce a playable space that follows a fairly strict set of rules, ensuring that it's fun and fresh each time.

Now Ed Key ( Proteus ) and Nicolai Troshinskyof Twisted Tree Gamesare attempting to use procedural generation for game storytelling. They want their gameto an endless array of structured, interesting narratives that play out over the course of half an hour or so. They will do this by constructing an engine that can create randomized tales, by constraining details that could bog down stories, and by letting the story ultimately come together in an external processor--the player's mind.


Randomly generated folk tales

Forest of Sleep is an experimental storytelling game inspired by Russian fairytales. The player's interactions with characters and objects will  lead to reactively-generated stories. Key and Troshinsky are hoping to create something with a strong sense of pacing and drama, even if it's ambiguous in detail.

“The plan with the story system is to use a lot of visual language in the sense of framing and cutting between images and the position of characters.” Key tells me. “Like a cinematic language, but one that’s characteristic of Eastern European animation. We want to delegate a lot of the process of telling the story to the player’s imagination, while creating something that is a well-structured story in a formulaic, screenwriting way.”

He points me towards an animated short calledIt's a work by the great Russian animator Yuri Norstein, whose flat cut-out style and fascination with folktales are clear touchstones for Forest of Sleep.

Animated short Fox and Rabbit

Fox and Rabbit has some limited narration, but as Key suggests, it primarily gets its story across with images, animation and juxtaposition. Without words, a lot of the narrative takes shape in the minds of the audience. Forest of Sleep ,will take a similar tack, with little or no spoken or text narration. Players will be free to infer and imagine connections, conversations and ideas.


"Rather than crafting a linear narrative that the player goes through, the game creates a narrative playspace, a co-creation between the systems of the game and the imagination of the player."

On their website, Key and Troshinsky describe the broad outlines of a play session: " You guide a group of three children through a forest, traveling between kingdoms and landmarks, helping strange people with peculiar requests, and sitting down to sing around a campfire in the dark woods."

The two developers believe that Russian folklore is the perfect backdrop for their narrative experiment. These tales are filled with odd non-sequiturs, "absurd fairytale logic" and magical goings on. That style and tone is well-suited to the quirkiness inherent in a procedurally generated story.

“There’s a balance.” Key tells me. “How often can it be weird and random without impacting the story?”

The answer draws inspiration from the likes of 80 Days and The Walking Dead , in the form of marking objects and characters for the game to bring back at a later point. The developers say that this this is more about creating a rhythm to the journeys and steering you through the possibility space of the story than creating urgent do-or-die moments.

“Even if something happens and it’s gone forever, if you mention it later on you reinforce that the game knows that it happened to the player," says Key. "Once [the engine] has linked two entities together in its database, those should continue to be associated in some way, at least more than once. If you haven’t seen them for a long time, it should visually or musically recall them to reinforce that association.”

And in doing so, hopefully make the player feel that it was intended, or at the very least not entirely superfluous.


Building the story engine

Forest of Sleep is still in the early stages of development. Much of what they’ve done so far has been focused on getting individual systems working that they will then be able to slot into the story-generating engine. But as each piece is put in working order, Key says he's getting a better picture of how the story engine will need to work.

Conceptualizing the game has meant taking the component parts of a story and inserting them into the player’s experience in a way that is both convincing and surprising. To achieve this Key and Troshinsky have needed to deconstruct how a story works to a minute degree. To hear him talk about it is to hear narrative being rendered into something more akin to code.

“The individual parts are kind of crafted templates that can take entities that have certain prerequisites,” Key explains. “Such as having an item you don’t own, or someone you haven’t met before. The idea is that [the engine] has a lot of those to choose from, and the story system is working along this timeline, and as it moves towards an apex or twist, that becomes more flexible as the player might do something to stretch it out.’

‘The interesting thing about it is how storytelling in this instance is a co-creation between the systems of the game and the imagination of the player, and what they’re inferring, along with what they choose to do with what the game presents them with. It’s a narrative playspace, rather than a linear narrative that the player goes through.”

If successful, Key and Troshinsky will be taking procedural generation in an interesting new direction, and could very well be a first step towards the tantalizing possibility of an infinite and satisfying story engine.

Battlefield 1 hands-on: a familiar FPS on a grander scale

My initial reaction to Battlefield 1 's announcement was one of incredulity.

's announcement was one of incredulity. Is a World War 1 shooter really a good idea? Does it even matter when the FPS genre spent so long recreating World War 2? How has the games industry broken numbers so completely that Battlefield 1 is the sequel to Battlefield 4? There was also excitement. Modern military shooters have reigned supreme for over a decade – so long that most FPS series are turning to the near future in order to spice things up. By looking to the past, Battlefield could be doing something new. Having played it, I'm hopeful that, whatever you think about the setting, Battlefield 1 has a good chance to be a return to form for the series.

Not that Battlefield 1 is doing anything wildly different to its predecessors. I play a round in Conquest – Battlefield's flagship zone capture mode. I have 31 teammates, all of us running, driving and flying around the huge map, trying to make more of it blue than the red team can make red. In this sense, it is a Battlefield game. If you have played one before, you know what to expect.

The classes have been tweaked, but only slightly. There is the assault class, who gets anti-vehicle ordinance. The medic, who gets health packs and resuscitating syringes. The support, who gets ammo refills and an LMG. And the scout, who gets a bolt action sniper rifle. This is just one example of the benefits of Battlefield 1's setting. Snipers are slightly inconvenienced by the need to chamber a round between each shot. I spent a few minutes playing one, and enjoyed the tension of the slower rate of fire. Plus, of course, the bolt-action feels great. That's just a universal law of game design, I think.

As for the engineer, it's now possible to select tank officer and pilot classes from the spawn menu. Doing so spawns you directly into the vehicle, and equips you with tools to repair your own vehicle.

The most notable new feature of Battlefield 1's multiplayer are the 'behemoths'. These are, according to EA, some of the largest vehicles to ever appear in a Battlefield game – big, destructive weapons that function as a call to action for the opposing team. On the map I play, St Quentin's Scar, the behemoth is a giant airship, lined with turrets that players can spawn into.

Unfortunately, I don't get a chance to try it for myself, as it spawns for the opposing team. Instead, I jump in a biplane and join up with some teammates to have a go at bringing it down. I fail, but others persist and, after a few minutes, the thing comes crashing down. I watch from the relative safety of my sniper perch. It crashes into some buildings, levelling them. It's an undeniably impressive sight, but then, so was Battlefield 4's collapsing skyscraper. The question is whether it will still be impressive the 100th time and beyond.

Set in France, the capture points of St Quentin's Scar are surrounded by small buildings. It's an environment that, despite the World War 1 setting, most reminds me of a Bad Company 2 map. For me, that's when Battlefield made the most of the Frostbite's destructive capabilities. Skyscrapers are all well and good, but there's nothing quite like the unpredictable panic of a collapsing townhouse. I get the same feeling here.

I'm excited by Battlefield 1 because being set almost 100 years in the past gives DICE a natural reason to streamline some of the series' baggier edges. And while it's impossible to get a full sense of the game from just one round, that round was some of the most exciting Battlefield I've experienced in some time.

Plants vs. Zombies 2 release date announced, PopCap hints at PC release

It's been a long four years since we defended our lawns in the original Plants vs.

Plants vs. Zombies, but PopCap's sequel to the beloved flower-defense franchise finally has a release date—for iOS devices.

We already knewPvZ 2 would come out in July, but the iOS exclusivity comes as a bit of a shock. We asked PopCap if and when it would release the undead-slaying, botany simulator for the PC, to which it had this to say:

“We are not commenting further on future adaptations of PvZ 2 at this time, except to say that over time, we plan to bring the game to numerous platforms and make it even more widely available than the original Plants vs. Zombies.”

It's not a solid “yes,” but it's difficult to imagine PvZ 2 reaching more platforms than its predecessor while avoiding the personal computer. We'll keep an eye out for additional versions of the game, but it looks like non-iOS users will have to wait a bit.

In the meanwhile, Plants vs. Zombies 2 will take root on the iPhone, iPad, and iPod Touch on July 18 for the low, low price of free. The sequel will feature new plants, zombies, and fourth wall-breaking power-ups that let you “interact with zombies directly” PopCap plans on charging for in-game items to generate revenue.

The CG trailer, which is an all-too-accurate depiction of my home, also highlights a time-travel element (along with a nod to Back to the Future) leaving us to speculate what the lawns of ancient Egypt looked like.

Marvel and Telltale Games have partnered up

Continuing Telltale Games ' campaign to hoover up every major entertainment license, the studio has announced a partnership with Marvel Entertainment.

The Marvel Universe

' campaign to hoover up every major entertainment license, the studio has announced a partnership with Marvel Entertainment. The company announced the news at an event in San Francisco today, but very little was revealed about the project itself, which won't premiere until 2017. We don't even know what platforms the game will release on, but I'd wager PC is a dead certainty.

Recent game adaptations of the Marvel universe haven't been too crash hot: aside from tie-ins with the Lego and Disney Infinity games, there's not much worth playing. It doesn't help that the last major Marvel game to release on Steam, Deadpool, was abruptly pulled from the shopfront last year.

Still, there's a hunger for good adaptations and Telltale is currently the go-to studio for projects like this: they're currently popping out Game of Thronesand Tales of the Borderlandsinstalments at a steady clip, and are also working on a Minecraft game.

Epic Games co-founder attacks Microsoft for trying to 'monopolize' PC development

Epic Games co-founder Tim Sweeney has railed against Microsoft, strongly criticizing the company's Universal Windows Platform, saying the tech giant is moving to lock down the PC ecosystem.

As co-founder of Unreal Engine house Epic, Sweeney is head of one of Microsoft's most prominent partners in the video game industry, giving his public criticism of Microsoft that much more weight.

According to Sweeney, writing in The Guardian, Microsoft is trying to lock down the consumer PC ecosystem by building a "closed platform-within-a-platform into Windows 10."

Expressing his anger at Microsoft's decision to use the Universal Windows Platform (UWP), which allows devs to create apps that run on any Windows 10 device - be it a PC, Xbox, tablet, or smartphone - Sweeney told developers they must fight the move, or "cede control of their titles."

"Microsoft is moving against the entire PC industry – including consumers (and gamers in particular), software developers such as Epic Games, publishers like EA and Activision, and distributors like Valve and Good Old Games," wrote the Gears of War developer.

"Microsoft has launched new PC Windows features exclusively in UWP, and is effectively telling developers you can use these Windows features only if you submit to the control of our locked-down UWP ecosystem.

"They’re curtailing users’ freedom to install full-featured PC software, and subverting the rights of developers and publishers to maintain a direct relationship with their customers."

The problem, he says, isn't that Microsoft is trying to build out its Windows Store, but rather that its Universal Windows Platform is locked down - meaning it'll be impossible for consumers to download UWP apps, or install and update them without first going through the Windows Store.

Sweeney also fears that the closed nature of the UWP means developers won't be able to distribute any games written using the platform without first receiving Microsoft's permission.

In the long-term, that could result in Microsoft controlling the sale of PC games and Universal Windows Apps, giving them the ability to hold devs to ransom and ensure UWP releases are only available on the Windows Store.

While Sweeney sees the UWP as a "walled garden", Microsoft has counteredby explaining the platform is a "fully open ecosystem, available to every developer, that can be supported by any store."

Microsoft says it continues to make improvements for developers, and is only trying to make "Windows the best development platform, regardless of technologies use."

Speaking at a media event in San Francisco last week, Xbox chief Phil Spencer revealed the company was planningto build out a "complete gaming ecosystem for Universal Windows Applications."

For the full story head on over to The Guardian .

Playing Dishonored 2 as Emily will be "all new"

Dishonored 2 , as we know , can be played as either Emily Kaldwin, the young Empress at the center of the first game who's grown up to be a powerful assassin, or Corvo Attano, the former Royal Protector, who saved her life.

, can be played as either Emily Kaldwin, the young Empress at the center of the first game who's grown up to be a powerful assassin, or Corvo Attano, the former Royal Protector, who saved her life. And the choice will be more than just cosmetic: In the world of supernatural assassins, Emily is a scalpel, while Corvo is more of a big rock with sharp edges.

"If you play as Emily it’s all new—she has her own set of powers, her own assassinations and animations, so she feels different, she feels like a finesse character. In the video, we show a power called Far Reach [a teleportation ability] which can be upgraded in different ways, and it changes your flow through the world and your mobility. Just on a videogame level, moving through the world feels different," Harvey Smith, the co-creative director at developer Arkane Studios, told The Guardian. "But if you play Corvo, it’s all this classic stuff, it’s the rat swarms, it’s possession, it’s stopping time—he feels more heavy and brutal, he’s an older guy."

Smith didn't say how the Emily/Corvo choice will be handled, whether it will be a one-time pick at the start of the game or an option at the beginning of each mission, or something else entirely. But the sequel will offer the same sort of "multiple path" approach to gameplay as the original, with different approaches to different situations, and actions will again have consequences. "A game about an assassin where you don't have to kill anyone—that was our goal with Dishonored," he said. "And that's true again with the sequel."

Consortium: The Tower has a new crowdfunding home on Fig

Crowdfunding campaigns tend to be a riskier strategy nowadays, at least compared with the halcyon years of 2013-14.

Consortium The Tower

Crowdfunding campaigns tend to be a riskier strategy nowadays, at least compared with the halcyon years of 2013-14. When Consortium: The Towerhit Kickstarter in January, the strength of the concept – an FPS RPG set in a ginormous cyberpunk skyscraper – wasn't enough to attract the $450,000 Canadian dollars studio Interdimensional Games sought. In the end it only attracted $182,780.

The studio realised early that the campaign was unlikely to reach its goal, so it announced that it had a "radical" planto save the project. That was later revealed to be a campaign on Fig, which allows both investments and standard crowdfunding pledges.

The good news is, if you've been waiting to partake in that campaign, it's live right now. This time the studio is seeking US$300,000 (which is roughly the same as the Kickstarter goal in Canadian dollars), and it has already raised $124,023 with 34 days to go.

The Tower is a follow-up to the original Consortium, which was successfully funded on Kickstarter back in 2013.

Disney signs deal for Marvel MOBA

In the world of comic books, henchmen beelining straight into a hero's gloved fists in a straight and orderly line usually results in a quick victory festooned with bam and thok sound effects.

sound effects. In MOBAs, it's a happy little train of gold and XP. As reported by MMO Culture(via GameSpy), Disney Interactive Studios wants the Marvel Universe's next nemesis to be the almighty lane creep, as it formalized a contract today with Korean developer Smilegate for the creation of a MOBA featuring Marvel's country-sized cast of characters.

Joy, right? A catch: "Project PK" will release only in Asia in 2014, according to MMO Culture's post. Seeing as MOBAs are kind of a breathtaking worldwide phenomenonand how the appeal of punching/kicking/shooting/fireworks/energy blasting spandex-stretching evil people while wearing more colorful spandex is practically a universal truth right next to "the sun rises and sets everyday," a strong possibility exists for a worldwide launch after the original Asian release. It better, or I swear I'll keep repeating "Omega Red" out loud until things change around here.

Applying old-school sports game design to a modern multiplayer game

Hello team OutOfThe Bit!

OutOfTheBit, makers of the well-receivediOS game Planet Quest , recently released their next game Super Arcade Football in early access. We spoke to Ali Motisi of OutOfTheBit about the new game.


Hello team OutOfThe Bit! Could you please introduce yourselves to the Gamasutra readership?

OutOfTheBit was founded in 2008 by  Ali Motisi, an Italian computer engineer who moved to London to follow his dream of making games. After developing several successful games for iPhone and iPad, Ali and his team decided to design a game specifically for PC and game consoles. Inspired by their beloved Amiga classics, the team started working on Super Arcade Football .

The Super Arcade Football team is made of three people: Ail, Arnaud and Simon.

We bring three nations together: Italy, France and England and are unreservedly loyal to our motherlands when it comes to SAF national tournaments!

Our office is based in Wimbledon, London.


Could you describe what Super Arcade Football is all about?

One day I went to see a friend of mine and we played FIFA on his new Xbox. We asked our partners to play with us and they got frustrated by the controls and by the pace of the game.

FIFA is a great game, but it made me realize that there is probably space in the market for a fun and easy to pick up football game. Something that could combine the simplicity of the Amiga classics with the intensity of great party games such as Towerfall and Bomberman .

We love football, arcade games, and playing together, and ultimately that is what we want SAF to be: a bloody great football game you'd play with your friends with some pizza, competitively against the CPU or with people around the world.


Why did you decide to launch the game in Early Access? Did you also consider other options?

Steam Early Access is the perfect platform for our Super Arcade Football . We can't wait to get feedback from people on what feature they'd like to see and what crazy game modifier they come up with (reduced gravity, meteorites, holes, etc...).

We know what we want the game to be, but we also know there are tons of people in the Steam community with great ideas, and we are hoping to tap into that and build the game openly. We did consider developing behind closed doors, but we think SAF will only benefit from the input and communal excitement of passionate gamers.


When should we expect the full game to be launched? Oh, and when will online multiplayer become available?

We plan to keep the game on Early Access for about 9 months, 1 year maximum.

We're not certain on when online will become available (we are looking forward to losing to people from all over the world). If enough people request online multiplayer that may come very early in the process.


What makes Super Arcade Football unique?

We think it's the perfect game to play together with your friends. With the additions of match modifiers people will be able to customize their tournament to an incredible degree, so you can play football like normal or like never before.

Plus we plan on adding online multiplayer and career mode, and, with the help of the Steam community, we'll make sure to have the best arcade football game of all time.


Were you actually inspired by other games?

Of course we played a lot of Kick Off and Sensible back in the day (I still have blisters on me fingers), so hats off to Dino Dini and Jon Hare for creating those amazing games. Super Arcade Football has its own soul in our opinion, and we like to think it's more of a modern take on those games with a mix of Towerfall , Bomberman and Hotline Miami .


How are you trying to improve and update the top-down formula?

You can already play in landscape and 5-a-side mode in Super Arcade Football , and there is a lot more in the works.


Care to you give us an idea of the development process so far?

We all collaborate together in the team and we have a list of planned features for the final game. We usually take a few and execute them weekly, then we iterate on them and we move to the next set of features.

The process is going to change now that we've started Steam Early Access. We'll share our basic roadmap with the community soon and then incorporate their feedback on a weekly/fortnightly basis. Sometime in the future, we plan to promote 'Modifier Mondays' where every Monday we ask and choose the best idea for a match modifier, and implement that within a week.

If you like Deus Ex you’ll also like…

Fear. Paranoia.

Deus Ex

Fear. Paranoia. Uncertainty. In both the original Deus Ex and in its excellent 2011 reimagining, Deus Ex: Human Revolution, free-form gameplay systems enable the player to make tough moral choices in the troubled, surveillance-heavy world of the near-ish future. That’s one reason why the 2000 edition of the game routinely tops the best-of-all-time lists. But, for me, the core appeal of the original Deus Ex as well as Human Revolution has always been their near-perfect take on cyberpunk.

In a genre that’s sometimes been written off as stale, repetitive, and even kitsch (remember Johnny Mnemonic?), Deus Ex has always stood out. I’d put it right up there with genre monuments like William Gibson’s Neuromancer, Ridley Scott’s Blade Runner, and Katsuhiro Otomo’s Akira.

In this entry of ‘If you like …’, I’ve again tried to pick out some works from other forms of entertainment and culture that capture a similar aesthetic to Deus Ex, or which pivot off from the main themes—future dystopias, body modification, and dark conspiracies. All the good stuff, essentially.


Cypher, directed by Vincenzo Natali

Released in 2002, Cypherplays with familiar cyberpunk themes, but also features an unsettling visual style that pairs nicely with its tale of corporate espionage. In it, we come to know Morgan Sullivan, an unemployed accountant who finds himself caught up in a bizarre, information-age identity crisis.

The film succeeds at exploring the psychological chaos that technology so often brings to the surface in the men and women who want to profit from it. What are we prepared to believe about the real forces at work in the world, and about ourselves?


Rewired: The Post-Cyberpunk Anthology, edited by James Patrick Kelly and John Kessel

Rewired: The Post-Cyberpunk Anthology

Kelly and Kessel’s 2007 a nthologyshines a light on what cyberpunk still has left to explore in the 21st century. If Deus Ex represents one of the best examples of cyberpunk done right, Rewired wants to find out where it might go next. While it includes stories by giants of the genre such as William Gibson and Bruce Sterling, one of its best entries is the editors’ own introduction. In it they lay out what is essentially a post-mortem looking at what succeeded—and didn’t—about cyberpunk, both in the literature as well as the “movement” that sprung up around it.

The short stories, like Sterling’s “Bicycle Repairman,” often search for an idea of what post-cyberpunk means by turning a cliché—such as shadowy secret agents—on its head. Scattered throughout the volume you’ll also find excerpts from a fascinating series of letters exchanged between Sterling and Kessel during the ‘80s where they try to work out the meaning and significance of cyberpunk, and science fiction more generally.


eXistenZ, directed by David Cronenberg

Body modification, whether through nanomachines or high-performance prosthetic limbs, is one way Deus Ex grounds itself in a future that feels strangely familiar. In his 1999 film, which was itself almost a spiritual sequel to Videodrome, Cronenberg offers up what I think is a unique—and more biological—interpretation of corporate intrigue and technological advancement.

Cronenberg’s career has so often explored themes of body horror and violence, and here he weaves a challenging story of videogames, virtual worlds, and the nature of reality. It’s a strange, and often disturbing, film. (Unless of course you’re cool with a gun that shoots human teeth being constructed from a Chinese meal). But eXistenZ also resists easy answers to the questions it poses about what we’re looking for when we play games.


The Long Tomorrow, written by Dan O’Bannon, illustrated by Moebius

The Long tomorrow

This short comiccasts a long shadow over so much of what we now expect to see in sci-fi noir and darker visions of future urban life. The buildings are tall and the streets are dirty, crowded, and chaotic.

First published in 1975, the comic originated as a collaboration between Alien writer Dan O’Bannon and the French artist Jean Giraud, aka Moebius. The two began work on The Long Tomorrow after they met and collaborated on the never-finished production of Dune by the filmmaker Alejandro Jodorowsky.

For more on the intersection of Moebius, sci-fi, and cyberpunk, check out this excellent recent articleby Shea Hennum or this BBC documentary on the artist, In Search of Moebius.


Net Cafe Refugees, directed by Shiho Fukada

Fukada’s documentarydoesn’t make for easy viewing. But its unflinching honesty about the way modern life can so easily cast aside human beings is a reminder that in many corners of the world, the dystopia has already arrived. The 10-minute film gives us a deeply personal look at the lives of two men who’ve found themselves living in Japan’s 24-hour internet cafes.

Each man’s story is unique, but they share an identity that’s been profoundly shaped by the intersection of technology, economic turbulence, and social isolation. If Deus Ex asks us to consider how the future will alter what it means to be human, then Fukada’s work demands we look at how our present has already changed us.

Read our previous installment of ‘If you like...’ on Fallout 3 . And feel free to leave suggestions for which series you’d like to see Patrick cover next in the comments.

Consortium: The Tower is now on Kickstarter

As promised last month , the Kickstarter for the first-person “immersive simulation” Consortium: The Tower—formerly The Tower Prophecy—is now underway.

for the first-person “immersive simulation” Consortium: The Tower—formerly The Tower Prophecy—is now underway. The campaign is seeking $450,000 Canadian, which I'm guessing works out to around 600 bucks US (or possibly more, I haven't actually looked it up), and hints at a handful of stretch goals should it achieve funding beyond that mark.

The original Consortiumis first and foremost a shooter, but rather like Deus Ex, there's a lot more to it than simply emptying guns into dudes. You actually play as yourself, sitting behind your keyboard, in control of a futuristic peacekeeper named Bishop Six through the technology of the iDGi-1 satellite that's capable of projecting consciousness through interdimensional rifts. There are characters to talk to and mysteries to solve, all in service of an overarching story that, to a large extent, you can dig into or ignore as you see fit. It suffered for a lack of polish, but it's a powerfully ambitious and creative game.

Consortium: The Tower promises to expand on that experience with “a much larger environment, story and scope,” created by the original development team and "a select group of new people." This time around, Bishop Six must deal with a hostage situation in the Churchill Tower in London, through violence, stealth, and/or diplomacy. But naturally, there's more going on than is first apparent.

“Discover the source of an unnatural earthquake originating from below the Tower,” the Kickstarter pitch teases. “Find out what's really behind the Tower's malfunctioning builder nanites. Befriend or manipulate the London Police to your advantage, or have them turn against you. Attempt to uncover the truth about the Consortium King (a sentient A.I., and the source of our connection to their world), his creator, the terrorists, your crew, and the Tower itself. Even gain the attention of a mysterious benefactor whose 'alternative' ideas and perspectives will begin to make you question your definitions of 'friend' and 'foe'.”

The $450,000 CDN Kickstarter goal actually works out to about $309,000 US, by the way, a huge leap over the $50,000 goal of the original Consortium Kickstarter. The campaign is live now and runs until February 19. Find out more at thetowergame.com.

Max Payne 3 digital comic recaps Max's fall and sets up his relocation to Brazil

Issue one of Rockstar and Marvel's Max Payne 3 digital comic series is now available for read-looking.

mp3 comic

for read-looking. The first issue, titled "After the Fall," sets up Max's troubled past (which mostly involves him burying everyone he ever cared about), and briefly hints at the events that lead him to Max Payne 3's new setting. He's got a lot to drink about after Max Payne 2, and eventually gets himself in trouble in a New Jersey bar, which presumably kicks off his flight to Brazil. Oh Max, you're incorrigible.

The three-issue series was written by a couple of guys who know Max pretty well: Rockstar VP Dan Houser and the series' original writer, Sam Lake. Artists Fernando Blanco and Matt Wilson are skilled draftsmen of gloom, and it is all very gloomy. I always figured Max to be a good cop who was kicked down a rabbit hole of melodrama during the events of the first game, but the comic sets up a guy who's been beaten down since he was born.

So it's bleak -- even for Max Payne -- but it's still entertaining noir drama, and the tone hasn't changed so much that I don't hear actor James McCaffrey's voice in my head when I read it. Houser's eagerness to play with the series' darkness isn't surprising, but if Max Payne 2 is "The Fall of Max Payne," perhaps Max Payne 3 will turn out to be his rise? He and The Dark Knight should share tips.

You can find the comic at Rockstar's official Max Payne 3 site. Issue two is coming "soon," and the game is out on PC on May 29.

games™ 136: Xbox One Revealed

games™ 136: Xbox One Revealed “Microsoft Just Started A War” The Xbox One has been announced, and now the industry is speeding towards the November release of both of the next-gen systems. games™ dives into the Xbox One reveal; analysing the console, its games and Microsoft’s desire for it to become the centre of the living room. Inside games™ 136, you’ll also find an in-depth interview with Insomniac

If you like Company of Heroes, you’ll like…

The grim beauty of Company of Heroes is that it gives aspirant World War II strategists a bird’s eye view of battlefield and takes them down into the brutal detail of the foxhole.

Company of Heroes 2 preview thumb

The grim beauty of Company of Heroes is that it gives aspirant World War II strategists a bird’s eye view of battlefield and takes them down into the brutal detail of the foxhole. It’s a war sim experienced from above and below, where the general sees all his decisions—good and bad—played out in realtime.

Relic’s original 2006 RTS game was a hit partly because of the delicate way it walked a line that felt satisfying and authentic. With the WWII experience already so well-executed in other genres—shooters and grand strategy sims—COH found a middle ground where it could show the conflict from a new angle. From its squad-based point of view, the tide of battle in COH could be turned by the presence of a single soldier or unit. This perspective also nodded to the intensely personal stories in films like Saving Private Ryanand the HBO miniseries Band of Brothers, both of which had appeared in the previous decade and enjoyed near-universal acclaim.

In this edition of ‘If you like,’ I’ve picked media that takes a similar, soldier’s-eye-view approach to WWII. They aren’t stories of far-removed commanders or politicians, but rather the men who had to carry out their orders in the various theaters of the 20th century’s most brutal war. Given the scope of WWII, any list of recommendations could be almost endless. So with that in mind, be sure to include your own favorites in the comment section below.


Stalingrad, directed by Joseph Vilsmaier

With Company of Heroes 2, the series took its successful squad-based approach to the Eastern Front of the war. And in a way that reflected the much bloodier reality of the conflict between Germany and the Soviet Union in the east, the game adopted a darker toneas well. In the 1993 German film Stalingrad, we witness the full arc of the famous battle played out through the eyes of a group of tight-knit German soldiers.

Stalingrad traces the story of an elite German unit as it takes part in what would turn out to be one of the turning points of the entire war. The Battle of Stalingradplayed out in the city’s bombed out streets, sewer tunnels, and eventually its frozen countryside as the German army became surrounded. The film is ultimately a story of failure, but also one of friendship as resistance to the horrors of war.

COH 2’s turn to the east can also be seen as part of an increased focus in recent years on the cost borne by Eastern Europe during and after WWII. For a historical account of these developments, I’d recommend taking a look at author Timothy Snyder’s recent contributionto our understanding of the Eastern Front— Bloodlands: Europe Between Hitler and Stalin.


War Stories, written by Garth Ennis with various artists

War Stories

In War Stories, comics writer Garth Ennis turns his pen towards a variety of true-to-life experiences during WWII. Noted for his work on comics like Preacher and Punisher, in War Stories Ennis attempts to ground the larger conflict in discrete tales of individuals caught up in unpredictable circumstances.

The eight-issue series, now collected in two volumes, has a scope that takes in battles all over the European theater, from North Africa to the Battle of Britain to the final days on the Eastern Front before Germany’s surrender. In reviewing Ennis’s work, Colin Smith notesthat his writing “isn’t a tale of events which feel as if they’re nothing but ancient history, long since settled and entirely predictable in hindsight. In taking us away from the commonplace and focusing on the lives of his small cast of touchingly-depicted individuals, Ennis constantly compels us to remember how chaotic and unpredictable his character’s lives are.”

If you see COH as I do, as somehow tipping its hat to warfare as carefully-managed chaos, it’s worth checking out Ennis’s War Stories.


Kelly’s Heroes, directed by Brian G. Hutton

If the dirty, impressionistic violence of Saving Private Ryan changed how a new generation of filmgoers saw WWII, then Kelly’s Heroesserves as a reminder of an earlier approach to depicting the war. In the 1970 film starring Clint Eastwood, Telly Savalas, and Donald Sutherland, war is hell, but it’s also a hell of an adventure. If you were to reverse engineer Saving Private Ryan as a kind of twisted, 1960s WWII Western, it might look something like Kelly’s Heroes.

The basic story deals with a group of disillusioned American soldiers who go AWOL in order to rip off a bank behind enemy lines. Sick of feeling like pawns in the ambitious games of crazy generals, the soldiers set out to win a piece of the war that they can take home with them—gold. It’s pure Hollywood but also hugely entertaining. The combat set pieces in the film range over the French countryside and could be ripped right out of the COH campaign. And as with so many older films that deploy practical effects well, the tank battles and infantry skirmishes have aged quite nicely.

Kelly’s Heroes doesn’t shy away from showing the costs of warfare, but rather confronts it with a kind of sarcastic humor and fantasy that’s also become an important artifact in dealing with the legacy of WWII.


The Young Lions, by Irwin Shaw

The Young lions

Of all the American combat novels to appear after the conclusion of World War II, three proved to be definitive: James Jones’s The Thin Red Line, Norman Mailer’s The Naked and the Dead, and Irwin Shaw’s The Young Lions. And of those, only Shaw’s 1948 work deals with the war in Europe rather than the Pacific.

Epic in its ambition, Shaw weaves together the story of three soldiers fighting on different sides of the war. Direct and suitably unadorned, his style is excellent at bringing the reader into the moment-by-moment experience of combat: “The firing stopped and it was quiet again, except for shouts from the wounded out in the field. When a man raised his head carefully to look over the embankment to see what could be done, the guns started again, and the grass on the edge of the embankment snapped and slashed through the air as the bullets cut through it. The remnants of the Company lay exhausted, then, along the ditch.”

What The Young Lions captures so vividly is the psychological dimension of combat and the way it changes the people caught up in it. The novel also highlights the almost absurd disconnect that exists between the fighting men on the ground and the commanders giving orders from eighty miles away. Just as COH closes this distance with its realtime approach, Shaw’s writing excels at telling stories of the war as it was fought in the ditch rather than the war room.

For more installments of ‘ If you like... ’, check out Patrick’s recommendations for Dead Space , The Witcher , Dishonored , Mass Effect , S kyrim , Fallout 3, and Deus Exfans.

Consortium: The Tower's rescue plan revealed

Interdimensional Games said earlier this month that it was working on a “ radical plan ” to save Consortium: The Tower , the first-person RPG that failed to achieve (or even come close to) its goal on Kickstarter last week that the plan is another crowdfunding campaign, but today the studio announced that the new effort will take place on Fig.

Consortium The Tower

“We are excited about Consortium: The Tower being chosen for the Fig platform," Interdimensional Games CEO Gregory MacMartin said. "The Tower is our dream project with almost a decade of planning and R&D behind it, including our first game Consortium. The folks at Fig have recognized this, and by transitioning our campaign onto their platform Fig Publishing will be able to invite investors to join in realizing our project and participating in its potential success in the market.”

Fig, you'll recall, is the games-exclusive crowdfunding platform that launched last yearwith an advisory board that includes Tim Schafer, Brian Fargo, and Feargus Urquhart, that allows for both conventional backers and equity investors.

The new campaign begins on March 22 with a goal of $300,000, slightly less than the Kickstarter goal of $450,000 CDN, or roughly $328,000. Kickstarter backers at the Initiate level ($20) or higher who stuck it out to the very end will have the opportunity to become “ Super Backers,” who will get all future Consortium games the studio releases for free. A custom URL to the Fig campaign—because obviously you'll have to back that as well if you want to claim your Super-ness—will be emailed to all eligible supporters after the Fig campaign goes live.

See if you can guess which game Lego Worlds looks like

Building things with blocks is over.

Building things with blocks is over. Now you can build things with bricks! Specifically Lego bricks, in Lego World, "a limitless collection of procedurally generated worlds made entirely of Lego Bricks" announced today by Warner Bros and TT Games. It's still in development but playable now, thanks to the magic of Steam Early Access.

Lego Worlds hands players the keys to large-scale creation tools, but allows the creation and modification of items and environments on a brick-by-brick level as well. Worlds will be populated by various sorts of creatures and characters, who will interact with one another in sometimes-unpredictable ways.

"Lego Worlds embodies the physical, Lego brick-building fun that consumers have enjoyed for decades, on a digital platform that delivers an entirely new type of experience with the beloved bricks," TT Games Managing Director Tom Stone said. "From the brick-by-brick editor, to discovering an expansive range of items, characters and creatures to populate your worlds—the creative possibilities are endless."

The trailer looks good, and about exactly as Minecraftianas expected, and there will obviously be a great many comparisons made between the two. I'm not sure I'd want to be on the non-Mojang side of that equation, but then again, who doesn't love Lego? Monsters, that who. Lego Worlds is available now for $15/£12 on Steam.

Lego Worlds

Lego Worlds

Lego Worlds

Lego Worlds

Lego Worlds

Lego Worlds

If you like Her Story, you’ll also like…

Her Story has you trawling an archive of police interview footage to unravel a murder that only gets stranger the more you watch.

Her Story

has you trawling an archive of police interview footage to unravel a murder that only gets stranger the more you watch. It makes for a puzzling—and utterly fascinating—montage that won’t be the same for any two players. The fractured structure comprises hundreds of pieces of FMV which you cross reference for clues (and make your own logical leaps) in order to unpick what happened to the game’s leading lady, who’s also the only character you see on screen.

In a post- Serial True Detectiveworld, it’s already a worthy achievement that Her Story has found a new way make the police procedural, one of the most well-worn genres in storytelling, seem compelling. Much of Her Story’s novelty rests on the quality of Viva Seifert’s remarkable performance, but the ambiguity of its narrative—and its insistence that players resolve it for themselves—goes a long way toward making this one of the most original and peculiar games I’ve come across.

In this edition of ‘If you like...’, I look at films, a novel, and a comic series that share some of Her Story’s mysterious DNA. Crime is a common thread in this list, but more importantly these works all present stories that resist easy answers and tidy conclusions.


Memento, directed by Christopher Nolan

It might be tempting these days to look back at Mementoas simply the beginning of a spectacular directorial career, but at the time of its original release, the film’s high concept was the big talking point. Its non-linear take on memory loss, regret, and truth remains haunting and spectacular. The basic premise involves Leonard Shelby, a man unable to store short-term memories. His solution is to write notes to himself and has (supposedly) important bits of information tattooed on his body. Ostensibly working to track down the man who raped and killed his wife, Leonard—and the audience—get caught up in a story that’s as tough to pin down as it is intriguing.

Complicating matters is the structure of the film, which is split into two separate time sequences. Much like Her Story, the film’s ambiguous narrative form makes clear answers hard to find. But it’s really the attempt at uncovering the truth of Memento that, in the end, feels so satisfying.


Before I Go to Sleep, by S.J. Watson

before i go to sleep

A runaway bestseller when it was released in 2011, Before I Go to Sleepdeals with issues of fractured memory, shady relationships, and loss of identity—all themes that intersect with Her Story’s narrative. The book’s plot also has a lot in common with Memento. In Watson’s novel, a woman is afflicted with a condition that causes her to wake up every day not knowing who she is. All she has is a journal to tell her about her life and personal history.

And as in Her Story, the reliability of what we learn about this amnesic woman is always in doubt. But accompanying her on her way to uncovering the truth of her life is thrilling. I think writer John O'Connell’s reviewof Before I Go to Sleep sums it up nicely: “Forget whizz-bang futurism: it proceeds from ordinary life in tiny, terrifying steps, and is all the better for it. The Escher staircase has an oatmeal carpet.”

The book has since been adapted into a fairly workmanlike moviestarring Nicole Kidman, Colin Firth and Mark Strong.


Under the Skin, directed by Jonathan Glazer

Mirrors—and the different ways in which we see ourselves—play a central role in Her Story, just as they do in Under the Skin. The 2013 horror film starring Scarlett Johansson offers up more questions than answers in its story of a mysterious woman who drives a van around Scotland and preys on random men. Many of its scenes were improvised and filmed using hidden cameras and dashcams, a technique that situates the viewer in a perspective that often echoes Her Story’s interview room setting. There’s no escaping what happens on screen, and part of the experience is figuring out a way to understand and cope with the strangeness of what you are witnessing.

And fair warning—Under the Skin is far more Kubrick than Columbo. But if you feel Her Story has just as much menace as mystery on display, you’ll find a lot to appreciate in Glazer’s film.


Gotham Central, written by Ed Brubaker and Greg Rucka, illustrated by Michael Lark et al.

Gotham Central book one

Widely considered to be the best police procedural ever to appear in comics, Gotham Centralfocuses squarely on a vital element of Her Story that stays completely off-camera—the detectives. Operating in a Gotham City populated with super villains, the police in Gotham Central just want to do their job, with or without the help of Batman.

Originally spanning a three-and-a-half year run that ended in 2006, the stories take readers into the squad rooms, patrol cars, and crime scenes inhabited by the Major Crimes Unit. Flipping the superhero formula on its head, Gotham Central’s tight writing and straightforward art style let the very human story of ordinary police work shine through.

Patrick currently works as web editor for Hinterland Studios, which is making The Long Dark. For more installments of ‘ If you like...’, check out his recommendations for Dead Space, The Witcher, Dishonored, Mass Effect, Skyrim, Fallout 3, Deus Ex, Company of Heroesand STALKERfans.

Consortium has a free Steam weekend—and you get to keep the game

Immersive, open-ended sci-fi RPG Consortium is having a free weekend on Steam, much like dozens of other games before it.

Consortium

on Steam, much like dozens of other games before it. I rarely bother to engage with those, because I don't have much time to play games at the weekend, and because I can't be bothered to download several gigs of game only to have to delete it all a couple of days later. The Consortiumone is different. Not only because I already own it, but because this is a Steam free weekend with...a difference.

Download Consortium before the free weekend runs out on Monday, and you'll get to keep it forever . (Or until Steam eventually dies and takes all your games with it, obviously.) What is Consortium? It's a massively ambitious RPG set on a big aircraft, where you have quite a lot of choice in how to approach your secretive mission. An even more ambitious sequel has been announced—a sequel that's heading to Kickstarter tomorrow.

Lego Batman 3 trailer goes beyond Gotham and into deepest space

In case you missed it: Lego Batman 3 is totally a thing .

. Except it's less Lego Batman and more Lego DC Comics, what with it including Superman and Wonder Woman and The Flash and all their many pals and enemies. Adam West is also in the game, because wishes do come true after all. This latest trailer shows a decent chunk of action, including Supes being his traditionally smugly indestructible self. Keep an eye out for robots and even scrolling shoot-'em-up bits too.

You're probably thinking "Wait, how can Batman be in space? Doesn't he need to breathe?", but TT Games have you covered with a range of additional costumes for the game's many, many, many characters, including one for Batman full of delicious, life-preserving oxygen. The story sees Batters, Supes, Wonder Woman, Krypto the Superdog, Bat-Cow (?) and more teaming up to battle the evil Brainiac, stopping every so often to take potshots at Solomon Grundy, Killer Croc, the Joker - basically every super-villain who isn't affiliated with Marvel or an independent publisher. Adam West will appear in the guise of Classic Batman, otherwise known as The Best Batman, and he'll hopefully come equipped with a toolbelt of useful sprays.

Lego Batman 3 is out this Autumn.

Double Fine back to crowdfunding with Psychonauts 2

The studio that kicked open the door for massive video game Kickstarter campaigns is returning to crowdfunding with a new, highly-requested project.

Double Fine, which raised $3.3 million on Kickstarter in 2012 for the game Broken Age , last night announced a campaignon crowdfunding site Fig with a goal of $3.3 million for Pyschonauts 2 .

Psychonauts 2 is the follow-up to the 2005 Majesco-published platformerthat over the years has garnered a dedicated following, and gradually racked up strong sales.

According to the game’s official crowdfunding launch video, the original Psychonauts sold nearly 480,000 units between 2005 and 2010. In 2011, Double Fine regained the rights of the game from Majesco, republished it, and from 2010-2015, the game sold an additional 1.2 million units.

Double Fine hopes Psychonauts’ following is enough to hit the multi-million dollar goal for the sequel. As of this writing, the campaign is off to a flying start, with over $900,000 raised in less than a day.

Going with the recently-launched Fig platform this time around means that there is an opportunity for contributors to actually invest in the game and receive a financial return, a feature not available on Kickstarter.

The game is planned as multiplatform across PC, Mac, PlayStation 4, and Xbox One.

(…And make sure to watch the video – it’s worth it just for the random appearance of a certain white-bearded video game person.)

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STALKER: Shadow of Chernobyl has atmosphere to burn.

3 Stalker

has atmosphere to burn. Simultaneously liberating and oppressive in its radioactive open world, the series communicates as much horror through its bizarre, mutated landscape as through its scavenging, mercenary gunfighters. But if we’re hunting for the core of STALKER’s unique and enduring appeal, it all boils down to one word—Chernobyl.

The 1986 Soviet nuclear disasterhas proven to be the kind of historical moment whose infamy hasn’t faded at all with the passage of time. It’s become the yardstick we use to measure all manner of technological hubris and catastrophe. I know that while I watched the 2011 Fukushima nuclear accidentunfold from half-a-world away, Chernobyl was the name that kept flashing through my mind. This is exactly the fear that STALKER taps into—runaway technology that has the power to change something fundamental about the possibility of human survival.

In this way, STALKER’s story of atomic catastrophe exists in a constellation of objects and memories inspired by radiological fear. And some of these, as you’ll see below, in their own way anticipated the disaster that took place in Pripyat. So for this edition of ‘If you like,’ I’ve picked out films, photography, comics and novels that speak to the paradigm shift of the Chernobyl moment as well as its strange and deadly legacy.


Roadside Picnic, by Arkady and Boris Strugatsky

Roadside Picnic

While the 1977 Russian novelexists as the source of the term “Stalker,” it doesn’t address radiological horror directly. Instead it explores the idea of dangerous ‘Zones’ created by an alien visitation. But the novel does deal with the idea of scavenging and the prospect of mutation brought about by spending time in these altered environments.

With the level of detail and thought that the authors put into describing the Stalker experience, it’s no wonder the novel served as the inspiration for the other famous appearance of the term: Andrei Tarkovsky’s 1979 film, Stalker. The film is notoriously slow, even for an art picture, but its story of a human space that’s been made strange and unknowable does anticipate the uncanny threat of nuclear disaster represented by Chernobyl. It’s precisely the reality of how human beings come to understand and live with such an altered landscape that binds both the novel and the film to the STALKER games.

Perhaps in contrast to Tarkovsky’s difficult film, the English language edition of the Strugatsky novel I linked above is highly readable and includes a great introduction by Ursula K. Le Guin.


GAMMA, directed by Factory Fifteen

A short film created by the Factory Fifteen animation and architecture studio, GAMMA sets out to tell a story of renewal in the face of ecological destruction. In a post-nuclear world, a new kind of fungus technology is developed to reclaim regions devastated by radiological contamination, including areas in the former Soviet Union. But as with so much of science, things don’t go quite according to plan.

The film packs an emotional punch through its documentary-style voiceover and clever mashup of real environments and special effects. For a deeper look at what went into making the unusual short film, a separate, “making of” video can also be seen here.

meltdown


Meltdown, written by Louise Simonson and Walter Simonson, drawn by Sherilyn Van Valkenburgh, Jon Jay Muth, Kent Williams, Ballard Borich

Havokhas always felt like the character who most closely represents the power and unstable reality of our nuclear age. A conduit for the storage and processing of both cosmic and man-made radiation, Havok is the ultimate Cold War mutant. And in Meltdown, a four-issue miniseries first published in 1988, we see how Havok and Wolverine respond to the dangers of a post-Chernobyl planet. Even if their story of international adventure and atomic espionage becomes a bit tough to follow at times, for me the most direct connection to radiological fear can be seen in Van Valkenburgh’s artwork.

Drawn in a high-contrast, watercolor style, it perfectly captures the surreal power and deep pessimism of our nuclear age.


Metro 2033, by Dmitry Glukhovsky

metro 2033

Many of you will likely be familiar with Metro 2033and its sequel Last Light, the games I feel echo most closely the feel of STALKER. Based on Dmitry Glukhovsky’s series of novels, the Metro games are worth bringing up in any discussion of the STALKER series because in certain ways they surpass it. Set in the Moscow metro system in the years following a nuclear apocalypse, Metro puts radiation at the very center of its story.

The way Metro deals with issues of scarcity and breathable air through the use of gas masks has always struck me as one of the most terrifying challenges in any game. Will I be able to breathe? Will I find the ammunition I need to make it through this passage? Again, if we are to look at the STALKER experience as one bright point in a constellation of artifacts responding to the Chernobyl moment, the Metro novels and games are for me the most recent and effective iteration of this fear.


The Long Shadow of Chernobyl, Gerd Ludwig photographer

One of the leading photographers working to document the aftermath of the Chernobyl disaster, his work doesn’t make for easy viewing. But the reality that his camera records has always felt like a significant part of what makes STALKER’s atmosphere so captivating. Through their mixture of recognizable ruins and mutated bodies, the games hint at the idea that somehow, maybe, we could create a place of similar terror in our own world. And I think Ludwig’s photography captures images that actually approach that horrific possibility—the terrible effect of radiation on both the body and the mind.

The video embedded below is a short preview of his major project on this topic, The Long Shadow of Chernobyl, which is also available as an interactive app for the iPad.

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