Hand It Over: 40% Of Freemium Players Purchase Additional In-Game Content

It’s no secret that the free-to-play model has done wonders for a plethora of video game developers, particularly those geared towards mobile devices, but what we weren’t quite sure about was exactly how much of an impact they’re making as far as the wallets of consumers are concerned.

Thankfully, a recent NPD reporthas helped shed a little light on the matter, and its findings are striking to say the least. According to the NPD data, gathered from an online survey of 6,416 gamers, four in every ten freemium game purchasers have made at least one in-game micropayment in order to enhance their gaming experiences. Moreover, the data suggested that 84% of individuals who set up trial accounts within games with a free-to-play entry point decided to continue playing the game after their trial periods had expired, lending support to the claim that limited free components of larger gaming experiences function effectively as successful enticements to the majority of players.

However, while the statistics provide an intriguing overview of the freemium market, one might note that a more specific breakdown, namely one that distinguished between games typically considered ‘casual’, such as those enjoyed via Facebook, and core AAA experiences, such as Team Fortress 2 and Everquest . Furthermore, there doesn’t seem to be any form of separation between the platforms on which the free-to-play games in question were based, opening the results up to an element of scepticism from those looking for a more definitive set of figures.

Jump to Section:Best Price

Comments
I'm giggling.

I'm giggling. Rich is bent over, crouch-walking towards a guard. It's funny for three reasons: 1) it's a silly walk, and the day I stop laughing at silly walks is the day the terrorists have won, 2) Splinter Cell Conviction's guard deaths are over the top and awesomely violent, and 3 ) I know he hasn't spotted me.

Conviction has a versus mode that takes the usual co-op activities and maps and twists them: two spies in an arena full of guards. Kill them, kill each other. This creeping, crawling action is stupidly tense and tensely stupid: you daren't move until you've checked every angle and spotted every corner. It neatly subverts what's comforting about the game: when a light winks out on the other side of the arena, I know Rich is on the move. But is he moving to the inky black hole the light was illuminating, or is he hoping I'll think that he is? Is Rich, our simple, grinning, overly enthusiastic staff writer really that devious? The tinkling glass attracts a guard, and whatever Rich's plan is has the added complication of the dimwitted servicemen that populate the arena blundering into his circle of pain. I use the opportunity to move, bolting across hunks of modern art, avoiding the dark area Rich made, instead settling on a high wall that Rich will have to pass no matter what.

Tee-hee.

Of course, it's better to take a guard quietly, so Rich lets him turn back and stalks him, coming into my view. It's honestly just really funny. Like those times when you're playing hide and seek as a child, and the seeker is right there . I watch as Rich grabs the guard, but instead of killing him he takes him hostage. He walks underneath my perch and approaches another guard. What a buffoon. I start firing at him as he's shooting at the other guard.

Annoyingly, he survives.

I guess the human shied works, but as soon as his held guard drops, Rich falls to a headshot. But that's not the end. It's possible to sneak up on the other Spy as he's sneaking up on you, laying traps within traps. And Rich really is that devious. He was sneaking on one side of a giant plant thing, I was on the other, the pair of us circling around it, keeping out of range of the other while trying to track him as well. Round and round we went, childishly taunting each other before I exploded. Rich had planted a proximity mine on his side of the planter.

What a git.

If you haven't given it a shot, Splinter Cell: Conviction's versus mode really is worth playing. A unique, silly addition that doesn't get any of the attention it deserves.

We recommend By Zergnet

The week's highs and lows in PC gaming

Each week PC Gamer probes the previous seven days to scientifically establish what rocked our world and made us despair for its very future.

Each week PC Gamer probes the previous seven days to scientifically establish what rocked our world and made us despair for its very future. As usual, we begin with the good stuff…

THE HIGHS

Cory Banks: This one's easy: the high point of my week was getting Peter 'Durante' Thoman to evaluate the technology behind From Software's Dark Souls 2 PC version. We're talking about the guy who single-handedly saved Dark Souls: Prepare To Die Edition from itself, restoring the kinds of features we PC gamers expect from our games. His technical analysis is astounding in part because of how simple it is: he breaks down the state of the game's engine so easily that you don't need a degree in quantum videocard design to understand how improved it is.

That Durante's analysisis just one part of our two-week crusade to give you everything you need to know

about Dark Souls 2 is, really, just so freakin' great. Expect much more soon, including Durante's tweak guide to getting the game looking as good as it possibly can be.

Evan Lahti: PAX Eastwas splendid. We held a stimulating panel ( video archived here) on the future of PC gaming where I got to interrogate Palmer Luckey and Chris Roberts. I fell in love with a new roguelike, and Cory fell in love with a new Capybara game. Cory and Tyler also got to try Evolve for the first time, which they were quite impressed by. And almost two-thousand people came to our party, which featured The Crystal Method.

My favorite part about it, though, was realizing that being accompanied by a cameramakes it socially appropriate for me to just go up and talk to other PC gamers.

Tim Clark: Sam Roberts, our UK editor, and I were discussing this week how one of the best things about working on PC Gamer is there's never a drought. There's always so much interesting stuff happening, that the hard part is deciding what not to cover. I love being able to write about AAA behemothsone minute and weird indie curiosthe next. No surprise, though, that it's so much easier to deal direct with smaller studios. Easily my highlight this week was speaking to Hinterland Games' Raphael van Lierop about The Long Dark. You can read about his game's so-pretty-it-hurts vision for the end of the world here. After our Skype call I bugged him to listen to Farewell Trasmissionby Songs: Ohia on the basis that it ends with Jason Molina (RIP) howling “long dark blues!” Safe to say that's not how the Call Of Duty dev interviews tend to go these days.

Wes Fenlon: Civilization: Beyond Earthis almost certainly going to be the game to drag me into the Civilization series. I've long preferred real-time strategy to turn-based—I couldn't tell you how many hours I've poured into Command & Conquer, Red Alert 2, and Warcraft 2 over the years—but recently Total War and Endless Spacehave given me the 4X bug. And there's just something special about space as a strategy setting. It suggests endless possibility, an entire galaxy to explore instead of a single planet. Of course, that's also a little intimidating. I can already see weeks of my life slipping away as I brush up on my history with Galactic Civilizations and Alpha Centauri.

Dragon Fin Soup — Add Some Cash to the Pot

Dragon Fin Soup is a game from the dev team Grimm Bros, and so, rather fittingly, features characters reminiscent of classic fairy tales.

is a game from the dev team Grimm Bros, and so, rather fittingly, features characters reminiscent of classic fairy tales. The main character, Red Robin, is a callback to Little Red Riding Hood… if Little Red carried a gun and had the Big Bad Wolf as a pet. The Kickstarter page is quick to mention, however, that it won’t just be retelling these famous stories. Their style appears to involve sampling characters, locations, and ideas from all forms of fairy tale, and weaving them into a brand new world for players to explore. Incidentally, the actual world appears to be inspired by another famous fantasy story: Terry Pratchett’s Discworld . While the world isn’t a giant, rotating disc, nor are there any elephants visibly holding the planet aloft, the world is situated on the back of a giant Dragon Turtle deity named Asura.

The actual gameplay is described as being a “Tactical Action RPG,” which means that you move around on a grid, and each movement you make gives the other enemies in an area an opportunity to move or attack as well. What this amounts to is a game where you’ll have as much time to think as you’d like, but which will still act as though it’s in real-time when you actually make your move. It should be familiar to anyone who’s played the recent Pokemon: Mystery Dungeon games, or the games that inspired them. In addition, the game will feature a crafting system, procedurally generated missions and dungeons (along with handcrafted ones), a day/night cycle, and random weather.

If any of this sounds like your cup of soup, you can head over to their Kickstarter pageto add some fuel to the fire, and get some sweet rewards as well. You can also check out their pitch video above, which features the devs and their mind-numbingly amazing video game display.

Player escapes Rocket League map, discovers strange world

I'm a big fan of breaking games and worming my way into areas players aren't meant to see.

I'm a big fan of breaking games and worming my way into areas players aren't meant to see. Sometimes you learn a little about the development process, but it's mostly about that polite, British thrill of being somewhere you're not supposed to be but doesn't exist so doesn't matter anyway. Often there's nothing but a long drop outside the confines of the map—WoW's unused Quel'thalas and Gilneas zones (before it was patched in) are personal favourites, and they were just poorly textured planes. However, every so often, you find sights worth seeing. Redditor UncomfortableNPCescaped the confines of Rocket League's Wasteland arena and discovered a strange new world.

There's lot of light-hearted speculation in the office surrounding the 'lore' of Rocket League. Are these RC cars or are real human pilots going up in smoke each time I demolish someone in spite? What dystopian society could condone such a sport?

UncomfortableNPC's discoveries suggests things are worse than we thought. Alien monoliths dominate the landscape for miles uncounted. Beyond the immediate scenery of the arena, towers and great metal constructs lie hidden. Who built them? What do they want from us? Why are there so many useless assets cluttering up the level?

The Black Death is a grim survival game set in medieval times

The Black Death is a medieval survival MMO, and as you might expect it's quite a grim one at that.

The Black Death

The Black Death is a medieval survival MMO, and as you might expect it's quite a grim one at that. Case in point: one of the classes is named 'Peasant'. Peasants are good at agriculture and foraging, not so much at the old killing, and like the other classes they'll try to survive against the pox-ridden bubonic backdrop of medieval times.

The latest trailer shows the Peasant's humbly miserable existence in action:

And here's a brief overview of the game, from the Steam page:

"The Black Death is a massively multiplayer survival game that allows you to choose your own path in this dark, medieval land, complete with a diverse population of villagers, wildlife, and plague victims. Create your own story from a range of different play styles - become a blacksmith; defend the weak as a knight; or earn your living as a merchant. The wealthier, the richer, the stronger you become, the better your chance of survival."

Basically: right up my street.

Because survival game, The Black Death will of course emerge via Steam Early Access, on March 15. That gives you more than enough time to track down and watch all four series of Maid Marian and Her Merry Men, to prepare yourself for muddy peasant life.

Ta, PCGamesN.

Mafia 3 domain registrations hint at a new game in the works

The Mafia rumor machine is once again picking up speed, thanks to the recent registration of four domains related to Mafia 3.

mafia

rumor machine is once again picking up speed, thanks to the recent registration of four domains related to Mafia 3. Noticed by NeoGAF, mafia3thegame.com, mafiaiiithegame.com, mafiathree.com, and mafiathreethegame.comappear to belong to Take-Two Interactive Software, Inc., the publisher of the Mafia series that was last heard from nearly five years ago. That makes good timing for an announcement at, or just ahead of, Gamescom, set to take place in August.

Buttressing the rumor is the video playing below, which purportedly came from IGN before being removed, showing the Mafia 2 logo morphing into Mafia 3, followed by "2016." This too is entirely unverified, but as Gamespotreminded everyone, Mafia 2 voice actor Rick Pasqualone tweetedin January that he "might have some Mafia news very soon!" Put it all together and it certainly starts to look like... well, something .

Of course, it could be a fake, or it could be simple bookkeeping on 2K's part. We've reached out for more information.

GOG's Summer Sale is now on

The headline discounts change every 24 hours.

Summer is here! The birds are singing, there are leaves on the trees, everything is unbearably humid, and GOG's Summer Saleis back. Give up on the holiday—buy more games.

The headline discounts change every 24 hours. As I'm typing, The Witcher 3is half off, classics from the X-COM series are 75% down and a big Star Wars bundle containing X-Wing, TIE Fighter and moreis 60% off at £20.

You can also gain 'XP' towards free games by collecting badges. There's one just for having a GOG account, one for adding games to your wishlist, checking in every 24 hours, sharing the sale on Facebook... you know the drill.

For the next couple of days, there's also a free copy of System Shock 2for anyone using the GOG Galaxy client.

The sale lasts until June 22, 12:59PM UTC, so there's plenty of time to make headway.

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

Win Half-Life 2: Episode 29!

Attention PC gamers!

PCGUS CE giveaway main

Attention PC gamers! We've got a giveaway so momentous that it stands to eclipse epochal moments in history going all the way back to the discovery of fire by an unfortunate troglodyte in a lightning storm about one and a half million years ago. In fact, it's so spectacularly massive that it may create a singularity unimagined by even Stephen Hawking at his most fanciful after a fifth of bourbon. What could be so huge? How about this: a magical Steam code that will grant you free, permanent access to Valve's entire catalog—which includes some of the finest PC games ever made—and every game Valve ever will make . That's right: you can win Portal 2 , Dota 2 and even Half-Life 2: Episode 3 .* It's the prize that keeps on giving, year after year!

But wait, that's not all! Click through to see what else, and how to win it!

Update: Winners have been drawn, and notifications are going out. We'll post the list of winners soon!

Update 2: Winners posted!

We're also giving away sweet, shrink-wrapped, aromatic Collector's Editions of,,,and. That's a total of six fabulous, planet-shattering prizes, all up for grabs. Click here to see them all!

But wait, there's even more! We'll pick a seventh lucky dawg who'll receive a copy of Borderlands Game of the Year Edition ! The giving just won't stop!

So how do you get in on the action? Just “like” us on Facebook, then comment on this post on Facebook(not our comment area below) with a list of the three games you're most looking forward to in 2011 (in order of preference). That's all! (If you're already a fan, just comment with your list.)

On Monday, November 1 at 10am Pacific time, we'll draw seven winners from the comments (with the help of everybody's random friends at Random.org,) and contact them via Facebook. Winner #1 gets first choice. (We suspect they'll pick the Valve code.) Winner #2 gets to choose between the remaining prizes, then winner #3 gets to pick, and so on.

This contest is open to US residents only. Sorry, rest of the world! We'd let you enter if The Man would let us.

*Provided the sun doesn't burn out before it's released.

Michael Hudak : Magic Valve code

Craig Fender: StarCraft II Collector's Edition

Phillip Front: Fallout: New Vegas Collector's Edition

Jeremy Sanchez: Borderlands: Game of the Year Edition

Darien Sumner: Civilization V Collector's Edition

Justin Anderson: Mafia II Collector's Edition

Zack Jones: Plants vs Zombies Collector's Edition

Thanks to everyone who entered!

GOG Galaxy update adds rollback feature and pausable downloads

I have to agree with James' assessment of GOG's Steam-like desktop client Galaxy: A big part of why I like it (and I do like it) is that it's not overloaded with extraneous bells and whistles.

GOG Galaxy

of GOG's Steam-like desktop client Galaxy: A big part of why I like it (and I do like it) is that it's not overloaded with extraneous bells and whistles. Even so, I also dig the changes made in the 1.1 update released today, which includes a new "rollback" feature that will revert a game to its previous state if an update happens to break something.

Other additions to Galaxy include new installation options that enable control over language and directories, an improved friend search, a pause and resume function for downloads, a smaller sidebar, and better overall performance through decreased RAM and CPU usage, plus GPU acceleration under Windows and App Nap support on Mac OSX.

"We know that patches can occasionally break a game or affect your mods," Piotr Karwowski, GOG's vice president of online tech, said in a statement. "With the newest update to GOG Galaxy, we're giving our users more control over their games and patches, but also addressing many of the top requests from our community."

The 1.1 update is available now to Galaxy users who have opted to receive preview updates, and will be rolled out to everyone else "very soon." If you don't want to wait, go into your Galaxy settings and check the "Receive preview updates to testing upcoming features" option (taking note of the "at your own risk" disclaimer), click OK, then exit and restart the program. Upon restarting it will download the update, install it, crash—at least it did for me—then spontaneously restart. Voila! Galaxy 1.1 is in the house. There's not much more to it than that but if details are your thing, you may find them at gog.com/galaxy.

A new Tacoma trailer spins space stations and story

In it, we get a glimpse of a few of the empty station’s living quarters, work quarters, and recreation quarters—Zero gravity basketball, anyone?

Gone Homedevelopers The Fullbright Company just dropped a new trailer for Tacoma, their space-station-based first-person narrative game.

In it, we get a glimpse of a few of the empty station’s living quarters, work quarters, and recreation quarters—Zero gravity basketball, anyone? The trailer also shows off how you can control the AR holograms that replay what people were doing here before it was seemingly abandoned. Rewind or skip ahead to catch every sequence from every angle, and it might be possible to catch small story beats that would otherwise go unnoticed.

Tacoma releases in spring of 2017.

How do you dunk in zero gravity?

“I’m pissed off” – Chris Roberts on the decline of PC-pushing games

“I’m pissed off” – Chris Roberts on the decline of PC-pushing games Chris Roberts, the creator behind Wing Commander and upcoming Indie behemoth Star Citizen, is frustrated by the decline of PC gaming that really pushed hardware and is betting on there being plenty more PC gamers who feel the same way. “I mean, I’m pissed off,” Roberts told games™ with a wry smile as we discussed his upcoming game

GDC 2012 has just kicked off. We're live on the show floor

GDC is less console iteration and booth babe than E3.

GDC 2012 Thumbnail

The Games Developers Conferencehas just begun in San Francisco. Devs from every corner of the industry are congregating to talk about their craft. It's a very exciting time.

GDC is less console iteration and booth babe than E3. It's more about quiet announcements and candid industry chatter. That said, this year's show is already shaping up nicely, especially for us PC gamers. We have men on the ground, sniffing out scoops in real-time.

Will Valve open the Pandora's box that is the Steam Box? What's the mystery game that EA are due to announce on Tuesday? What will Sid Meierhave to say in his keynote speech? Are Hitman Absolution's crowds extremely good or a bit good? Read on for the highlights.

The conference begins low-key but unpredictable. Today, we'll be attending various talks from indie developers and meeting up with Paradox Interactive. Tuesday is a similar affair, though some Planetside 2news might break later on.

Things get really exciting on Wednesday. Lord of Civ, Sid Meieris doing a talk on Interesting Decisions, Notchis having a Fireside Chat, Square Enix are talking Deus Exand Valve are talking TF2. There's also rumours of a mystery game getting announced by EA in their Game Changersconference. It could relate to more Sim City news, or something even more exotic. IO Interactive will also be unveiling Hitman Absolution's outstanding-looking crowd tech.

We've got a bundle of interviews on Thursday with some of your favourite devs, but we can't give away too much yet. We'll also be attending postmortems on Portal 2, The Old Republic, Fallout, The Witcher 2and League of Legends. It's going to be one hell of an insightful day. Keep an eye on our GDC 2012 tagfor more.

Biowarekick off Friday's schedule with a talk on Contrast and Context in Story and Cinematics. There'll also be discussion from Zyngaand PopCap, an analysis of recent Indie hit Dear Esther, along with chats on experimental play sessions, game dev parent's rants and the nature of game reviews. We'll almost definitely have something to say about all that.

And then it'll be over. The most exciting developments won't be on the schedule, so keep an eye on our GDC 2012tag for more. Excitement!

GOG has an indie sale, and also virtual piñatas

Spending a discounted sum of money for digital goods is not for the likes of GOG.

Gog

Spending a discounted sum of money for digital goods is not for the likes of GOG. No, they also have to do something weird with their sales. You can pick from a selection of encheapened indie games in this, the Indie Piñata sale, you can also have a whack at a mystery indie for $3.

Go to the GOG front pageand you'll notice a dangling piñata, and a button to buy it. Do so, and you'll be given a random indie game worth between $10 and $45. I did so, for science, and got a copy of sci-fi social media simulator Redshirt.

GOG says the regularly discounted indie games and the potential piñata pool contain separate games, so your mystery surprise won't be something that's also on sale. If your indie collection is sparse, it seems like a good way to get at something you might not otherwise have bought. Otherwise, I do imagine there's a risk you'll be rewarded with something you already own.

In the sale itself, notable discounts include Hotline Miami 2 for 33% off, Papers, Please for 50% off, or Doorkickers for a whole 75% off. New deals and piñata possibilities will be added in just under three days.

Jump to Section:Best Price

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Our Verdict
Despite an impressive variety in art direction and environments, Soul Axiom's puzzle design is shallow and frustrating.

need to know

What is it? A first-person puzzle game about exploring digital memories.
Expect to pay: $20 / £15
Developer: Wales Interactive
Publisher: Wales Interactive
Reviewed on: Intel Core-i7 6700K, 16GB RAM, GTX 980 Ti
Link: Official site

Soul Axiom wants to be a huge, cerebral puzzle game. I admire the scope and variety of its modular environments, each with completely different aesthetics and puzzle mechanics. It has an intriguing story that spans generations, built on weighty concepts like the soul, the depths (or absence) of human consciousness, and scientific ethics. Soul Axiom is imposing and impressive from a distance, the silhouette of a skyscraper. But upon closer inspection the looming shadow is just a topsy-turvy paper mache idol held together by twigs and rubber cement.


Metaphysics

In the first-person digital dreamscape of Soul Axiom, you’re tasked with entering fragmented memories, which are independent levels dotted with locked doors, laser puzzles, and purple-faced bald guys. The goal in each is to find and touch a digital corpse in order to hallucinate the past. Translation: as a digital soul exploring the Matrix-like assembly of humanity’s hard drive memories, you’re to explore each memory and solve the puzzles inside in order to find out where humanity went and how you arrived. Think The Talos Principle, but with more locales and less fun.

From hokey haunted mansions to space stations that recall System Shock, Soul Axiom’s visual palette is all over the place in a good way, even if the scenes themselves are fairly static and lack minute detail. It looks like a game out of the mid 2000s, where CG cutscenes with obscene artifacting, low poly models, and inconsistent collision were in vogue. It often looks nice from far away, but closeups reveal a lack of detail in texture and geometry.

You interact with the environment and solve puzzles with a handy set of first-person cyber superpowers. They let you shift blue-tinted objects in and out of existence with a click, ‘rewind’ or pause green-tinted objects on a predetermined path, and shoot and destroy orange-tinted objects. But clicking the mouse buttons to use each power feels sluggish. There’s a noticeable delay in how each executes, with the frilly hand animations and grating sound cues playing out before each ability kicks in. The rewind-play power is used more than most, and clicking to pause an object in its movement or animation takes about half a second to register. I already figured I’d never use a VCR again, but now I want to throw them all into a fire.

Input problems aside, I was excited to see how the puzzle rules and object manipulation powers would stack and change over the course of the game. They don’t. Objects subject to the powers are rare, tinted in the color they’re exclusively affected by, and often arbitrarily. One hallway scene required me to blow up some wood panels to get through. A nearby hallway was blocked off by the same wood panels, but because they weren’t orange, I couldn’t interact with them. Without consistency in the puzzle rules, I couldn’t trust any information I observed to be useful.

Soul Axiom’s puzzles are rarely challenging, and if they are it’s because they’re poorly communicated or outright bugged. In one instance, I had to turn valves in a certain order to douse the fire on a helicopter in a military base. I completed the puzzle early on, but had no idea because even though the fire disappeared, the fire crackle sound effect was still emanating from the helicopter. Puzzles that work involve pulling switches, pressing buttons, or using the dissolve-fill, rewind, and explosion powers in some regard, but rarely in combination.

Teleporting into a new area and exploring until I figured out its particular puzzle schtick was neat, even if the gratification was as shallow as discovering how to turn on a light switch as a toddler. Once I figured out an area’s gimmick, it was just a matter of going through the motions. In a puzzle involving owl statues that bounced multicolored lasers around (time to laser puzzles: two hours), I had to blow up the orange-tinted owl because that was the only possible way to interact with it, rotate (rewind) the two green-tinted owls because that was the only possible way to interact with them, and so on. The puzzle solved itself. There was no deduction or problem solving involved, just observation and execution. At their best, the puzzles provide the same satisfaction as putting together an Ikea desk. At their worst (some rewind puzzles require manipulation and traversal of platforms over a deadly pit), the Ikea desk makes you start over if you mess up or leave the room. Yep, return to the hub world before finishing an area and the puzzles reset without warning.

There was no deduction or problem solving involved, just observation and execution.


Variety, the spice of strife

I love reading, but I don’t finish a novel by flipping between pages at random. Soul Axiom leans into its epistolary storytelling (finding notes, letters, emails, and so on) way too hard. Piecing together a big branching story is hard enough when no single level is the same. It’s especially difficult when they’re littered with pieces of writing that repeatedly reference characters I can’t easily anchor to anything I’ve seen. From what I gathered, I was a digital soul interfacing with a cyber memory safe. My goal was to piece together information from each memory, none of which were necessarily my own, in order to learn more about the corporation that created the memory and soul backup software. Nothing is blatantly clarified. I visited a hidden temple in a jungle, an island-bound lighthouse, a spooky lab where children were experimented on, an ice dimension, and more. I loved the variety of the unexpected locales, but without a clear through line, I was left skating on the edge of hope towards some grand revelation that never came. And even if it did, long before I reached the end I’d lost all motive and interest in unravelling Soul Axiom’s plot. I’m not against nonlinear stories, but every level and note was a heavy nudge towards something I couldn’t quite make out, and that’s disappointing.

By the end, I could only recall glimpses of names, recurring faces, lofty themes and symbolism, and the stilted animation and awkward VO from the sparse cutscenes. I dug the ideas Soul Axiom poked at, even if they’ve been run through the sci-fi grinder innumerable times. But without whipping out my conspiracy theory notebook, the story floated right on by.

Soul Axiom nearly gets by on intrigue. For the first two hours, however inconsistent, I was curious to explore the varied environments and play around with the shallow puzzles. But once I realized there wasn’t much to it beyond poking, prodding and running back and forth until I heard a ding that signaled I’d done something right, no change in scenery could save Soul Axiom from boredom or frustration.

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A nice nighttime vista.

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Make the wall go away.

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Entering new environments maintained my curiosity for a while.

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Soul Axiom Review 10


Oh heck yeah, pipe puzzles + input delay = *PROCESSING*

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Some scenes are beautiful.

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Some scenes are spooky.

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Owls, lasers.

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The spooky mansion wasn't too spooky after the number lock puzzle.

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I agree.

The Verdict

Soul Axiom

Despite an impressive variety in art direction and environments, Soul Axiom's puzzle design is shallow and frustrating.

ABOUT THE AUTHOR At only 11-years-old, James took apart his parents’ computer and couldn’t figure out how to put it back together again. As an Associate Editor, he’s embarked on a dangerous quest to solve Video Games. Wish him luck.

We recommend By Zergnet

Alpha Centauri trademarks registered by EA

A clutch of Alpha Centauri trademarks have been gobbled up by EA, report Eurogamer .

Alpha Centauri

. The trademark applications were spotted by NeoGaf, and cover an online serviceand computer game software. EA originally published Firaxis' cosmic take on the Civilization formula way back in 1999.

Alpha Centauri appears regularly in our annual selection of the top 100 PC games of all time, because it's great. Could EA be planning a long-awaited sequel?

GOG says it's ready for Windows 10

Windows 10 is coming!

Akalabeth World of Doom

Windows 10 is coming! Windows 10 is coming! No, really, Windows 10is coming on July 29. And as is the tradition with OS upgrades, that means it's time to start sweating about compatibility with your old games. But maybe not your really old games, because GOG says it's "as ready as can be" for the big move.

GOG said in a statementthat its QA team is in the process of testing its library on Windows 10, and that it is "very optimistic" about the transition. "So far, things are looking great. We're encountering very few problems and most of those are either resolvable on our end, or likely to get fixed as Windows 10 nears release," it wrote. "In fact, many games that had issues on operating systems newer than Windows XP once again won’t suffer any hiccups on Windows 10."

The statement acknowledges that Windows 10 is still a "work in progress," and so there's still plenty of time for things to go sideways. Some games may also need to be patched to run properly, and that "likely to get fixed" as Win10 gets closer is a bit off-putting. But right now, GOG is "confident for the future," it said. "This is the smoothest transition to a brand new system that we've ever worked on."

I hope they're right—and I hope everything else in the move to Windows 10 goes smoothly, too.

Bethesda stakes its claim on all the world's free time with Oblivion/Fallout 3 value bundle

Bethesda evidently believes that the human race is a destructive influence upon the Earth, and has determined to curb our rapacious ways by offering a distraction for the next few years. Well, that or the company's just decided that Fallout 3 and Oblivion are old enough to sell at a discount, and figures that if you want one, you might want the other; either way, that's a heaping helping of playtime

Screamride review

Screamride review We’ve always had something of a disconnect with rollercoaster games. As enjoyable and satisfying as it is to craft a rail-runner that would make The Big One look like the little one, it all feels a little bit pointless. Hitting the button to actually ride your creation just amplifies the difference between videogames and real life – there’s no real thrill to watching a rollercoaster

GOG's Summer Sale is go

The Sale Stoat Says
GOG, the digital peddler of DRM-free games, is holding a summer sale from now until June 21.

Gog

Digital goods are effectively limitless, and so you don't need to wrestle a potential rival to the ground in order to guarantee a good deal. Take it easy. and have fun!

from now until June 21. Expect new deals to appear every 12 hours. In total, GOG says that over 700 games will be discounted.

It's not just discounts either. There's also the chance for free games. Or, more accurately, games that you'll given for free if you also spend money. Every penny you spend throughout the sale is totalled up. Spend over any of the following milestones, you'll be given the corresponding game:

SimCity 2000 - free for everyone who spends at least $1. S.T.A.L.K.E.R.: Clear Sky - free for everyone who spends at least $20. Xenonauts - free for everyone who spends at least $50.

Right now, deals include 10% off The Witcher 3, 85% off The Witcher 2, 74% off Mount & Blade: Warband, and 40% off Telltale's Game of Thrones.

In fact, looking at the current crop, and the games that are likely to be added across the next two-and-a-half weeks, this is a great time to pick up some of our overlooked RPGrecommendations.

(Stoat source: Ashley Cohen)

What Overwatch could learn from Dota 2's support characters

​What Overwatch could learn from Dota 2's support characters
Three Lane Highway
I've written a whole lot about playing support over the years.

Overwatch Mercy

Every week, Chris documents his complex ongoing relationship with Dota 2 and wizards in general. To read more Three Lane Highway, click here.

I've written a whole lot about playing support over the years. It's one of the most interesting and challenging ways to play Dota 2 and, traditionally, the least appreciated. "Nobody likes to play support, yet everybody likes to win" is the pertinent Bastion announcer pack quote here (there's one of those for every occasion, it seems.)

Appreciation of (and eagerness for) support play increases with the engagement level of the Dota fan, I find. This is a community that valorises difficulty in almost all of its forms, and playing support is difficult—particularly in pub games, where you have a whole bunch of other social stresses to deal with too. Professional supports are often seen as underdogs, and appreciating their performance is something that tends to come after a viewer has learned to follow, say, a professional carry.

Both of these things make it appealing to cheer for, and to be seen to cheer for, supports. Universe's $6m Echo Slamwas a rallying cry for cash-strapped position four Earthshakers everywhere, a moment when the underdog got to suddenly and dramatically become the overdog. I could go on about how great fy is again, but I probably don't need to at this point. fy is the best.

It's here that you bump into one of the Dota community's defining contradictions: read Reddit or Twitter or watch streams for long enough and you'll see a lot of appreciation for excellent support play. Play actual Dota for long enough and you'll come to see the person who willingly picks support as a precious golden angel: an island of sense and magnanimity in a sea of people who are going to play mid or carry or jungle and that's the end of it. Everybody likes to cheer for supports, yet only a handful volunteer to play them.

I've been thinking about this a lot lately in the context of a different game: Overwatch, which entered closed beta on Tuesday. I'd played the game before at Road to Blizzcon in Prague, but this week has been the first chance I've had to see it in the wild—to assess it in the unforgiving light of actual online matchmaking. There's a lot I love about Overwatch (and I plan to write a bunch more about it) but I think it fails support players. In thinking about the reasons why, I've identified something that Dota does particularly well.

First, let's do the disclosure dance.

Overwatch is in beta! It's not finished yet. Things will likely change! Overwatch is in beta! The current playerbase is small and self-selecting. Things will likely change! Overwatch is in beta! The current playerbase is new to the game. Things will likely change!

I don't think the problems I have with Overwatch's support characters are mitigated by the second two points on that list, incidentally—but we'll see. These are first impressions, after all.

As a hybrid of FPS and MOBA, Overwatch's characters inherit design ideas from both. They get movement powers and guns from the former, special abilities and ultimates from the latter. At its best, the two enhance each other: you get to enjoy both FPS finesse and MOBA drama, the satisfaction of landing a headshot matched with the satisfaction of deploying a clutch ult.

The majority of characters blend these two. Pharah plays like a rocket-flinging Quake 3 character with a jetpack most of the time, but her channeled ult feels like dropping the Death Ward of your life when you get it right. Zarya is a tank with the ability to shield herself and others, but she matches that relatively passive power with a gratifying energy grenade launcher and an ult that is basically Overwatch's version of Black Hole.

In this context, Overwatch's support design feels rather flat. Mercy is designed to attach to another character and either heal them or enhance their damage with a beam of energy. Her movement power is interesting—she can fly to any ally she can see—but it only serves to reinforce the idea that her job is simply to glue herself to a friendly and not die. This Mercy 'play of the match'is currently glued to the top of Overwatch reddit as an example of how anticlimactic it can be to play this way. She's a bit like TF2's Medic, but she doesn't have an 'Ubercharge' moment: there's no point where she crosses a threshold and becomes the most important person on the map, even with an ally's help. Her ultimate revives every currently-dead teammate: very useful, certainly, and sometimes clutch, but it’s about recovering from a disaster rather than spectacularly bringing one about for the other team.

Lucio is similar, as much as I want to like him. He has an aura that he can toggle between speed and healing, and he can activate a power to boost the aura for a time. His sonic weapon is rubbish compared to what everyone else gets to play with (except maybe Mercy's pathetic pistol) and his ult grants a shield to everybody in an AoE around him. Again, useful—but only insofar as it allows your allies to get more done.

Zeynatta and Symmetra both have higher skill ceilings and are slightly more diverse in their roles. Symmetra is good at locking down an area but is ineffective if the enemy goes a different way, and Zeynatta has good damage potential but drops quickly if he draws attention. Again, both ultimates feel rather passive: Symmetra builds a TF2-style teleporter, Zeynatta becomes invulnerable, loses his ability to attack, and heals allies in an AoE. That said, I like them a lot more: they offer room for greater successes and deeper failures than Lucio or Mercy.

Crystal Maiden Snowdrop

I'm confident that, given time, players will find creative, impactful and effective ways to use Zeynatta and Symmetra. I'm less confident about Mercy and Lucio, yet it's notable how one-sided the game becomes as soon as they arrive. The healing they put out is a huge advantage to the team that has it, often ending games outright: yet it's a boring way to play, with few opportunities to be a playmaker in your own right. Overwatch's shooter heritage manifests as a tendency for players to pick snipers and assassins over every other type of character. Often, winning is a case of being the only person willing to play the babysitter role. You end up in this strange hinterland: useful to your team, but limited to going through the motions. You know how sometimes people get their newbie friends to pick Crystal Maiden, max her aura, and just hang around giving everybody mana regeneration? It feels a bit like that.

Dota 2 taught me that being a babysitter doesn't also need to be boring. Often, the characters who are asked to take the most on in terms of supporting their team are also given powerful, teamfight-turning ultimates to balance it out. Warlock is a slow, rather passive-feeling character in some ways: he has a heal-over-time, a big slow, can force enemies to share damage. But he's also a playmaker. Chaotic Offering, when it lands, is a big moment. You have to buy wards and the courier, more than likely, but you also get to bring the hammer down every now and then.

Imagine Warlock if his ultimate was just a souped-up Crimson Guard. You heal, you shield, you cast your debuffs, you try not to die and hope your team wins. That's how it feels to play support in Overwatch a lot of the time. You simply aren't given access to the big toys.

What it comes down to is this: in Dota, I think the people who sneer at playing support are wrong. I think there is a vast amount of evidence, from the pro scene down, that shows that support play is just as gratifying and just as big a demonstration of skill as any other way of playing the game. Crystal Maiden is a support, but also a playmaker. So is Earthshaker, Warlock, Io, and so on. You're not just a robot that dispenses healing, mana or damage mitigation: you get power spikes too.

I sigh whenever another Overwatch draft rolls out as Hanzo, Reaper, Widowmaker, Bastion, Bastion, Soldier 76—but I also get it. These characters are where the clutch snipes and unstoppable killing sprees come from. They are the ones that, more likely than not, you are going to see in the end-of-game highlights reel. They get rockets and grenades and grappling hooks and magic dragons and one of them can turn into a tank. It makes complete sense to me that, given the choice, you'd choose this over holding RMB and LMB over an ally for fifteen minutes.

To return to that disclosure: this is a game in beta. It's also a very promising game. This is the one area where I want to see a major change, where I want to look back in a year or so and say "man, remember Mercy's ult in beta? That was so boring, I'm glad they changed it." All of that is possible. But I'd like Overwatch, and any other role-based team game, to learn this lesson from Dota 2: nobody likes to play support, so give them big, powerful reasons to try it.

Pcgp Logo Red Small

is dedicated to esports and competitive gaming. Check back every day for exciting, fun and informative articles about League of Legends, Dota 2, Hearthstone, CS:GO and more. GL HF!

Xbox One's first year will see 15 exclusive games released, eight new franchises

Xbox One's first year will see 15 exclusive games released, eight new franchises Microsoft unveiled the Xbox One today, it’s bold new vision for the future of interactive entertainment. Phil Spencer took to the stage at the reveal event in Redmond, Washington to reveal that during the Xbox One’s first year, Microsoft will publish 15 exclusive games, eight of which will be original franchises. Spencer

Classic game appreciation section: NiGHTS into Dreams

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GOG is giving away a free game for the next two days

When you woke up this morning, did you realise that you'd be ending the day as the proud owner of a kung-fu RTS?

Gog

When you woke up this morning, did you realise that you'd be ending the day as the proud owner of a kung-fu RTS? Well, that's what's going to happen, because GOG is giving away Battle Realms for free.

To claim your gift, all you need to do is visit GOG's home pagebefore June 11, 12:59pm BST, scroll down past the Bundles and Highlights sections, and click on the free gift banner. Then, sometime after that, you'll be emailed confirmation that Battle Realms has been added to your account.

First released in 2001, Battle Realms is a real-time strategy based around kung-fu movie mythology. In it, you must turn a tiny village of peasants into a deadly warrior clan.

In addition to the free game giveaway, GOG is revisiting every past bundle and discountfrom this year's Summer Sale. If you've missed any offer from the past week, you now have until June 10, 12:59pm BST to snatch it up. And, as has been the case throughout this sale, any purchases made go towards gaining bonus free copies of SimCity 2000, STALKER: Clear Sky and Xenonauts.

The Summer Sale itself will run until June 21.

Kingdoms of Amalurs world comparable in size to Oblivions

We recently sat down with Craig Krstolic, Associate Producer on Kingdoms of Amalur: Reckoning, and took a guided tour through the fantastical world of Amalur. While watching him explore the seemingly massive open environments we asked about its actual size, and though he didn’t have the exact square footage for us (though he said he would look into it), he did offer a comparison that gives us a pretty

Indie Intermission – ‘Gravity Bone’ Spy Games

To round off the week I thought I would dig up a slightly older game, although Gravity Bone is a few years old now the gameplay itself is a whole load of fun and was the precursor for the much-loved Thirty Flights Of Loving .

Created by Brendon Chung of Blendo Games Gravity Bone is a very interesting yet very short first person espionage game that manages to bring about some great gameplay in the very limited time the game actually lasts.

Created in a very particular style Gravity Bone manages to pull off some very striking visuals in this blocky adventure. The world has been richly developed and gives you a great sense that you are running around a living world populated with all manner of characters.

Even though the game only has two levels the story and experience of playing through the game should stick with you sometime after you have completed it, which really is quite a testament to how well thought out Gravity Bone is.

Average play time – 2o minutes

Gravity Bone is a fantastic short game that should not take you longer than 20 minutes and it really is worth it. The story and gameplay are of such a great quality that Gravity Bone should stick with you long after you end the game.

Be sure to download Gravity Boneand give it a go yourself.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

This week could prove quite the turning point for browser-based social games, especially where Facebook is concerned.

Then figures from metrics tracking firm SuperData showed that last month, the social games segment reached a new low of $124 million in total revenue.

Are social games on Facebook really dying out?

First Electronic Arts said that it is pulling its most popular games from Facebook, raising questions over whether it plans to shut down its Playfish social games subsidiary.

of $124 million in total revenue. The social games space is holding back the overall digital space, says the company.

But has this week been the final nail in the coffin for the social games space, or has it simply opened up the floor for a host of new developers to try their luck?

Facebook, expectedly, reckons it's the latter. "One developer shifting resources or moving a game does not speak to the health of the ecosystem," Facebook's technology communications manager Tera Randall tells me, "the same way a console game maker pulling a game off a store shelf doesn't mean that the store is having problems."

She continues, "It's a natural progression that's not unique to social games and one we've always seen as people move from one hit to another, or focus on a new franchise."

Stats shared with Gamasutra earlier this weekback up Randall's statements to a point, and she says that following EA's cutting back of its support for social games, Facebook is "not at all worried about an exodus."

"It's important to note as well that if/when developers invest more in mobile (as we also have with our own apps), the vast majority use Facebook as the cross-platform identity system, as well as one of the primary ways to drive app discovery through News Feed, App Center, and our new mobile app install ads," she adds.
Social devs speakTalking to the platform holder is all well-and-good, but Facebook was always going to say that everything is hunky dory. The real test is whether social game developers still feel like it's a space worth sticking with.

UK-based Playdemic has seen great success with social games in recent months, as its Facebook and Zynga.com game Village Life has around 2 million daily active users.

Notably, according to data from AppData, the game has between 100,000 - 500,000 DAUs on Facebook, thus the majority of Village Life 's players must be from Zynga.com, as part of Zynga's incentivized cross-promotion efforts.

village life.jpg"I think we need to be careful here to distinguish between EA closing game services which they no longer feel are viable, and the overall health of the Facebook games platform," states Paul Gouge, CEO at Playdemic.

"An inevitable consequence of the Social Game Service business model is that, at some point, the service will become uneconomic for the publisher," he continues. "This is the point at which the monthly revenues generated simply aren't sufficient to justify the costs associated with running the game."

With the games industry embracing the "games as a service" philosophy in recent times, Gouge believes that revenues no longer justifying costs "is going to become a much more frequent occurrence regardless of platform and something that, as an industry, we need to ensure we are able to manage in a way that is the best it can be for our players."

It will also become something that gamers actually begin to anticipate with their games, he reasons. "As for the Facebook games platform, whilst there have been significant changes we still see it as a viable and exciting platform for publishing games and if you look at the $2.8 billion in revenue spent in games on Facebook in 2012, players would seem to agree."

What Gouge sees isn't a decline in the number of players who are willing to play social games, but rather, an industry that is fickle and prone to changing its mind about what's hot and what's not much too frequently.

"What worries me is that as an industry we are good at having huge collective mood swings about platforms, business models and genres," he says. "Only 2-3 years ago Facebook gaming was being hailed as the greatest opportunity in the industry and now the collective conscious seems to be ready to throw it out as a bad idea."

"The truth as always is somewhere in the middle," he continues. "Facebook is still an important platform for casual and social games and its power in enabling both discovery and engagement of players on desktop and mobile will be with us for a while yet."

Of course, even with all this talk, it's difficult to look past the fact that a number of big companies like Zynga and EA are still pulling away from Facebook. Gouge believes this is down to the nature of Facebook as a platform for multiple outlets and not just games.

"Facebook is a constantly changing animal, and as games are not its prime offering some of the changes are good for game makers and some bad," he explains. "As a result this means that those companies hoping to get a share of the $2.8 billion being spent on the platform need to dynamically respond to the changing nature of the platform to succeed."

Pretty Simple Games is another studio that is having success on Facebook. Its hidden object game Criminal Case currently has over 4 million DAUs, and the company's head of communication Serge Versille is baffled by EA distancing itself from social games.

"EA has some big successes, and it's hard to believe they'd just throw away the millions of DAUs," he notes.

"But EA isn't a market leader, and in Europe alone, big studios like King or smaller ones like Social Point or Pretty Simple are showing objectively that there are opportunities for growth and success," he adds. "So as it stands, we're seeing this as an opportunity to entertain casual players who will no longer be able to play EA's games."

criminal case.jpgHis experience with the social games space is that tight integration with Facebook's features is the key to success on the platform.

Notes Versille, "As our co-founder Bastien Cazenave was quoted a month ago, when he was talking about going from 0 to 3M DAUs in the first 3 months since releasing the game, 'The success of Pretty Simple with Criminal Case shows that Facebook remains the best performing online platform in order to reach such an audience in such a short time."

Elsewhere, Serbian game developer Nordeus has one of the most popular games on Facebook, football manager game Top Eleven . CEO Branko Milutinovic notes that these kinds of shutdowns from big publishers aren't uncommon in the social games space, and that's likely to never change.

"Online games require servers that cost, and when the game stops being profitable, the company will eventually shut it down," he says. "Other big publishers, not just EA, closed dozen of games in 2012, not to mention previous years."

However, Milutinovic admits that he has noticed a recent momentum in the space, with more big titles shutting down on Facebook than usual.

"I believe that both the media and the industry are experiencing a bit of a shock that these big publishers with big IPs have failed," he reasons, "and that news is generating quite much buzz in the media right now."

From what Milutinovic can tell, it appears to be a problem of monetization, rather than a drop-off of players in the space. "We closely monitor developments with every single publisher in the social gaming sphere, and as far as we are concerned, the biggest problem with publishing companies these days is not knowing your audience and not listening to gamers' requests and needs," he says.

"Being the well-known company with the big budget and licences just isn't enough, and we could all witness that in the case of EA FIFA Superstars vs Top Eleven . Superstars has shut down last month and Top Eleven is the number one sports game with over 10 million active players today."

As a result, Nordeus isn't concerned about EA's decision to move away from social games, or indeed, about what any of the larger publishers are doing.
Big hitters and mobile transitionsSuperData's report from earlier this week suggested that while the larger companies are dropping away from Facebook, this may leave space for smaller and medium-sized companies to take up the empty space from the departures.

However, the larger companies that we talked to didn't appear all too bothered about EA's downsizing. Wooga currently holds a number of the top games on Facebook in terms of MAUs, including Diamond Dash (pictured) and Bubble Island , and the company's founder and CEO Jens Begemann told me that "EA downsizing on the platform is not cause for any concern."

"Like any big platform, Facebook.com is extremely competitive," he added. "Probably a big difference between the platform and consoles is that big brands tend to matter less. To be successful you need to create the best games with the best user experience and continually iterate upon that. That's an approach that has helped us grow these games over years."

Elsewhere, King CMO Alex Dale noted that his company currently has over 108 million monthly players, while King has found that players who connect with games on both mobile and social platforms are generally the most engaged.

candy crush saga.jpgIndeed, King currently has three of the top 20 games on Facebook, including Facebook's top game Candy Crush Saga . In total, the company has six games in the top 100 rankings based on MAUs.

However, Dale chose not to comment specifically on how he sees EA's move this week affecting the platform.

Notably, each of the companies that I talked to also has a mobile games presence -- and each was keen to stress that it has no plans to abandon social games in favor of mobile, as many industry people believe is currently the case.

Playdemic, for example, says that Facebook games can aid companies in discovery and engagement of mobile titles, while Nordeus says it has always been about cross-platform games, hence a focus on both Facebook and mobile will remain - at least for the foreseeable future.

Despite the fact that Wooga holds a number of the biggest games on Facebook, it is a mobile first company with its focus firmly set on iOS. However, the studio does have a number of Facebook games planned for later this year that it hasn't yet revealed, and it says that Facebook will continue to play a big role in its future releases.

And Pretty Simple Games sees the two platforms going hand-in-hand, especially considering Facebook's latest mobile games features such as the games feed on iOS. The developer is currently adapting Criminal Case for tablets, with Facebook integration in mind.

Social games revenue may be way down compared to at its peak a few years ago, but there are still plenty of developers who believe that there's room to not just survive, but prosper in the space. No doubt the remainder of 2013 will show us exactly where social games are headed.

GOG Galaxy enters open beta

And lo, GOG did enter the Having Your PC Game Library On A Desktop Client Instead Of On A Digital Shelf On A Website market, thus joining Steam, Origin and, grudgingly, Uplay as a potential icon on your taskbar.

Galaxy2

And lo, GOG did enter the Having Your PC Game Library On A Desktop Client Instead Of On A Digital Shelf On A Website market, thus joining Steam, Origin and, grudgingly, Uplay as a potential icon on your taskbar. In short, GOG Galaxy is now in open beta. You can join it right now.

Importantly, Galaxy is an optional client, and so if you do prefer the digital shelf method you can still do that. If you do download Galaxy, though, you'll get access to achievements, friends lists, optional auto-updates and a host of other nifty features. For instance, a planned rollback option will let you revert to a previous patch should a new update break your game. Which is nice.

“With GOG Galaxy, we can start bringing new, big games to GOG.com,” says Piotr Karwowski, GOG's VP of online technologies, in a press release. “The first major release will be The Witcher 3: Wild Hunt, which will offer automatic updates, achievements and stats. We're getting ready to release and fully support even more AAA titles in the future.”

Head to the Galaxy page to opt-in to the beta, or to peruse the selection of features it does now (or will soon) offer.

Highlight of the Week: Oblivion's silly Mr Mochi

The wait for Skyrim has proved too much for one man, who's lost his marbles and decided to fill the time with the creation of something so monu mental ly daft, for once we're lost for words. Our Highlight of the Week has to be the small section reproduced here, but the whole video is definitely worthy of your time (if you can stomach its campness) so docheck it out here when you're done. 05 Aug, 2011 Just a couple of Joes shooting the breeze Another video gem that makes us glad we spend all day looking at the internet HOTW: Inappropriate step-aerobics Some people have a terrible bedside manner

Khaba – A Mystery Puzzle Adventure Through A Dark Pyramid

Indie development studio Hello There is quickly following the release of their mobile game, The Taekwondo Game – Global Tournament , with the release of their first computer game, Khaba .

. The game is a mystery puzzle adventure using bright lights and mirrors to solve each level in order to try and uncover the secrets hidden within.

Khaba puts players in control of the main character Michael, an adventurous explorer who finds himself trapped within the dark pyramid. A weak ray of sunlight becomes Michael’s only hope of escape and survival, and he must reflect that beam against orbs and ancient mirrors in order to unlock subsequent rooms. Each level will also include alternative solutions, in order to learn an optional story about the dead Pharaoh entombed within, and to expose the true nature of Michael’s past.

Khaba is currently available for PCs and Macs through Steam, and was initially released on mobile devices. Gamers can find more information about the title by following Hello There on Twitteror Facebook.

Trek the Universe in Search of Food in ‘Bob Was Hungry’

The Ohio-based development team of Shorebound Studios recently announced the release of Bob Was Hungry , scheduled for Wednesday, August 19.

, scheduled for Wednesday, August 19. The intense precision platformer puts players in control of a hungry Bob, looking to find the one meal that will finally satisfy his ravenous appetite.

Players traverse over multiple death-defying environments, from massive saw blades and protruding spikes to laser grids and destructive boxes. Each Bob must navigate through a multitude of over 150 levels that span a series of different planets, each with their own unique climate. Collecting the various condiments scattered throughout the levels not only makes Bob happy, but also allows players to record their run-time and unlock additional content.

Bob Was Hungry includes both a single-player mode and four multiplayer modes that support up to eight players online: Co-op, Shared Death Co-op, Competitive Race, and Competitive Survival Race make up the list. In Co-op mode, players work together following the same rules as the single-player, while Competitive Survival Race has them dashing across the map after the last remaining ham bone in the universe. Additionally, the game features unlockable achievements, trading cards, and launches with controller support.

For more information about Bob Was Hungry , visit the game’s official website, Twitter, and Facebookpages. The title will be available for PC via Steam upon release.

Sega's April Fool treat still going strong, 13 years on

Christmas NiGHTS, Sega's 1996 Christmas giveaway to Saturn owners, included calender-activated features on the run-up to December 25. But it wasn't limited to Christmas - on April 1, there was a sinister surprise in store. And it still works today... Above: I wasn't really up at 5am playing Christmas NiGHTS today, honest You head to NiGHTS' palace to dualize with him as usual... only he's not there

GOG launches a Star Wars Day sale with new games and bundles

May the 4th is Star Wars Day—May the Fourth be with you, for the pun-challenged among you—and GOG is rolling out some new stuff to mark the entirely made up moment.

Rebel Assault

is rolling out some new stuff to mark the entirely made up moment. The FMV rail shooters Rebel Assault 1 and 2 are now available on GOG in a $10 package, and it's also added Jedi Knight: Jedi Academy and Jedi Knight II: Jedi Outcast, currently available for $2 off the regular price of $10 each.

GOG has also upgraded its X-Wing and TIE Fighter offerings to the CD-ROM editions, which have improved graphics and sound, and an overhauled flight engine. They're on sale as well, for $9 instead of $10, and if you already own them you'll be upgraded to the new versions at no charge. In fact, just about every Star Wars game on GOG is currently on sale, and can be had even more cheaply as part of the Blasterand Saberbundles.

The GOG Star Wars Day sale runs until midnight PDT on May 7. GOG will also be streaming some Star Wars gaming on Twitch, beginning with KOTOR 2 at 11 pm PDT on April 29. The full schedule and other relevant details are up at GOG.com.

Limited-edition Oblivion commemorative re-release on the way

Skyrim interview: You ask, Bethesda answers Bethesda announces first fan interview for The Elder Scrolls V: Skyrim Poetry exclusive! Two incredible Elder Scrolls V: Skyrim poems for the price of one We made one of them up all by ourselves Skyrim interview: You ask, Bethesda answers Bethesda announces first fan interview for The Elder Scrolls V: Skyrim Poetry exclusive! Two incredible Elder Scrolls V: Skyrim poems for the price of one We made one of them up all by ourselves Topics Role Playing The Elder Scrolls IV: Oblivion We recommend By Zergnet Load Comments

Watch a Sonic fan try to perfect-run the glitchy, obscure, handheld Sonic 1 in front of a Sonic skeptic. What could possibly go wrong?

OK, so Sonic Week was only one day during our actual Mario Week . And that single day was last Thursday. Needless to say, we intended to post this then, before Gamescom and technical issues meant it didn't happen on time. But that's actually quite fitting - this 'perfect run' attempt is anything but perfect, so let's just classify it as a 'catalogue of errors' and accept it for what it is: A video

Oblivion's horse armour DLC is STILL selling: Bethesda calls it "inexplicable", we call it basic human degradation

The reason? We are still buying the most useless, over-priced piece of DLC in video game history, a full half-decade after we all realised it was worthless upon its release. The confirmation of humanity's slide into universal irrelevence comes from Bethesda Vice-President Pete Hines, via a statement in Official Xbox Magazine's latest podcast . Discussing whether Bethesda has found the "sweet spot"

Echo Dawn: Shattered Vision Brings a Deep RPG Experience to Mobile

When thinking of RPG experiences that last over 60 hours, consoles and PCs are usually the obvious platform choices.

When thinking of RPG experiences that last over 60 hours, consoles and PCs are usually the obvious platform choices. But in early 2011, the two-person studio PixeLight Games began planning a deep, non-conformist experience for mobile iOS devices, which has since evolved into Echo Dawn: Shattered Visions .

The tactical choices in the game begin at the outset, in the party creation screen. Among the seven unique classes, such as bard, druid, or ninja, the selected party of four can feature any composition, even four healers. More aggressive setups can place dual-weapon-wielding fighters at the front, and there’s room to customize each class as well. A ninja can opt to pool points into strength and swing a heavy katana, or hit more often with daggers and shurikens.

The story, as per typical RPG fare, involves saving the world from corruption and impending destruction. It involves themes of love and friendship as well as betrayal and death. The game features an Easy difficulty, which should work out well for those who want to focus more on enjoying the story aspects, while the Normal and Hard options offer a greater challenge typically reserved for more experienced gamers.

Echo Dawn: Shattered Visions recently released on the iTunes Storefor $3.99. Those interested can download the game there, and also check out PixeLight Games’ websitefor additional information.

Hitman Sniper Challenge EXTREME: We attempt to shoot men in the head while wearing a blindfold

We're pretty crazy at GamesRadar. We should probably be called CrazyRadar to reflect how utterly bonkers we are. Seriously. We have a saying in the UK office: 'You don't have to be mad to work here, but it helps!' Ha-ha. Crazy. Take our latest crackpot idea for example - to play the excellent Hitman Sniper Challenge while wearing a blindfold. A BLINDFOLD! That is certifiably crazy because it renders

GOG expands refund policy, zings Steam

GOG has expanded its refund policy to 30 days worldwide and across the board, a policy that covers games purchased by mistake and those that simply will not run.

Gog

GOG has expanded its refund policy to 30 days worldwide and across the board, a policy that covers games purchased by mistake and those that simply will not run. In a "State of Customer Experience" post that went up yesterday, GOG said that "hitting 'buy' doesn't waive your rights," a clear shot at Valve's far more restrictive refund policies on Steam.

EU law states that consumers have 14 days to withdraw from a purchase—that is, demand a refund—for any reason, or no reason at all. That used to be GOG's policyas well, but it recently took the opportunity to widen the window to 30 days, as long as the game in question hasn't started to download. Furthermore, if a downloaded game won't run and the support team is unable to fix the problem, the 30-day policy applies as well—and the refund timer stops when a user first contacts GOG about the problem.

It's a good policy, but GOG's motives for trumpeting them now aren't entirely altruistic: It came to light earlier this month that Valve had changed the Steam subscriber agreementto skirt the EU rules. As noted by Gamespot, the agreement acknowledges "the right to withdraw from a purchase transaction for digital content without charge and without giving any reason for a duration of fourteen days," but then subverts that right by tacking on, "or until Valve's performance of its obligations has begun... whichever happens sooner."

That last bit means that as soon as you start downloading your game—which happens automatically upon completion of a purchase—you can no longer request a refund. That position is clarified further by a message attached to the "purchase" button in EU countries stating, "By clicking 'Purchase' you agree that Valve provides you immediate access to digital content as soon as you complete your purchase, without waiting the 14-day withdrawal period. Therefore, you expressly waive your right to withdraw from this purchase."

And as Gamespot points out, there's no way to complete a Steam purchase without agreeing to the terms.

There won't be many people, relatively speaking, who will be left out in the cold because of Valve's more restrictive policy, and I wouldn't be surprised to see it declared contrary to EU law at some point in the future. For now, though, if you are a European customer (and without wanting to sound excessively ominous about it), consider yourself warned: EU laws notwithstanding, getting a refund from Steam might be tougher than you expect.

Oblivion-based fan game 'Nehrim' looks good enough to sell in shops

Still waiting for some kind of confirmation that The Elder Scrolls V exists? This might just kerb your anxious shaking for a week or two. Some bright sparks in Germany have been making a brand new RPG using the mod tools that came with Oblivion. It's no slapdash effort - they've been slaving away since 2007 to create a game that provides as much gameplay as a full retail release. It's called Nehrim

Team-based Pirating Triumphs in Blackwake

( Warning: The video above contains some adult language.

Blackwake wants to simulate a team-based pirate experience, complete with sailing into intense naval battles, adverse weather conditions, and muskets. Thankfully, they’re leaving out the seasickness.

The underlying philosophy for the team is creating a pirate game that makes players feel like they are part of a crew, rather than controlling ships in an RTS game or having bots as teammates. Similarly to shooter games, Blackwake plays out in matches over a variety of modes, typically focused on objective-based, faction-versus-faction bouts. Winning requires a good degree of teamwork, as the ship requires many hands to navigate, and everyone can contribute during combat.

Getting random people to cooperate is a challenge, so the Blackwake developers decided to abolish classes. Since nobody has a delegated role, everyone else can perform the same tasks, aiding each other as needed. Points are counted both individually and for the team as a whole. Captains are the only distinguished positions, and they hold more power in order to lead the crew. Should the captain happen to be a scallywag, he or she can be overthrown by the mateys.

Blackwake ‘s first Kickstarter campaign in late 2014 failed. Their current Kickstarterlaunched with a lower goal, and the team polished up the game’s visuals. At the time of this writing, Blackwake jas already passed its goal of $7,305 (converted from AUD) and reached over $30k in pledges. There currently aren’t any stretch goals listed. The page states that the money raised will help with server costs and allocating more time to developing the game.

Pledging about $18 secures a full-release copy on Steam when the game comes out, as well as Alpha and Beta versions planned for early 2016. Check out the rest of the reward tiers here.

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Jump to Section: Best Price Comments Pros Appealing cartoon look Deceptively deep strategy Fresh take on the RTS Cons Might be too cute for some Not as complex as traditional RTS Dancing to upgrade towers? No one wants to see a village full of cute little monsters perish at the hands of a plague of spiders. So killing them is your motivation for replacing all the trees in a forest with cannons, gun

Interplay announces remastered ClayFighter, coming in 2016

ClayFighter was originally released in 1993 for the SNES, then ported to the Sega Genesis a year later.

Clayfighter Snesbox

ClayFighter was originally released in 1993 for the SNES, then ported to the Sega Genesis a year later. The characters, with names like Bad Mr. Frosty, Blue Suede Goo, and Ickybod Clay, were all rendered in claymation-style graphics, and there was a fairly strong element of humor to it. It was also pretty well-liked: According to Wikipedia, EGM named it "Best Street Fighter Wannabe" of 1993 and said the Genesis version was solid too. And now the original publisher, Interplay, is bringing it back.

Interplay announced that a remastered version of ClayFighter is being developed in partnership with Drip Drop Games and is expected to be ready for release in 2016. It will include more than 20 characters and 20 "familiar" environments, unique "Claytalities," and new mechanics like double-jumping, air-dashing, counters, and reversals.

It sounds good, though it's worth pointing out that Interplay hasn't had much success with new projects in recent years. The 2012 resurrectionof Black Isle Studios hasn't gone anywhere, and a recent Kickstarter campaign for FreeSpace Tactics, a tabletop miniatures game, fell far shortof its funding goal. I also haven't had any success finding references to Drip Drop Games, which I assume is the studio that's actually doing the remastering, so it's impossible to say what it brings to the party. Interplay isn't crowdfunding the updated ClayFighter, so there's no risk to anyone else, but if you're the easily disappointed sort you might want to wait awhile before getting your hopes up.

Mind-blowingly underwhelming celebrity performances

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Rise from the Depths of the Underworld in Olympia Rising

Olympia Rising is a 2D action adventure platformer by indie developer Paleozoic.

is a 2D action adventure platformer by indie developer Paleozoic. The game puts players in the role of Iola, a young warrior born with the heart of a true hero. She meets an untimely demise at the hands of a creature known as the Father of All Monsters.

Title for Olympia Rising

Iola now resides in the Asphodel Fields, until her peaceful slumber is unexpectedly ended as scattered memories of her past life begin returning to her. Tales say that it is possible to escape from the Underworld during a time known as the Purge, but no one has ever actually managed such a dangerous feat. Aware of the risk, Iola attempts the fabled climb in hopes of reaching Mount Olympus, where Zeus, the all-knowing King of the Gods, might have the answers to her strange reawakening.

Olympia Rising Crab

Players fight their way through the Underworld battling creatures of all shapes and sizes. Olympia Rising uses a fast-paced aerial combat system that propels combat upwards; players must chain together kills in order to build up a bigger combo. This earns more coins for Charon the Ferryman, who grants passage through the many gates of the Underworld.

Olympia Rising

Players are tasked with navigating through deadly environments using fluid maneuverability, looking for the most efficient way to climb to the top of Olympus. The game features six different environments, each offering different challenges, and creatures to overcome.

Olympia Rising is out now, after an initial successful Kickstarter campaign and being Greenlit by the Steam community. Those interested can purchase the game either via Steamor the game’s official website. To learn more about Paleozoic, visit their website.

PS Vita is the BEST way to play PSOne games - see for yourself

Well, well, well. After all the palaver about PSOne games only appearing on the PS Store in limited numbers , then not appearing in download queues, we've finally got some PSOne games running on Vita. And we're glad we made the effort because the outcome is superb. Is it going to save the system? Not on its own, no - we still need more Vita games. But just for a moment, let's applaud a triumph. If

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