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Our Verdict
Enjoyable writing cloaked in layers of problematic navigation, tonal inconsistency and pressing A and D not to die.

Listen up, fans of intriguing storytelling, because I have a great game for you. Oh hang on, I should have been more specific. I'm looking for fans of intriguing storytelling who also enjoy cars that drive like shopping trolleys with a stick jammed in one wheel, intermittent game crashing, an excess of QTEs and some frankly tedious game mechanics.

This is Deadly Premonition: The Director's Cut – a PC port of the cult console game. You play as Special Agent Francis York Morgan who arrives in Greenvale – a oncethriving lumber town – with the task of solving the murder of a young girl.

At the beginning the Twin Peaks references threaten to overwhelm the game. It feels like pastiche gone wrong: you laugh at things you aren't meant to while character dialogue frequently misses the mark or comes across as cringingly self-conscious.

But the game soon finds its own personality – part survival horror, part horror comedy. Not the easiest of bedfellows as genres go, and so it tends to alternate between the two.

The main plot fuses laughs with multiple homicide well. But peppered through this are survival horror sections that take a repetitive selection of enemies and make you kill them in the same boring way over and over again.

Additional run-ins with the mysterious Raincoat Killer (who kills people not raincoats) make use of some mindnumbing QTEs, and one stage of a final boss sequence I played was dogged by clipping issues. This meant that in addition to the QTE buttons I was repeatedly hitting Esc to rescue my character from inside the scenery.

Deadly Premonition oscillates wildly between brilliant, tedious, frustrating and broken. Oscillating wildly also applies to the music, which often ends up inappropriate to the scene. You'll go from a menacing and tense theme to a jaunty tune that wouldn't be out of place in Animal Crossing, or sometimes the sound will intensify despite nothing happening on screen to justify the shift.

The game is at its best when you're interacting with its oddball cast of characters, whether completing the various side missions or following the story sections of the main quest.

It's at its weakest when you're moving from A to B – navigating Greenvale is not an enjoyable experience. Driving the car quickly becomes dull, scenes where you have to follow another character can be wilfully convoluted, and escaping danger revolves around QTEs.

Technical issues (it crashed numerous times, virtually all while driving) combine with the game's quirks and flaws and make it awkward to recommend. Tonally and in terms of quality Deadly Premonition is all over the place, but there's also an intriguing story and some great writing. If none of the shortcomings mentioned here are dealbreakers, you might well fall in love with it.

Expect to pay £20 / $25 Release Out now Developer Rising Star Games Publisher In-house Multiplayer None Link www.deadlypremonitionthegame.com

The Verdict

Deadly Premonition

Enjoyable writing cloaked in layers of problematic navigation, tonal inconsistency and pressing A and D not to die.

We recommend By Zergnet

Battlefield Origins: Designing 1942

Sometimes hoarding is a good thing. On our recent trip to see Battlefield 3 in Sweden, DICE veteran Lars Gustavssondug through his office and unearthed the original Battlefield 1942 design documents. Watch as he shares memories of DICE's first big shooter, reveals features that were cut from the final version, and talks about his favorite Battlefield maps with Game Informer content manager Matt Bertz.

The PC Gamer Show - our top 100, game movies, and more

Welcome back to The PC Gamer Show , of our weekly livestreamed podcast.

, of our weekly livestreamed podcast. You can catch the show live on Tuesdays at 1 pm PDT on our Twitch channel, or after the fact at any of the links below.

This week's topics:

Our top 100 greatest PC games ever. The recent abundance of video game movies. Catfantastic quiz: A Civilization 4 themed audio quiz (featuring the voice of Leonard Nimoy). Civilization: Beyond Earth's upcoming Rising Tide expansion Acer's newly announced G-Sync and high refresh rate IPS monitors. Viewer questions from Twitch chat. Inappropriate censorship of Winston Churchill.

Listen:

Watch it on YouTube(or in the player above)

Your flapping heads for this episode:

Shallow Space Insurgency Launches Indiegogo Campaign Alongside Early Access

Indie development studio Special Circumstance Games announced that their debut title Shallow Space: Insurgency will be available as an Early Access release on Steam sometime in Autumn of 2015.

will be available as an Early Access release on Steam sometime in Autumn of 2015. Inspired by space simulation games like Homeworld and Nexus: The Jupiter Incident , Shallow Space: Insurgency was successfully Greenlit just six days after being posted to Steam for community review.

Special Circumstance Games describes the title as a “story driven real-time strategy space combat adventure,” where players combat rival factions using fleets of starships to create specialized armadas. Story elements come into play as progress is made through campaign mode, with players unraveling the histories and motivations of the various competing groups. Shallow Space: Insurgency will also feature several customization options giving players the ability to organize massive groups of ships with specified orders or tasks. Individual ships will also have a variety of options for different ship modules, turret placements, and additional weaponry.

Players can break up their large armadas into “Wings” or “Flotillas” with the aid of a specialized AI system that can assist in coordinating attacks or strategies in order to cripple enemy fleets. Special Circumstance Games seems confident that the amount of customization available will allow for a multitude of different strategies that fit individual player taste.

The studio also announced their intentions to begin a crowdfunding campaign for their title on Indiegogo, which began on April 4. Gameplay videos, screenshots, and additional details relating to the title can be found on a variety of sources, including Facebook, Twitter, IndieDB, and the official Shallow Space: Insurgency website .

Jump to Section:Best Price

Comments
Our Verdict
Enjoyable writing cloaked in layers of problematic navigation, tonal inconsistency and pressing A and D not to die.

Listen up, fans of intriguing storytelling, because I have a great game for you. Oh hang on, I should have been more specific. I'm looking for fans of intriguing storytelling who also enjoy cars that drive like shopping trolleys with a stick jammed in one wheel, intermittent game crashing, an excess of QTEs and some frankly tedious game mechanics.

This is Deadly Premonition: The Director's Cut – a PC port of the cult console game. You play as Special Agent Francis York Morgan who arrives in Greenvale – a oncethriving lumber town – with the task of solving the murder of a young girl.

At the beginning the Twin Peaks references threaten to overwhelm the game. It feels like pastiche gone wrong: you laugh at things you aren't meant to while character dialogue frequently misses the mark or comes across as cringingly self-conscious.

But the game soon finds its own personality – part survival horror, part horror comedy. Not the easiest of bedfellows as genres go, and so it tends to alternate between the two.

The main plot fuses laughs with multiple homicide well. But peppered through this are survival horror sections that take a repetitive selection of enemies and make you kill them in the same boring way over and over again.

Additional run-ins with the mysterious Raincoat Killer (who kills people not raincoats) make use of some mindnumbing QTEs, and one stage of a final boss sequence I played was dogged by clipping issues. This meant that in addition to the QTE buttons I was repeatedly hitting Esc to rescue my character from inside the scenery.

Deadly Premonition oscillates wildly between brilliant, tedious, frustrating and broken. Oscillating wildly also applies to the music, which often ends up inappropriate to the scene. You'll go from a menacing and tense theme to a jaunty tune that wouldn't be out of place in Animal Crossing, or sometimes the sound will intensify despite nothing happening on screen to justify the shift.

The game is at its best when you're interacting with its oddball cast of characters, whether completing the various side missions or following the story sections of the main quest.

It's at its weakest when you're moving from A to B – navigating Greenvale is not an enjoyable experience. Driving the car quickly becomes dull, scenes where you have to follow another character can be wilfully convoluted, and escaping danger revolves around QTEs.

Technical issues (it crashed numerous times, virtually all while driving) combine with the game's quirks and flaws and make it awkward to recommend. Tonally and in terms of quality Deadly Premonition is all over the place, but there's also an intriguing story and some great writing. If none of the shortcomings mentioned here are dealbreakers, you might well fall in love with it.

Expect to pay £20 / $25 Release Out now Developer Rising Star Games Publisher In-house Multiplayer None Link www.deadlypremonitionthegame.com

The Verdict

Deadly Premonition

Enjoyable writing cloaked in layers of problematic navigation, tonal inconsistency and pressing A and D not to die.

We recommend By Zergnet

Battlefield 3 Producer Dissects The FPS Genre

The first-person shooter has grown to become a dominant genre in modern gaming.

The first-person shooter has grown to become a dominant genre in modern gaming. With so many studios cranking out shooters, creating a unique identity has become increasingly difficult. When checking out Battlefield 3 in Sweden, we asked executive producer Patrick Bach if he had any thoughts about the current state of the first-person shooter genre. "It's all I think about," he said.

Check out the video below to hear him talk about the roots and evolution of the genre.

Visit our Battlefield 3 hub to watch more video interviews with the minds behind the next big shooter.

Civilisation: Beyond Earth free to play this weekend

It's basically the weekend, so I'm going to use that as an excuse for why I got confused when I went to the Steam page for Civilisation: Beyond Earth and it told me it was already in my library, despite the fact that Tom had told me only seconds earlier that Firaxis has made it free to play this weekend.

Civilisation Beyond Earth

I'm here to save you from that same split second of confusion. If you go to your Steam library, you will find Beyond Earth available to download and play until the end of Sunday. You've probably got a long list of games on there, so remember to look under S for Sid Meier.

I'm pretty sure they're doing it to encourage people to get on board before the release of the Rising Tideexpansion, but who cares? It's a great game—we gave it an—and it's free. Cancel your plans.

Award-Winning Adventure Game Deponia Gets iPad Release

Originally released in 2012, Deponia was a comedic point & click adventure game about a selfish tinkerer looking to escape from his trash-filled world.

was a comedic point & click adventure game about a selfish tinkerer looking to escape from his trash-filled world. Literally, the world has degraded to the point where it is mostly a garbage dump. Now, Daedalic Entertainment is releasing the award-winning adventure game exclusively for the iPad, so players can explore the junk planet Deponia again (or for the first time) with Rufus and Goal.

Players take control of Rufus, a chaotic and narcissistic tinker with dreams of leaving the trash planet of Deponia behind His destination? The flying utopia of Elysium that floats high above. Opportunity appears when the beautiful Goal falls into the junk at his feet. His plan is to leave Deponia by returning her to Elysium. The ensuing journey is intended to be a fast-paced chase of comedy and errors. Hand-drawn graphics and comic-style animation bring the award-winning story to life on iPad.

Deponia will be available in mid-August for iPad at the price of $9.99 USD. It is the first game in the Deponia trilogy; there is yet no word on whether the remaining two games will be brought to iPad. More information on Daedalic Entertainment, their German adventure games, and many other projects can be found on their website, Facebook, and Twitter. Those interested in checking out the complete trilogy can head over to Steam.

Ubisoft to invest $8 million through new CODEX education initiative

Ubisoft Montreal has unveiled the CODEX program , a new education initiative that will see the studio invest more than $8 million over the next 5 years to help teach the next generation about the ins and outs of video game development.

By working with a number of institutions and initiatives in Quebec, Ubisoft hopes to promote video game production as a educational tool, arm children and young adults with the skills they need to thrive in the connected world, and promote diversity and inclusion in the technology fields.

As well as providing a cash injection, Ubisoft Montreal employees will also spend 1,000 hours a year mentoring pupils.

"To realize our ambition we are not simply setting up the next generation, we are preparing those open to a new world," said Ubisoft Montreal CEO Yannis Mallat.

"We achieve this using methods based on entertainment, curiosity, and self-learning. Above all we'll do this in an open and collective manner in collaboration wit organizations, students, and teachers at all levels of education."

War Tapes: The Sounds Of Battlefield 3

The award-winning team behind Battlefield: Bad Company 2's terrific sound design is back.

The award-winning team behind Battlefield: Bad Company 2's terrific sound design is back. Led by audio director Stefan Strandberg, DICE got up close and personal with the sounds of battle during a live military exercise. Their recordings and subsequent lessons learned could make Battlefield 3 the most realistic sounding war experience in gaming.

Watch the video below to hear how DICE plans to make a great-sounding series even better.

Click on the link below to enter our hub and learn even more about Battlefield 3.

Ranking the best and worst of the Civilization series

survey fridays
In this new column, we ask you to rank and reminisce about PC gaming's biggest series.

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In this new column, we ask you to rank and reminisce about PC gaming's biggest series. Look for the survey link in our Twitterand Facebookfeeds each week, and the results every Friday. Previously, we ranked the Mass Effectand Call of Dutyseries.

I remember there being a lot of anger when Civilization V launched. It just wasn't Civ IV, the glorious, glorious Civ IV. But a few expansions (and a lot of mods) later, has public opinion changed? With the help of a thousand-plus survey respondents, I ventured to find out.

First, some caveats. I left out Alpha Centauri, because A) it dropped the Civilization name and B) it isn't fair to put a horse in a toddler race. Though I would love to see a horse absolutely smoke a bunch of dumb toddlers, who can barely walk, never mind run. It's a funny picture.

Anyway, I also left out any game not in the main Microprose and Firaxis series, which includes Civilization: Call to Power. We're left, then, with Civilization, Civilization II, Civilization III, Civilization IV, Civilization V, and Civilization: Beyond Earth. Among them, which is the best?


The best Civilization game

the results

Click the icon in the upper-right to enlarge. Based on 1,049 responses.

According to my survey, Civilization V is the best Civilization . It seems public opinion did change. After a couple big expansions, a bunch of map packs and new civs, plus a ton of mods on Steam Workshopand otherwise, the majority like what Civ V has become. I have to agree: I still love Civilization IV, but if I were going to recommend any Civ to a friend, I'd have to start them with Civ V.

Civilization IV, of course, came in second with 21.6% of the vote. No other game in the series came close, which I first assumed was because most people in the survey started with Civ IV or Civ V. That's not the case: only 17% of respondents said that Civ IV was their first Civilization, and 22% said Civ V was their first. Many of you started with Civ III (22%), Civilization II (18%), or Civilization (18%).

As expected, several survey takers mentioned Civ V's easy-to-use mod support, expansions, hexagonal grid, and lack of unit stacking. "This one started out a bit uneven, but the two expansions ended up giving this one the most interesting choices per turn," said one person. "Also, I loved the addition of one-unit-per-tile and hexes—can't live without them now." That sums it up neatly.

On why Civ IV is the best, however, Leonard Nimoy came up (of course), as well as unit stacking and the expansions. It seems there are two camps: the no-stacking hex camp and the stacking square camp. It's one or the other, friends—declare your allegiance.


The worst Civilization game

the results

Click the icon in the upper-right to enlarge. Based on 1,049 responses.

This is no big surprise. According to my survey, the worst Civilization is Civilization: Beyond Earth . Had I included Alpha Centauri, I'm certain it would've been voted the best, so it's extra sad that its spiritual successor fared so poorly. A whopping 56.3% of voters declared it the worst Civilization, saying things like: "It's ugly, lame, and boring," "It's simply a space expansion for Civ V," and "It lacks personality." My goodness.

Civilization and Civilization III were the next worst, but each only gathered about 12% of the total vote. It's pretty clear that Civilization V is the absolute favorite, followed by Civ IV, and that Beyond Earth is the loser. We can roughly order the rest by considering the ratio of 'best' to 'worst' votes each got:

Civilization V (11.58) Civilization IV (3.72) Civilization II (0.61) Civilization III (0.53) Civilization (0.13) Civilization: Beyond Earth (0.04)
Other results

86.3% of respondents said they've put over 100 hours into their favorite Civilization. 16.8% said they've played over 500 hours, and 11.3% say they've put in over 1,000 hours.

Most of you have won a game of Civilization by achieving a victory condition—only 3.9% said they haven't.

The most popular victory condition is Domination (44%) , followed by Science (30%), Cultural (18%), and Diplomatic (6%). Almost no one likes the Time condition, in which you try to achieve the highest score within a certain number of turns.

51% of respondents agreed to make a Joint Declaration of Friendship with me , while 49% said that "making such a declaration at this point in our relationship would be premature." So, people are pretty split on joke questions.

Civilization V review thumbnail


Civilization stories

I also asked survey takers to share a story about a really good game of Civilization they've played. Here are some of the best (lightly edited for clarity).

"I'm not sure that this is my favorite game, but probably the proudest I've been. It's the game in which I gained the Bollywood achievement on Emperor difficulty in Civ 5. That requires that you win a cultural victory as India with just 3 cities. It was a real race to the finish line, because I was up against some serious powerhouses like Brasil (culture) and Korea (science). In the end I had to bribe several nations to wage war against Korea and nuked them myself for good measure to prevent them from building their final spaceship part in time. My waves of rocking musicians got me to culture victory probably only a turn or two away from Korea's science victory. It was my first game on Emperor difficulty and I couldn't keep the AIs in check by taking their cities due to the achievement I was going for, so I was very happy to get it just in time."

In Civ 3 I had an epic tussle with Cleopatra in one game with our empires at war for nearly 2000 years until all my horses suddenly became tanks and I rolled her over.

"In Civ IV, a grueling gunpowder-era war left me with 40-45% of the map, but technologically behind my two remaining rivals. Attacking either would ruin me and give the game to whoever was left alone, so I had to transition frantically into tech and a peaceful victory condition.

As I hit the modern era, my captured and reorganized territories from the last great war were finally turning profitable, but then disaster stuck - when, in last place, I hit modernity, it turned out that not one single pip of aluminum spawned on my half of the map! Double building time for all modern units and wonders when both my rivals had the aluminum bonus was untenable. I was finally catching up in research, but I couldn't build any of the fruits of my research.

When my general espionage bar revealed that both rivals were working on their Space victory, I made a plan - I signed a ruinous trade deal with the one that was further behind to give me that sweet sweet aluminum I needed, and sent a wave of Spies to sabotage the mine and SS part production of the leader. The last 100 turns of that game was one if the most vicious wars I've played in civ, all without a single shot being fired, a brutal race against time and resource shortages by all sides. When I launched the Alpha Centauri mission just three turns ahead of second-place China, it felt like a glorious accomplishment, not the admittedly dry usual endgame."

Kamehameha wouldn't be my friend right after I discovered him. After a few thousand years of a successful and booming trading relationship I nuked him for that.

"Civ 5, playing as Russia and I started on a mostly mountainous peninsula. I ended up out-expanded and out-teched by the Carthaginians and that evil slime Ghandi. With the navy of Carthage at my doorstep I went all in for naval tech. After a grueling 100+ turn war against a larger and more advanced foe I emerged victorious, and with a massive and advanced navy to boot.

With all of Carthage fallen the next logical course of action was to sail my great armada around the great sea taking every port I could find, while my inferior ground forces held the neck of my peninsula against all the remaining factions. In the end, I lost when Ghandi completed the science victory, but that massive struggle and the ensuing Great Sea Crusade was some of the most fun I've had in any Civ game."

Gandhi is an asshole.

"I was once caught in between two friends of mine. My territory was in the center of the continent, and theirs were above and below me. I befriended both of them since I was playing South Korea and not interested in domination at all.

Both of them were, however, and it wasn't long before they started sending me messages to band together and kill the other. Before I knew it both of their armies were gathered at my borders, requesting open borders and ready to mess the other one up. It eventually ended with me opening borders to both of them, but not declaring war on either. I let them slaughter eachother and began mass-producing military units. This eventually led to me seizing both capital cities. Good stuff."

Which games are winning E3 2016 for YOU?

You've seen the Microsoft and Sony press conferences, gorged on all the trailers , and feasted on a medley of features , previews, news and opinion pieces. And you have spoken! Here are the games YOU are most excited about from E3 2016. "But wait, GamesRadar - I have opinions in my brain, and want to tell you about them with my mouth and fingers! What do I do?" Well, you, feel free to let us know in

If you're making online and free-to-play games, and not watching Wargaming's every move, you should go ahead and start doing that immediately.

To refresh your memory, the company is the developer behind the free-to-play MMO World of Tanks , which has 50 million registered users.

Wargaming's expansion is relentless - and so far, it's working

, which has 50 million registered users. As of February 2012 the game had 120,000 peak concurrent players in Europe alone. Russia saw 500,000 unique players on one server at the same time.

The game is massively profitable, and has allowed Belarus-based Wargaming to make major technology and talent acquisitions, including online middleware company BigWorld ($45 million) and more recently FEAR 3 developer Day 1 and Supreme Commander studio Gas Powered Games. Wargaming is also expanding its World of series with warplanes and warships, and bringing versions of its popular franchises to mobile.

With Wargaming now at 1,500 employees and 14 offices all over the world, CEO Victor Kislyi isn't planning to let up on his company's aggressive expansion.

"[In the next five years], we'll probably open up a couple studios, or acquire one or two, just to get the best possible talent," he told us at GDC 2013. "We very aggressively moved into America, and we'll keep doing this, just because we realize our designers do not 100 percent understand Western audiences.

"That's why we need [Gas Powered head] Chris Taylor, that's why we need the Day 1 guys, that's why we need our people in San Francisco. We're acquiring expertise. We're not arrogant, we don't say, 'Russia has the best talent!' It's a good place to have artists and designers, but in order to attract an American market, you need to have American designers on-hand."

The company was founded in 1998, so it has been around to see all of the drastic changes in the online and free-to-play markets. Before, free-to-play was about badly-localized online games that were licensed from Chinese game companies. Monetization methods didn't match up with Western consumer expectations, and neither did the Chinese medieval themes and characters.

Wargaming's fundamental strategy is simple to understand, but incredibly challenging in practice: Take that free-to-play model that emerged in Asia, and combine it with high-production values, themes and gameplay that attract a mostly-male Western audience. With over a dozen locations worldwide, Kislyi says logistically, with time zones, and culturally, there are challenges that the company is trying to overcome.

He says it'll all pay off in the end. "When we plant that last flag in say, Australia or Brazil, the whole plan kind of takes care of itself. You don't need to worry where to go next, if you're everywhere. It's at that moment, quality takes over, and effectiveness at making your games, service and marketing better, because we'll have a very specialized staff. It'd be nice to release one big title per year."

And you won't be surprised to hear that Kislyi is the biggest free-to-play advocate around. "The whole world is your potential market [with free-to-play]. It's a transformation of the old days of physical distribution...You just have to ride this wave. You cannot withstand this wave."

The Technology Behind Battlefield 3

Battlefield 3 is not a simple rehash.

Battlefield 3 is not a simple rehash. DICE has spent years building the new technology to ensure that the third entry in the series stands apart from the rest. In these three interviews, we speak with the team to learn how the new technology will affect each player's experience on the battlefield. Check out the first video to learn all about the greatly enhanced destructive capabilities of the Frostbite 2 engine.

Want to know how Mirror's Edge has influenced Battlefield 3? Lead animator Tobias Dahl talks about the company's increasing emphasis on animation and how the team is incorporating a system called ANT from EA Sports.

The third video features Battlefield 3 art director Gustav Tilleby explaining the new lighting system in the game and DICE's approach to creating environments.

Click on the link below to access our Battlefield 3 hub.

Civilization: Beyond Earth – Rising Tide explained in new trailer

What is Civilization: Beyond Earth – Rising Tide?

What is Civilization: Beyond Earth – Rising Tide? Why does it have so much punctuation in the title? Does it offer new gameplay possibilities and challenges for players? Let's ask this new trailer.

What's that? "Rising Tide offers news gameplay possibilities and challenges for players." I guess that answers that then. As for what it is, it's a water-focused expansion that brings rejigged diplomacy options, new factions and all the other new and tweaked stuff that you'd expect from a modern Civ expansion.

Oh, and the punctuation thing? That's just because it's a PC expansion. They do that sometimes.

It's due out in the Autumn.

Review: ‘Gua-Le-Ni’ – A New Gaming Experience

I’ll admit, I wasn’t too familiar with Gua-Le-Ni or The Horrendous Parade until recently when I watched a few trailers and discovered the unique concept.

until recently when I watched a few trailers and discovered the unique concept. Despite having been released long ago, I was intrigued and wanted to get my hands on the game for a review. Gua-Le-Ni debuted back in December 2011 to great critical reception and currently sits at an 83% on Metacritic. With developers Double Jungle and Stefano Gualeni supporting the title after its launch with a new game mode, better tutorials, new body parts, and other extras along with the soon to be released update that will include minor adjustments/tuning as well as support for the beautiful iPad retina display, I thought this game deserved a second look at post-launch. So does it live up to my expectations? Let’s find out.

First of all, Gua-Le-Ni’s presentation is top notch. As soon as you start up the game you’re presented by a highly detailed interactive taxonomy book. From there you’re guided by the humorous narrator of the game which gave a Triple-A LittleBigPlanet type introduction to the whole thing. It was a nice touch and one you don’t find in too many games.

The core gameplay of Gua-Le-Ni revolves around a taxonomy book with combinations of animals leaving the pages. It is your job to keep them from leaving and being lost from history forever by interacting with a set of cubes and creating the very animal that is trying to escape. Some of these animals include a Tister (tiger and lobster) and Wartdor (warthog and condor). They can become as confusing as a Bi-Dor-Ger-Ster (Bison, Condor, Tiger, and Lobster). In total there are three modes of play which revolve around saving the animals.

In Fiction mode you turn, spin, and move around blocks to form the animal that walks across your screen. Your goal is to observe the animal and match the pieces before it leaves the page. You start with two blocks as a warm-up, but can introduce a third and fourth whenever you want. You can also get rid of the blocks if you feel like you can’t keep up, something I often had to do. I was surprised that the game gave you that much control, but was delighted as well. If you’re a veteran of Gua-Le-Ni you may not want to have to start with 2 blocks every time. It’s also nice for beginners who may want to get rid of a block if they are about to fail and don’t want to start over.

The real challenge is in Non-Fiction mode though. It includes all the aspects of Fiction mode, but without the ability to change how many blocks are in play. There’s also a new gameplay mechanic in which you’ll have to feed the beasts. Each creature is either a carnivore or herbivore and it’s your job to feed them accordingly.

The controls work well. The blocks seem a little sensitive at times when pinching them, and once in awhile can lead to a game over. I chose to use two hands when pinching as it tended to work better. While most of the controls can be played with one hand, you’ll need two to twist the blocks when under pressure. For all my one-armed players out there, don’t worry, if these modes are too fast then Poetry mode is right up your alley.

Poetry mode is a little different from fiction mode in that you will focus on memory, creativity, and relaxation. In comparison to the fast paced Fiction and Non-Fiction mode, Poetry mode is much more laid back. While the gameplay mechanics are the same, instead you’ll see a beast walk across the screen that you’ll have to memorize and form with the cubes once it’s gone. Here you’ll catch classical music and the versus of an old sonnet to go along with the play style. While these modes are a nice change of pace, the gameplay doesn’t feel that much different from mode to mode. If you’re looking for something completely new when entering a new game mode, you may be dissapointed. For those who are content with the gameplay and just want to explore further, then you’ll be delighted at the new mechanics.

Overall Gua-Le-Ni brings a fresh look at video game design as a whole. While it may not offer the longevity in the modern sense in terms of unlockables and such, it does offer Game Center support in the form of leaderboards and achievements. With that said, it is hard to compare it to other games as it does enough to separate itself from every other one out there. When it comes down to it, Gua-Le-Ni is not only the type of game the industry needs, but is one everybody should experience.

Currently Gua-Le-Ni is only $0.99 on the App Store, a huge drop from its original $4.99 listing. I suggest everyone to pick it up. For updates on Gua-Le-Ni be sure to like them on Facebookand Twitter!

[review pros=”Unique concept, wonderful presentation, fun gameplay.” cons=”Controls can be finicky, game modes lack diversity from one another.” score=83]

Here's what more games should steal from Virtue's Last Reward

When the lead developer on a video game series goes on Twitter and says a sequel probably won't happen, that's what we call a "bad sign." Wait, scratch that, it's a really bad sign; final-nail-in-the-coffin bad. And yet, in spite of the odds, Zero Escape 3 was announced over the weekend at Anime Expo 2015 by none other than series director Kotaro Uchikoshi - the same man who tweeted a year prior it

We Knew Him Back When: The Evolution Of Chuck

Call us crazy, but we think one of the most fascinating things in game development is seeing how characters change from the time they're first sketched out to when they appear in the final game.

Call us crazy, but we think one of the most fascinating things in game development is seeing how characters change from the time they're first sketched out to when they appear in the final game. BioShock's Little Sisters started out as lowly slugs before evolving into the cute yet sinister girls we're more familiar with. And most recently, Sam Fisher underwent a makeover from scruffy bum to, well, Sam Fisher in Splinter Cell: Conviction. Dead Rising 2 is certainly no exception, and we're bringing you an exclusive look at how Chuck Green has changed throughout the development process.

In these early concepts, it seems that Chuck poached more than a little mojo from Half-Life's Gordon Freeman. Looking at his outfit, he at least looks like he's ready for the zombie apocalypse. That shot on the left looks like it was taken from an entirely different game idea.

Chuck's cleaned up his act a bit in these next shots, trading his Road Warrior apparel for an outfit more in line with his motocross roots. We're not sure who the lady is, but she's certainly laying into our hero. Sheesh.

Stellaris: how Paradox plan to make an infinite grand strategy

As of last February, the average playtime of Crusader Kings 2 was 99 hours.

Stellaris 1

As of last February, the average playtime of Crusader Kings 2 was 99 hours. The longest individual playtime was 10,500 hours. Paradox's grand strategies are large, complex affairs, but I'm not convinced there's enough variety in their historical sandboxes to keep things fresh over that many hours. Stellaris is Paradox attempting to create a game that justifies their fan base's strategy obsession. Its systems are designed to ensure that every campaign offers something new and surprising.

"It's a radical departure, but in some ways it's still the same," says Paradox Development Studio director Henrik FÃ¥hraeus. There are some definite similarities between Stellaris and the studio's previous grand strategies. It's still a pausable real-time game, for instance, with the option to speed up and slow down the passage of time. It still runs on Paradox's "tried and true" Clausewitz engine—the underpinning technology behind every PDS game since Europa Universalis III. There are, however, some differences too. For one thing, Stellaris is set in space.

Its systems are designed to ensure that every campaign offers something new and surprising.

The setting is more than just reskin, but a chance for Paradox to break from the rigour of historical accuracy and give players—and their opponents—more scope to define their empire. While the character creation screen I'm shown contains roughly 100 portraits for different alien races, the tools for creating an empire are virtually limitless. In addition to your empire's look, you'll also be able to define its traits, technologies, ethics, and even how FTL travel will work. The AI will do the same, ensuring you have no idea who's lurking beyond the range of your sensors.

Many of these early choices will affect the actions available to players in-game. Create a xenophobic empire, FÃ¥hraeus explains, and you'll be able to capture aliens and use them as slaves. Found a xenophilic empire, and you won't have that option.

Stellaris2

The early-game stage is comparable to a 4X, says FÃ¥hraeus. Here, you'll be exploring, discovering and expanding your empire. Each planet in your empire is governed by an individual character, with their own personality traits and skills. They'll determine much of the what happens on each planet, sometimes without your direct intervention. In a way, this focus on individual characters makes empire management akin to Crusader Kings 2—despite the fact that diplomacy between empires will be more comparable to Europa Universalis 4.

Each colonisable planet will have an abstract map upon which you can construct buildings. You'll be rewarded for placing same-type buildings next to each other, and can assign a planet's "population units" to various jobs based on what you've built. There'll also be special tiles, and, according to FÃ¥hraeus, some of the procedures for clearing them will be "rather involved." The example given is a Giant Sinkhole. It's a big hole in the ground that, not only prevents buildings from being placed, but—at some point in the game—could let subterranean creatures pour out onto the surface.

As a sci-fi game, science has a much bigger role than any previous Paradox strategy. Scientists, like planetary governors, are individual characters with their own traits, specialities and lifespan. They'll be able to head up science ships—sent out to explore and survey other systems in search of anomalies. In the presentation, a science ship comes across a hollowed-out asteroid that triggers a choose-your-own event chain. If it succeeds, there's a chance to earn new technologies. If it fails, a number of things can happen. Best case: nothing. Worst case: the asteroid is knocked out of orbit and onto a direct course with your home world.

FÃ¥hraeus explains that different things can happen based on the scientist's personality. If a religious character had discovered the asteroid—actually a hollowed-out temple to a human god—they could potentially have an option to destroy the heretical monument. These unique conditions are designed to create unexpected outcomes for events the player has already encountered in previous campaigns.

Distractionware Reveals ‘Super Hexagon’ for iOS

VVVVVV creators (and fellow Irishman) Terry Cavanagh, aka.

Distractionware , has officially launched his newest puzzler, which will launch this thursday on iOS platforms.

Super Hexagon , as the name suggests, is an updated version of Hexagon , a puzzler made within a weekend on PC not so long ago (and you can play it right hereif you’re so inclined.) This new Super edition improves the visual quality and adds some new game modes, such as Hyper Mode which is not unlike a New Game+ that ramps up the difficulty level once you unlock it.

As Terry mentions on his blog, ‘I’m really proud of this game – although I’ve only been working on it for about four months, it feels like I’ve been subconsciously working on it much, much longer than that…’

For the moment, Super Hexagon will be launched on iPhone and iPad, though Terry does suggest he may bring it to other platforms at a later date, including PC and Mac, maybe even Android! I’d love to suggest 3DS, since VVVVV made the journey to Nintendo’s handheld not too long ago, but only time will tell.

Funnily enough, some lucky gamers were surprised to find the game available on the App Store earlier today when the game was accidentally launch a little too soon. It’s since been pulled down just for now, until all the last minute details such as a new trailer and review codes (can we have one?) are ready to go. But the wait won’t be long. Super Hexagon will release this Thursday, September 6th worldwide with a special launch price of $0.99c, which will later bump up to the standard price of $2.99, so get in quick!

For more info and the latest updates, head to Distractionware’s blog.

Professore Layton 6 TGS 2012 video demo - Our first look at what could be Layton's last adventure

America has always been behind Japan when it comes to the Layton series. For example, the US and Europe are getting the fifth Layton game, Professor Layton and the Miracle Mask , at the end of next month, while it came out in Japan some 18 months ago. In fact, a sixth Layton game has already been announced for release in Japan next year, and the first demo for it premiered at 2012's Tokyo Game Show. The tentative English title for the game is Professor Layton and the Azran Legacies, and we got to play the brief demo on the TGS show floor. Check out the first couple of puzzles, as well as some of the new characters in the video below... And while you're waiting on that game's international release, check out the English language trailer for Miracle Mask.

Nintendo's 'Nindies' man updates us on how devs can work with Nintendo

While Microsoft put its ID@Xbox program at the center of its presentation , and Sony retreated from its "We <3 Indies" branding of previous years to showcase only No Man's Sky and some Devolver Digital titles, Nintendo launched a promotion on Monday, called Nindies@Home , that lets Wii U users in North America and Europe download and try upcoming independent games on their Wii U consoles.

Nintendo has an atypical approach to promoting indie developers at E3 -- as it does to the show overall.

, that lets Wii U users in North America and Europe download and try upcoming independent games on their Wii U consoles. If they play the demos, they'll get a discount on the final game, too.

Damon Baker, senior manager of marketing in the licensing department at Nintendo of America, looks at E3 like this: "In the grand scheme of things it's a small segment of the industry... how do we open this wider?"

The company's approach has been to spread its E3 coverage across the whole week (with the Nintendo World Championshipson one end and Treehouse Live streamingon the other); Nindies@Home is the "indie" part of it. "We wanted to surprise a bunch of people with that content," says Baker.

Games chosen for the promotion were a mix of games from developers who already have a close relationship with Nintendo (Renegade Kid of Mutant Mudds ; Two Tribes of Rive ) and those Nintendo's team "just liked," and a lot of behind-the-scenes work went into getting these games, some of which will not be out for six months, through the certification process and onto consoles.


How'd the Humble Nindie Bundle go?

This promotion comes on the heels of the Humble Nindie Bundle -- the first Humble Bundle run by a console platform holder, which featured both 3DS and Wii U games.

"We were quite pleased with how it went," says Baker. "The main objective of the promotion was really to reach a wider audience, and let as many people know about this great indie content as possible."

It's clear that Baker looked at the bundle through a marketing lens: Get people aware that there is a wide variety of indie content on the eShop, for both platforms. And interestingly, he says that a number of games sold well at full price: "We promoted those same Nindies for the two weeks in the eShop, and their full version prices of those games were actually increased in sales."

This has been independently confirmed to Gamasutra by Brjann Sigurgeirsson, CEO of SteamWorld Dig developer Image & Form.


Defining Nintendo's audience for indie games

But both promotions open up a question: It seems that the games that perform best on Nintendo platforms are pitched towards a "Nintendo" audience. Shovel Knight , for example, has performed wonderfully on Nintendo's consoles.

"It seems like a lot of the Nintendo fans and consumers they gravitate towards nostalgia, they gravitate towards platformer and puzzle action games," Baker confirms. "If I had one wish to be fulfilled, I would love to see Nintendo fans and consumers take more risks on eShop."

"It's my responsibility to make sure everything gets as much exposure as possible," Baker says. Some games included in the Nindies@Home promotion are a "natural fit," Baker thinks -- like Runbow -- and some are a bit left of center for Nintendo's audience, like Lovely Planet .

"There are titles that share a similar DNA to what makes good first party games," he says, and those tend to perform well.


You must promote your game yourself, if you want to succeed

Another thing that makes for good performance on Nintendo's platforms: Taking care of your own marketing. While the company does promote games via things like its Treehouse Live streams, it's up to developers to do the heavy lifting in community-building, Baker says.

For the duration of E3, there were five indie games chosen for Treehouse Live: Runbow, Mutant Mudds , Brainseed Factory's Typoman , Shin'en's Fast Racing Neo , and Image & Form's SteamWorld Heist . Many have established relationships with Nintendo; Fast Racing Neo is a Wii U exclusive, while SteamWorld Heist launches first on 3DS before transitioning to other platforms.

"The content that performs best on our platforms are the developers that have already been really proactive in creating a community and a lot of buzz," he says. Developers that expect Nintendo will take care of things for them, well, "there hasn't been a lot of examples of where that's been a successful relationship."

"That's the truest definition of what is doing well or isn't doing well on Nintendo platforms," he says: Self-motivated developers who build communities.


Opportunities for promoting indies...

Speaking of lifting up indies, does Baker see room or promotions akin to Microsoft's Summer of Arcade, or Sony's Spring Fever?

"We look at these opportunities all the time," Baker says. He describes himself as "green with envy" when he looks at those promotions.

"We've done these super indie sales," he points out, but these are "primarily driven by the developers -- but we put a lot of support from first party behind it." For example, Drinkbox ( Guacamelee ) proposed a promotion and gathered other participants, and then Nintendo put its stamp of approval on it and helped promote it. "I definitely have a vision of doing bigger grander promotions and activities," Baker says.


...and funding them?

The company has not changed its policies -- it doesn't directly fund indie developers, and nor does it pay for timed exclusives, which are moves in both Sony and Microsoft's playbooks.

"We've given lots of thought to it," says Baker. "Nintendo is pretty famous for being pretty tight with our money; we want to be efficient with our funds. We continue to look for other ways to promote that key content, and that stuff we consider to be priority."

"We've given a lot of consideration and we may have programs that we may offer in the future but nothing we can confirm at this time," he says -- though he does say that "we constantly have discussions" about the issue internally.


A quick update on Unity for New 3DS

Finally, Unity support has been announcedfor the Nintendo New 3DS -- but it hasn't launched yet. "It's getting really, really close, and there is a ton of interest," Baker says.

Nintendo's goal is to get the first Unity games out on 3DS "this year," and the tools to developers "really, really soon."

Cities: Skylines breaks Paradox' day-one sales records

City-building sim Cities: Skylines has become Paradox' most successful game launch, selling 250,000 copies in its first 24 hours.

City-building sim Cities: Skylines has become Paradox' most successful game launch, selling 250,000 copies in its first 24 hours. The number—tallied from day one sales and pre-orders—has made CEO Fredrik Wester quite happy.

“We would like to offer our deepest and heartfelt thanks to the community for their passionate support and to let them know that we are committed to supporting this wonderful game for years to come, in much the same way that we have for our Crusader Kings and Europa Universalis communities," he sends in a statement.

"We knew that we had a great game on our hands and so to be able to continue to provide fans of the game with a multitude of new content for it going forward is fantastic.”

The inclusion of mod support should certainly help Skylines' longevity. There are already more than 3,400 mods hosted on the Steam workshop page, including one that lets you wander around your city in first-person, and another that adds a convenient autosave function.

That's lovely to see, because Cities: Skylines is really good. Find out why in our review, and enjoy the strange cocktail of humour and sadness hidden away in Chris L's diary about his city with only one house.

Screencheat Adds Goodies to Celebrate its First Anniversary

Some gamers may remember issues with cheating opponents when playing split-screen multiplayer games, such as GoldenEye 007 , against friends.

Screencheat, a “ridiculous competitive split-screen first-person shooter” by  Samurai Punk, takes advantage of the fact that a screen-snipe is almost inevitable. In the game, all players are invisible to each other, which makes this dirty trick the only way to find out where the opponents are and when is the right moment to get that one-shot kill.

Samurai Punk just launched a new major update to celebrate the game’s first anniversary. As a part of the update, an AI bot system has been implemented with difficulties that vary from the easiest to Dreamcrusher. Players who are queuing for online matches are able to play against the AI until someone joins them in a vs. game. A new map, named Museum II, was designed as a part of that update, to cater to both newcomers and veteran players who are already familiar with the original map, for 11 maps in total.

Screencheat is breaking language barriers in this update, including localization of the game’s text to Spanish, Dutch, German, French, Russian, and Portuguese. Improving connectivity with LAN play was also something the developers cared about and implemented in this patch. Last but not least, the game now also supports Steam controllers and has received bug fixes.

Those interested in knowing more about Screencheat can find the game on Steamat a price of $14.99 for PC, Mac, and Linux. The game will also be released on PlayStation 4 and Xbox One early next year, according to the developers. For more information, make sure to follow the studio on Twitteror Facebook, or visit their official website.

...

Jump to Section: Best Price Comments Pros Clever challenging puzzles A beautiful world rendered in 3D Intriguing minigames Cons Core gameplay virtually unchanged Too whimsical for some Overly quaint British accents On the DS, Professor Layton admirably created brain-bending puzzles and whimsical adventures that combined European artistic aesthetics with anime style. While the previous entries were

Video: Designing games about tricky emotions like longing, or love

The spectrum of feelings and emotions evoked by video game designers is typically limited to things like joy, fear, frustration and satisfaction.

Rarely do we see a game designed to inspire feelings of affection, or longing, or that peculiar sensation of having butterflies in your stomach.

Funomena's Robin Hunicke believes developers should try to tackle those tricky feelings more often, and during the GDC 2014 Indie Soapbox she took the stage to make her case.

It was a short but sweet presentation that showcased a rare and unique perspective on game design. Now you can watch Hunicke's talk -- a roughly six-minute segment of the full panel -- completely free via the GDC Vault's official YouTube channel.


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

Europa Universalis 4 gets free weekend, El Dorado expansion released

If maps and menus are your thing, you could do worse than checking out Europa Universalis 4—something you can do this weekend for absolutely no money at all.

Europa Universalis IV preview thumb large

It's a Paradox grand strategy game, and so all but guaranteed to be unlearnable in a single weekend. Nevertheless, if you think you're up to the task, you can head hereto download the Steam temporary trial version. If nothing else, you should have time to conquer a few of the smaller nations. If you like what you play, the base game is currently 75% off.

For current owners, new expansion opportunities arrive in the form of the now released El Dorado DLC. The add-on's focus is on Central and South America, and it also features a nation designer that'll let you custom create your own empire.

Buck & Miles Are Bringing the Strange Back to 2D Platformers

There were a lot of games with really strange protagonists and monsters in platformers from the SNES era.

Alfred Chicken, Aero the Acrobat, Rocket Knight Adventures , and many, many more games of debatable quality were filled with the strangest heroes and villains, and not one of us batted an eye. Playing as a cat in a shirt fighting armless bunnies? Sure, why not? The developers at Astrojone have fond memories of that time, leading to the creation of Buck & Miles , a story of a trucker and a pilot trying to escape a weird world of hostile cacti, boxing-glove wielding kangaroos, and frowny bats.

Buck & Miles is concentrating on being fun, which shows in its big, pudgy character designs. The look is similar to many of the ‘cute’ platformers of the SNES era, and is filled with a variety of animal enemies to trip up the main characters. Considering truckers and pilots aren’t necessarily known for their ability to fight monsters, the game seems to have a power-up system that uses various hats and items to help the heroes out. The trailer demonstrates a football helmet that lets you break down walls, a propeller hat that slows descent, and a dapper top hat that helps you hit the town with style even when a boulder is rolling after you. They also mention that there is local co-op in the game.

In case the game’s look doesn’t sell you on its strangeness, many of its developers were also part of Tales of Game’s, the group of code superheroes who brought us Barkley, Shut Up and Jam: Gaiden . Joined by composers Jake “virt” Kaufman ( Shovel Knight ) and brentalfloss, the music should provide an interesting background to the silly game. With a focus on good old fashioned platforming with a lighthearted feel, Buck & Miles looks like it will be a lot of fun once it’s complete.

To learn more about Buck & Miles, you can look at Astrojone’s website, the developer’s blog, or follow them on IndieDB, Facebook, and Twitter. The game is also looking for votes on Steam Greenlight, and funding on Kickstarter.

Watch Professor Layton and the Mask of Miracle’s completion ceremony

Got a news tip? Let us know at tips@gamesradar.com Topics Puzzle Professor Layton and the Miracle Mask We recommend By Zergnet Load Comments

Wasteland 2: Director's Cut is free on Steam this weekend

It's become a routine for Steam to offer up a (temporary) free game every weekend, and this time it's Wasteland 2: The Director's Cut .

. The sprawling tactical RPG is free for the next two days(until Sunday afternoon), but if you want to keep playing there's a 50 per cent discount, so you can snap it up for $19.99.

The Director's Cut released late last year, following the original's launch in 2014. It improved many aspects of the game, including perks and quirks, as well as ushering in a new Precision Strike system. It also looks a lot better, too, thanks to an upgrade to Unity 5.

Cory Banks enjoyed Wasteland 2 when it originally released in 2014, writingthat it's "an excellent RPG despite its glitches, with combat and writing as good as its predecessors".

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.

Cities: Skylines devs give commitment to modding support

I imagine it's pretty easy to appeal to city building fans in this post-SimCity world.

Cities Skylines 1

I imagine it's pretty easy to appeal to city building fans in this post-SimCity world. All you'd need to do is tell people how much you're not SimCity. Offline support? Sure, you'd say, rolling your eyes at games that didn't offer such a basic feature at launch. Big cities? Of course, you'd reassure, your tone making it clear that to do otherwise would be inconceivable. Day-one mod support? Absolutely, you'd half-smile, presenting a video you'd prepared on just that subject.

Coincidentally, the creators of Cities: Skylines have prepared this video on just that subject.

If you'd like a run-down of what exactly that modding support allows, you can see Colossal Order's guide here. So far, it's mostly asset and map editing, as well as a "presently minimalistic" modding API. According to the wiki page, "available features will evolve alongside user wishes in the future."

Cities: Skylines is due out 10 March.

Become A Biker Boss In ‘Rock(s) Rider’

If you’re like me, you’ve always wanted to live the dream of being a professional dirt bike stunt…guy.

If you’re like me, you’ve always wanted to live the dream of being a professional dirt bike stunt…guy. Games such as Trials Evolution and Max Dirtbike have given us kindred few the chance to play out those dreams on rooted screens, but now ECA-Games have brought that same raw joy and challenge to the iOS platform!

Get your backflip into faceplant fix with their new title, Rock(s) Rider , a beautifully animated racing challenge suite optimized for use on the third generation iPad. With all of the work Apple have put into perfecting the retina display screen of their newest device, expect joy to pour from your eyes as it’s bombarded with with the lovely colours and characters, the developers have taken their time crafting in an effort to draw out the machines full potential. With its sixty frames per second, the game also boasts smooth transitions from obstacle to rusty obstacle in the warehouse themed challenge grounds it puts players through.


With over sixty stock challenges, expect hours of entertainment as you take on the bosses who rule the gameworld. Past their tests in order to face off against each one in head-to-head stunt races until you become king (or queen) of the stuntbike underground. The more insane the stunt you manage to pull off during your quest to the top, the more money you’ll earn which can then be put towards buying upgrades, riders, and customizations for your rig, the more bling you unlock, the better. Add to this already tantalizing list of pros a track filled with high intensity rock tracks, perpetuating the heavy metal feel of the game, and Rock(s) Rider proves itself a package as complete as any could hope for.

Though players are able to control their supercharged two and three-wheelers by tilting the iPad in the direction they wish to travel, eight other control options are available, so hopefully you’ll find something up your alley in that repertoire. Rock(s) Rider is available right now on the App Store for $2.99 on the App Store so if you have any iDevice updated to version iOS 5.x, it’s worth a look. Still not sure if it’s worth the full commitment? Try the lite versionbefore picking up the real thing.

For more information, stop by ECA-Game’s main websiteor Rock(s) Rider’s pageon the App Store

How to modify classic games with DOSBox scalers

DOSBox’s documentation provides an index of scaler results using a familiar face.

DOSBox rsquo s documentation provides an index of scaler results using a familiar face

ask pc gamer

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

My friends keep bugging me to play classics in my backlog, but some of these games look like a goat’s ass. Is there anything I can do to make them look better? - Craig E.

There's something to be said for playing games as they were originally designed to look (purists in the audience look away now), but let's see what fun we can have revising the past. There's lots we can do to modify old games, and all the software you need is free. For old DOS games, the simplest thing to do is to adjust the scaler.

The praises of DOSBoxhave been sung for a long time and with good reason. Its flawless emulation of PC gaming’s granddaddy OS has allowed early titles to thrive instead of fading into obscurity. it has a few overlooked tricks, however.

Buried in the visual options are a series of scalers designed to clean up blocky VGA-style output, and these settings have a radical effect on games, removing visible pixels entirely in some cases. These modes are only accessible via simple configuration file edits with the addition of a single line, invoking the preferred scaler when you start the game. The config files are usually in the same folder as the game executable but if varies, especially with GOG games.

DOSBoxConfigChanges

Some scalers are aggressive enough to affect text legibility, especially when dealing with fanciful fonts, so try a few until you settle on one that looks good and suits the game’s artistic style. Pixel art isn't necessarily going to look better when filtered this way, but it gives you something to tinker with if you want to try some new looks.

These games all are of sufficient vintage that any modern computer can invoke pixel filters without performance penalties. DOSBox is available for phones these days, after all.

Some filters remove pixels and prove a Flash like vector art effect

Some filters smooth pixels and prove a Flash-like vector art effect.
DirectX tweaks

Beyond DOSBox, let's also talk briefly about post processing injection. For DirectX games, matters are a bit more complicated. Sophisticated visual effects like HDR aren’t so easy to add via simple output filters, but the modding community has found a way to sneak them in anyway via the FXAA Post Process Injectorand ENBSeriesmods.

FXAA Post Process Injector before and after results for Skyrim Modified results on the right

FXAA Post Process Injector before and after results for Skyrim. Modified results on the right.

They're mostly used by the Skyrim community these days, but both of these mods are compatible with just about any DirectX title. They replace the Direct3D library that games use to render graphics with an upgraded one using newer features. This replacement library allows access to advanced rendering, lighting, filtering and antialiasing capabilities not available when the game was released.

FXAA PPI Screens

These changes are made via settings saved by the mod software before you run the game, so no in-game modifications are required. Other than initially picking the extra eye candy options in the mod’s option window, everything works the same way. Just launch the game and the replacement library applies any preselected visual upgrades on top of the normal graphics options.

Predictably, performance takes a much greater hit than anything you’ll see in DOSBox. Not only are DirectX games more demanding to begin with; retrofitted options like antialiasing, HDR and, depth of field effects are heavyweights in their own right.

Burnout Paradise with ENB preset effects on the right and default graphics on the left

Burnout Paradise with ENB preset effects on the right and default graphics on the left.

Tweaks for both mods beyond the plentiful Skyrim options are available to help compensate and add extras, including fully custom versions for titles the community has taken an interest in. These custom versions provide better performance and optimizes settings out of the box.

In our ongoing Pixel Boost series, we talk about the steps needed to run games, especially older games, at high resolutions for downsampling. For more on that process, and graphics settings in general, also check out our guide to visual options.

How Brian Fargo's fire-and-brimstone preacher grandfather ended up in Wasteland 2

You can learn some interesting things when you talk to game developers.

Note not actually Brian Fargo s grandfather

You can learn some interesting things when you talk to game developers. You can learn, for instance, that Brian Fargo's grandfather was a minister back in the 1950s. Fargo never met his grandfather, but even so, he managed to get him into Wasteland 2. In a very unexpected way.

“He was a fire and brimstone preacher, hardcore, in the 50s. He would do revivals and make albums. He died of a heart attack very young. And so they recorded a record, which had that [chanting] cadence to it, very scratchy,” Fargo told us during a wide-ranging interview at GDC. “I was like, I've got to do something with this, so I lifted the tracks out and I gave them to [composer] Mark Morgan. So when you hear the Wasteland 2 music and you hear the preacher stuff, that’s actually my grandfather. I like doing things like that, little stuff that only we get, but it gives it some depth.”

The track in question, I assume, is Twisted Preacher, embedded below, which contains a few instances of indistinct, but unmistakably intense, sermonizing underneath the music. It's the sort of thing that could be a licensed clip, or maybe some heavily-edited DIY work; the fact that it's a real preacher, and Fargo's forebear to boot, is fascinating.

The full, lengthy interview, which also includes Obsidian's Josh Sawyer and ArtCraft's Gordon Walton, will be up tomorrow. I strongly recommend that you not miss it.

Crusader Kings 2 is free to play this week

No doubt many are a little wary of the grand strategy trappings of Crusader Kings 2.

Crusader Kings 2

No doubt many are a little wary of the grand strategy trappings of Crusader Kings 2. I mean, just look at that map. Look how full of stuff it is. Look, there's Surrey. Why should you be expected to care about Surrey? What is it even for?*

Worry no more, as now you can try your hand at medieval politicking sans risk. The game is entirely free to play for the next week, as part of an extended Steam trial. It's also 75% off, should you happen to enjoy assassinating your uncle because he disapproves of a proposed law change and, frankly, you need his votes. His idiot son, your nephew, is much more amenable, and will likely cut ties with the dangerous faction your brother is heading. Oh yes, your brother. You've got some plans for him. Yes indeed.

Where were we? Yes, the trial runs until next Monday, 23 February. You won't get access to the frankly ludicrous amount of DLC available for the game, but if you're just starting out, that's probably for the best.

And for any CK2 experts lurking: post your learned advice in the comments. Let's help potential new players get to grips with an excellent and surprisingly manageable strategy gem.

*I'm sorry Surrey. I picked you at random. I'm sure Guildford is lovely, probably.

Can Russia Withstand the Wrath of Obama?

Of all the games I’ve ever imagined… well, this isn’t one of them.

Of all the games I’ve ever imagined… well, this isn’t one of them. But I find myself strangely delighted that it exists.

Released this month exclusively for Android devices comes Wrath of Obama: The Dark Truth. Made by Ankaar Productions, the creators of Fuhrer in L.A. , their latest dark comedy game offers strategic combat and narrative-driven gameplay. The hero of the game, as the title implies, is President Barack Obama of the United States. Obama has grown weary of the antics of Vladimir Putin, leader of Russia, and so has absconded from the White House to fly overseas and “deal with Putin personally.”

Putin, as the game explains, has been cleverly sending his armed forces into target countries on “vacation,” then conquering them from within. Obama retaliates by flying to the Ukraine, where he mounts his warhorse and wields heavy artillery against Putin’s forces to drive them back. Putin then ups the ante by invading New York, “using an army dressed as vacationers to avoid international outrage.”

But that’s only half the story. While in the process of dealing with the invasion of New York, Obama manages to break his enemy free of the mind control under which he has been trapped. Putin, as it turns out, is merely a puppet, one who has been enslaved to the will of none other than the long-dead Vladimir Lenin. Angered at the loss of his modern marionette, Lenin rises from the grave and unleashes a hellish army of undead Soviet soldiers to take over Russia.

Featuring colorful graphics and “authentic” Obama and Putin impersonations, Wrath of Obama is available for Android phones and tablets for just $0.99 USD. It can be purchased from either the Google Play Storeor the Ankaar Productions store. The developers are in talks with Apple to try to get the game released for iOS devices as well, so to keep tabs on their progress with that and other ventures, be sure to follow them on Facebook.

How to make animated GIFs the easy way

ask pc gamer
“Is there an easy way to make animated GIFs?

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

“Is there an easy way to make animated GIFs? I don't want to learn Photoshop or stitch them together frame by frame, I just want something simple. ” – T. B.

Don’t worry, making animated GIFs is easy. You won’t need a Photoshop license or esoteric image editing experience to learn how, either. Simple packages like GifCamand Giffing Toollet you dive right into the process and get creative, providing (just) enough options to satisfy when your projects get more complex.

Both of these utilities work like Microsoft’s Snipping Tool, providing a resizable box to place over the area you’d like to record. GIFCam has a more intuitive interface for recording, while Giffing Tool features more editing horsepower and image quality. While both tools are handy, GifCam is free and easier on newcomers, so I’ll be using it for the demonstration animated GIF we create here. Obviously, you'll have to start with some video to capture from, and both AMD and Nvidia now offer gameplay capture tools in their software, or you could go with Frapsor one of the many other screen and game capture tools.

GifCam rsquo s onscreen controls make it easy to frame and capture source clips although editing clips isn rsquo t quite as plush an experience as Giffing Tool

GifCam’s onscreen controls make it easy to frame and capture source clips, although editing clips isn’t quite as plush an experience as Giffing Tool.

Giffing Tool Editor

Giffing Tool’s editor has a more traditional layout and plenty of options.

Most sites that allow GIFs have various limits regarding posting them, like Twitter’s 3 megabyte size cap. That may seem small, but it’s actually plenty of room to play with after you apply cropping, resizing, and a few other tricks to your selection.

Obviously, this guide is meant to help you make gameplay GIFs, but for fun I’ve picked a saucer landing scene from Invasion of the Astro Monsters, which has a good mixture of colors, motion, and static imagery along with another special quality that makes it perfect for a GIF capture. More on that later.

While you can capture video from anything onscreen, it’s best to capture from sources that offer some video enhancement options since unprocessed video tends to look dark. Using these enhancement tools, you can sweeten the saturation, contrast, brightness, and other values before pressing record, saving considerable hassle later. Processing video after the fact is more time consuming and complicated.

VLCis perfect for tweaking video in this fashion, offering plenty of adjustment options for playback. If the source quality is poor and no enhancements are available, as is often the case with web-based YouTube style video, resources like Clipconverterallow for local playback with more flexible software.

VLC has a ton of options for tweaking video For quick clips it rsquo s better to do this now rather than in post

VLC has a ton of options for tweaking video. For quick clips, it’s better to do this now rather than in post.

Preview the clip and note the optimal start/stop times for your GIF. If timing is troublesome, start a little early and end a few frames late. It’s easier to trim those extra frames than to recapture video because you missed them. This is also the time to select a framerate; high framerates produce smoother motion but larger files, while low FPS captures are smaller and choppy. Forget the 60 fps preferred in gaming: 10 fps is usually plenty for snipping GIFs. Record the clip and save immediately, checking it in the browser of your choice to make sure everything is working properly.

When that’s done you’re technically ready to save and share your new GIF creation, but you can also pop into GifCam's built-in editor and perform a few basic clean-up operations on your clip. You can crop the image to put the preferred subject in the center of the capture, and make sure any remaining frames from previous or subsequent scenes are trimmed out.

The editor screen for GifCam hides most of its functions in a right click menu

The editor screen for GifCam hides most of its functions in a right-click menu.

Right-clicking on any frame in the edit window brings up frame deletion options, including the handy “Delete From This Frame to Start” and “Delete From This Frame To End” options that make short work of messy clips. Clever edits can reduce file sizes drastically while simultaneously improving image quality.

Another way to reduce file size is by reducing colors to 256 or less. While some clips are poor candidates for this, others (such as animated or text-heavy clips) barely suffer at all. By default, GifCam uses an optimized setting called Quantizethat produces good results by auto-selecting the best palette, but leans toward quality rather than small file size.

The descending save-menu options are roughly in order of the file sizes they produce and number of supported colors, down to monochrome for stick-figure style cartoons and similar. Don’t forget, you can always use a slightly lower frame rate if you can’t meet your file size, clip length, and image quality goals.

The best way to finish an animated GIF is to try looping it, or at least creating as smooth a transition as possible between the last and first frames. Not every clip will allow for this, but with a little planning during the capture selection phase, it’s amazing how seamless the finished product can turn out without resorting to more advanced tricks like dissolve loopsor auto-looping software.

The segment from Astro Monster has that special spice. The original capture contained just two saucers, had a disruptive jump during looping, and weighed in at more than four times the final file size. The edited clip produced at the end of this process is a trim 1.75 megs and runs in a smooth, slick endless loop.

You can upload GIFs directly to Twitter or Imgur, or use one of our favorite sites, Gfycat, to convert them into HTML 5 video, as we have for our Astro Monster example below:

Wasteland 2's Director's Cut releases today

Like pretty much every recent cRPG, Wasteland 2 has been given a new version that makes significant changes to inXile's post-apocalyptic game.

Wasteland 2 Director s Cut

has been given a new version that makes significant changes to inXile's post-apocalyptic game. The Director's Cut is out today, as we mentioned a couple of months ago, and it adds prettier visual assets, the new Perks and Quirks systems that seem reminiscent of Darkest Dungeon, controller support, additional voiced lines and more.

There's an FAQ detailing all the changes here, but if you can't be bothered to read that, the main takeaway is that 32-bit systems won't be able to run Director's Cut. You'll still be able to play the old version of Wasteland 2, however.

If you already own the game on Steam, you'll find that the Director's Cut will magically appear in your Steam library as a new entry sometime today. If you own the game on GOG.com, Origin or anywhere else, details on where to find the new version will follow in due course.

Europa Universalis IV: El Dorado expansion announced

Paradox has released a trailer for the newly announced Europa Universalis expansion El Dorado.

Eldorado 780x353

Paradox has released a trailer for the newly announced Europa Universalis expansion El Dorado. As with all Paradox Development Studio trailers, it features a slow zoom onto a thing, before fading to the game's logo. It lasts less than a minute.

Here it is. Don't worry, I'll actually explain what the expansion is about below.

Based on the name, El Dorado, can you guess what the main feature of this new expansion is? No, sorry, you were wrong. It's actually the Nation Designer: a tool that lets players customise their starting nation. You'll be able to pick multiple conditions for your new home, from its neighbouring provinces, to its starting culture and ruler.

Okay, yes, the expansion will also a focus on Central and South American exploration. "As the Aztecs, subject the Mexican plain to your rule but make sure you have enough vassal kings to sacrifice to your angry gods," explains the press release. "As the Europeans, push deeper into the jungles of the Amazon, following rumors of lost cities and magical fountains. Defer to the Pope as he intervenes to divide the New World among squabbling empires."

You can see El Dorado's feature list below. The expansion is due out next month.

"A deep Nation Designer gives you new starting options for your games, including national ideas and custom monarchs" "Experience the new Nahuatl, Inti and Mayan religions with blood sacrifices or Sun Worship" "Send your conquistadors to hunt for the Seven Cities of Gold, or your explorer on exploration missions around the world" "Gold Fleets can traffic New World wealth back to Europe, and be targeted by your privateer fleets" "Use your trade fleets to hunt dangerous pirates" "Maintain good relations with the Pope so you can get a corner of the world to call your own in the Treaty of Tordesillas"

Prickly Shooter Assault Android Cactus Gets Multiplatform Release Date

We’ve previously covered Assault Android Cactus , from the developers at Witch Beam, but just in case readers have forgotten, let’s recap: The game puts players in control of one of eight different androids, each with their own special method of shooting their way through a collection of bullet-hell stages.

from the developers at Witch Beam, but just in case readers have forgotten, let’s recap: The game puts players in control of one of eight different androids, each with their own special method of shooting their way through a collection of bullet-hell stages. The game gets its name from the main character, an Assault-class android called Cactus.

Assault Android Cactus Character select

Cactus and the other androids she recruits are fighting to save a freighter ship from its own robots, and the only way to do this is, naturally, firing a lot of bullets. Luckily for Cactus (and players), ammo is unlimited, meaning the bullets never have to stop flying. Each android has a different weapon and a playstyle that fits that weapon.

The big news now, though, is that Assault Android Cactus is coming to PS4, PlayStation Vita, and Wii U, as well as Mac, Linux, and Windows PCs some time this Summer; so fans won’t have to wait much longer to blow robots away with humanoid robots.

Witch Beam is a new three-man studio in Australia made up of industry veterans looking to make polished, interesting experiences. Those interested in learning more about the studio can visit their website, and can learn more about the game itself from its own website.The game is currently available through Steam’s Early Access program, and can be purchased for $14.99 USD.

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