6M invested in start-up turning your smartphone into a home console

$6M invested in start-up turning your smartphone into a home console
The company announced on Tuesday that it has received $6 million in Series A funding from a combination of two early stage VC firms, Trinity Ventures and DCM, to help launch a series of products that essentially turn Android smartphones (or tablets) into instant game consoles.

Investors are betting big on Green Throttle, a Santa Clara start-up that believes mobile phones could one day replace traditional game consoles in the living room.



Green Throttle's approach is threefold. It is planning on selling hardware in the form of its Atlas wireless game controllers and television adapters, it's creating a TV friendly dashboard in the form of a mobile app, and it's publishing compatible games created in-house and by external developers.

It's a lot like what Ouya is doing, with one key exception: Green Throttle isn't making the console itself. Instead, it's using the phones and tablets that players already own, allowing players to play the same game on their television and on the go.

Green Throttle was co-founded by RedOctane co-founder (and Guitar Hero co-creator) Charles Huang, mobile executive Matt Crowley, and CTO Karl Townsend, formerly of Palm and Nokia.

Resurrecting the RTS with Ashes of the Singularity

"Strategy games, contrary to popular belief, often are the first to hit the technology wall."
- Stardock's Brad Wardell
The RTS genre is seen as a niche today, despite dominating the PC market in prior decades.

The RTS genre is seen as a niche today, despite dominating the PC market in prior decades. In a lengthy new article posted at IGN, Stardock CEO and Ashes of the Singularity developer Brad Wardell outlines the reasons he thinks the genre has fallen out of favor, and what needs to be done to bring it back -- all presented as a technical history of both the RTS and the PC gaming rig.

"I remember talking with the Civilization V team and the challenges of keeping an entire world in memory at the same time while having both lots of units, good graphics all while keeping the performance decent," Wardell writes, contrasting the genre against the more popular FPS -- less technically demanding, he argues.

"It’s not that people stopped wanting real-time strategy games. It’s just that without a technology jump, the best we (our industry) could do is produce more polished versions of games that have already been made," he says -- laying out one of the major reasons he thinks the genre fell out of favor: "what video game designers can do is totally dependent on what the technology allows them to do," he says.

The article is an interesting perspectivefrom a developer and fan of the genre who hopes to breathe new life into it -- with his latest game.

If you're interested in finding out more about what Wardell is aiming for with Ashes of the Singularity , he's already posted what he calls a "pre-mortem"of the game in Gamasutra's blog section, in which he breaks down some thorny problems with RTS game design.

Black Dogs And Broken Toys

critical paths
While I won't spoil what leads up to it, the latest episode of the adventure game Life Is Strange features something I don't believe I've seen in a game before - contact information for a suicide hotline .

Chloe Gun

Every week, Richard Cobbetttalks about the world of story and writing in games.

. It's an inclusion that I'm sure some people out there are mocking right now, but one I entirely applaud. Mental health issues are often shrugged off as simply being whiny, attention-seeking, self-indulgent or no big deal, and all of that is, pardon my French, complete bollocks. Depression, anxiety, isolation and despair are very real problems, and they kill. They kill a heck of a lot of people, in no small part thanks to false perceptions that they're something that can simply be walked off, that 'go make some friends' is a helpful suggestion, and a worryingly persistent view that mental health issues are nothing but the fucking gom jabbar from Dune; an illusory pain to 'beat'.

(Yes, I am aware that the gom jabbar is the needle, not the box. Sssh.)

The plot involves bullying and not a lot of cheer so far

The plot involves bullying, tough choices, and not a lot of cheer so far.

Again, I won't go into the plot details behind why Life is Strange felt the need to display what it did, but it's worth addressing a very important reason why such things are entirely worth doing - not that players are likely to jump out of a window while the credits are rolling, not that the moment is so emotive that they'll need to speak to someone... though if either of those facts are true, I of course hope that it helps. Instead, its benefit and all the justification needed for its inclusion is to push the single most important, most life-saving message in mental health: Y ou are not alone .

What's often interesting about how people connect to this message is that it doesn't necessarily matter how the specific situation resolves itself or whether it's wrapped in a fictional context; the sense that connection is even possible can be meaningful. Pondering this column, something I quickly noticed was that very few game characters I can think of who suffer from depression and related issues actually solve it, and that in most cases them doing so wouldn't ring true - as tends to be the case in reality, it tends to be embedded deeper down than that. Even something as bluntly written as Squall's monologue in Final Fantasy VIIIhas profound layers to it, from his painful awareness of his own irrationality, to his fear, to its root in self-hatred. These are not personal issues that can be solved by beating up a half-naked witch.

Interesting how often games headed by writers go into this territory

Interesting how often games headed by writers go into this territory...

Generally though, narrative is best when it uses the old rule 'show don't tell'. Zoe Castillo from Dreamfall is a pretty good example there. On the surface, she seems to have it all - smart, talented, sexy, well off family, has friends, cracks jokes... but much like real world depression, none of it matters. The spectre of the black dog hangs over her from her earliest conversations, sapping her resolve, turning the world grey.

Now, as is often the case, when destiny calls she is indeed fired up and ready to be a heroine, finding meaning in saving the universe. Like her Longest Journey predecessor April Ryan though, that's only part of the story, and she also has to deal with what happens when the quest ends and there is no more destiny to have (at least until the sequel finally showed up, but we'll get to that.) Her reward for saving the world is... to simply end up back where she started, once again just walking the streets of Casablanca with no plan, no purpose, while this melancholy tune playsin wistful reference to everything and nothing.

Did you hear me whispering hello?

Did you see me waving goodbye?

Did you notice... that I didn't cry?

Not exactly a heroine's return, even ignoring the cliffhanger. Despite that though, it feels right... and it feels right because anyone who can identify with Zoe in the first place also knows that distraction isn't necessarily a fix, and that not even being able to save the world guarantees being able to vanquish the black dog.

Needless to say, Dreamfall Chapters picks up on this when we finally return to her, in therapy and on the surface, doing much better. It very quickly becomes clear that she hasn't been magically cured though, with her journal showing her desperation to so much as find a proper friend, her attempts to get involved with politics more about convincing herself that she's helping than any heartfelt belief in her chosen candidate, and her relationship with her boyfriend Reza an extremely awkward romance that she seems to be like she's clutching to because... well... that's the kind of thing people do if they want to to be happy, right? Right? It remains to be seen how the series continues, especially given A Certain Thing in the second episode, but it's already a continuation of the series' excellent exploration of these problems.

Not everyone with problems is sympathetic and likeable Case in point Velasquez

Not everyone with problems is sympathetic and likeable. Case in point, Velasquez...

Adventures are generally very very well suited to explore this territory, though of course that's not to rule out other genres. I can already hear people shouting about the good Silent Hill games for instance, and can think of moments in quite a few others myself - the mental breakdown of Lt. Marta Velasquez for instance, star pilot and scourge of Traffic Department 2192, or the showy but still effective Spec Ops: The Line. (What I can't think of are any good examples of where it's been done as something like a 2D platform game, no matter how many of them are splattered over Newgrounds and related sites. But hey, keep trying!) One very effective one I'd highlight is Cart Life, which features narrative, but primarily grinds in the mood through its mechanics and moments of empathy both for your character directly and others in equally bad situations. ( Papers Pleasetoo, though less so due to its focus. Also This War Of Mine, of course, where failure isn't the only option, but it often feels like it.)

Despite this, it's really been since the launch of Twine that we've seen a surge in games exploring this kind of subject, and I doubt there'd be much argument that a big reason is the catharsis factor - people suddenly having the tools to express themselves, along with the shielding element of being able to step aside, present it as a story, be able to have characters express what might otherwise be impossible. This is not even remotely intended as a criticism. What is horror if not an exploration of what scares us? What is fantasy if not on at least some level wish-fulfilment? Fiction has power.

Of the Twine games, Depression Questis of course the most infamous, but if it's a bit on-the-nose for you, try Richard Goodness' Zest- an acidic game about the days just grinding past, day after day after day, broken only by occasional bursts of frustration, drugs and futility. Other indie authors of course have used other tools, creating the likes of The Cat Ladywith Adventure Game Studio - a game whose pitch begins "The Cat Lady follows Susan Ashworth, a lonely 40-year old on the verge of suicide. She has no family, no friends and no hope for a better future," and then promises things aren't going to get much cheerier. Another technical step up, you'll find games like the collaborative project Serena, which wraps everything in a mystery, and Gone Home, in which the depression aspect is witnessed rather than felt by the lead character.

There s an Achievement for getting through the game with fewer than 20 smoke breaks

There's an Achievement for getting through the game with fewer than 20 smoke breaks.

Easily the best portrayal of depression, isolation and anxiety that I've seen in an indie game though is in Wadjet Eye's Blackwellseries. Much like Dreamfall, it's a lingering presence that rarely becomes particularly overt, but written with a generally more optimistic touch. It's the story of Rosa Blackwell and her ghost partner Joey Mallone, as she helps lost souls find their way to the next world from the streets of New York, and a little like Zoe Castillo, she starts the series in a bit of a state. She has no friends, she's so isolated that she can't even talk to her neighbour in the park, and work isn't exactly going to plan. On the one hand, her destiny absolutely ruins her life. She's seen as crazy, a suspect rather than a saviour, the relatives of the people she helps are more likely to send her a restraining order than a thank you card, and she literally can't get more than a few feet away from Joey due to their spiritual link.

I said optimistic , right? I'm getting there. Because the second game, Blackwell Unbound, is a side-story about Rosa's aunt Lauren. Lauren is a wonderful creation, and quickly became a fan-favourite character, but her primary role in the story is to be Rosa's mirror. Unlike Rosa, we meet her as an experienced medium, and one whose snark and greater assertiveness can't hide the fact that the job is crushing her. Whatever she might have cared once, it's gone. "Life. Death. Tormented souls. It's all the same to me," she muses, using the series' gateway to infinity as nothing but a quiet place to take an illicit smoke break and a few seconds peace and quiet.

Although Lauren only stars in one game (and appears in one other), she proves very important to contrast Rosa's development. Rosa doesn't have an easy time of it... ever, really.. but over the series we see the slow but steady defeat of her black dog as she comes out of her shell, becomes more assertive, and ultimately takes control of destiny instead of simply being dragged along by the hair. What marks the Blackwell series though is how well, and how believably this is handled over the series. There's no bit where Rosa has a moment of self-realisation and actively decides to change things, or even particularly notices. Nor does it simply happen with the wave of a magic wand. Instead, it's shown through both spoken and unspoken dialogue, details and little moments, that the key difference between the two women is that Rosa is able to turn her attention outwards, to show compassion and embrace her duty as a calling. Lauren instead turned inwards, building walls and hiding away to the point of being incredulous when another character tries to tell her "You are loved."

The game doesn't need to add that it's by Joey, any more than he'd ever tell. Nor does it blame her for any of this, being both smart and compassionate enough to accept that it might be her curse (and it doesn't get much better), but it's not her fault .

I want a second opinion on that

I want a second opinion on that.

All of these games take very different approaches to these issues, with different degrees of fantasy, alternate outlooks, and philosophies that range from hopeful to bittersweet to downright depressing. It's not necessarily that that defines how they land though, with some happy endings ending as sad as a summer's day without friends, whether by seeming impossible or dangling the possibility on an unreachable chain, and some seemingly tragic ones blooming like beautiful wildflowers.

As stories get deeper, and the instruments of narrative grow more subtle, it's things like this that will allow for both deeper characters and more emotionally affecting stories - not simply depression, but a whole spectrum of joys and sorrows that turn polygons into people we can feel sorry for, think of friends, and maybe through VR, finally reach out and give the hug that they need. As much as people write off diversity as simply political correctness, it's always been about more than that. Games, more than any other medium, can build direct emotional connections through words and actions and choices made, and the wider the palette, the more exciting the possibilities. For those lucky enough not to be affected, that's important. For those who are, and especially those who are isolated for whatever reason, it could be a life-saver. It may seem like a small gesture, a pointless gesture, even a silly gesture, but it's not. Sometimes, for whatever reason, everyone just needs to be told "you are not alone."

We are not alone.

THQ respond to Warhammer 40,000: Dark Millennium Online cancellation rumours

Rumours spread over the weekend suggesting that the Warhammer 40,000 MMO Dark Millennium Online had been cancelled, along with THQ's planned 2014 releases.

Warhammer Dark Millennium Online

Rumours spread over the weekend suggesting that the Warhammer 40,000 MMO Dark Millennium Online had been cancelled, along with THQ's planned 2014 releases. THQ denied the rumours saying they have "not cancelled its 2014 line-up, and has not made any decisions regarding their planned MMO."

The rumours started when Kevin Dent, 12 year industry veteran and CEO of the video games consultancy practice Tiswaz Entertainment, tweeteda series of rumours about THQ's future. "Apparently, The Game Workshops MMO has been cancelled by THQ" he tweeted, adding that "I am hearing everything (in 2014 is canceled), they need to preserve cash."

He suggested that THQ were consolidating and selling IP back to owners. "Word is spreading that THQ has returned IP to Disney AFTER paying the advance, with no refund."

In response, THQ's official statement says that "as part of the ongoing review of our business, we have made decisions to ensure that the company is strategically addressing the most attractive markets. As we have previously announced, we have dramatically reduced our commitment to the kids' boxed games sector which leads to a significantly more focused release schedule moving forward.

"Our slate for calendar 2012 and beyond is focused on high-quality core games and continues to build our digital platform and business."

They point towards a successful Christmas period, saying that they are "thrilled with the great performance of Saints Row: The Third," which they mention has sold three times the amount of Saints Row 2.

To Be Continued...

critical paths
The words "TO BE CONTINUED" need to be taken out, shot, the pieces carved up into tiny little bits, the bits further chopped into dogmeat, and that meat spurned by the mangiest of the city's hounds.

Monkey

Every week, Richard Cobbettwrites about the world of story and writing in games.

The words "TO BE CONTINUED" need to be taken out, shot, the pieces carved up into tiny little bits, the bits further chopped into dogmeat, and that meat spurned by the mangiest of the city's hounds. No game should ever use them. Ever. Well, I'll make one slight exception - it's okay in an episodic game where, and this is important, the next episode is both confirmed and imminent. Telltale's Game of Thrones for instance, or Dreamfall Chapters. In those cases, they're being stated with warranted confidence. Nothing else though, and that includes episodic games on a wider time-frame, should be allowed to use them.

To Be Continued endings the narrative equivalent of a developer dropping their trousers and farting as loud and hard as they can into their players' faces, despite that sometimes not being the intent. Their official goal is, of course, to end a game on a hook for the next part, but what they actually serve to do is a double-whammy of things that are just flat-out bad ideas - to rip away the hard-won illusion of success (see the classic villain declaring "And now it's time for our TRUE plan!") or justify not finishing the bloody story in the first place (many adventures, though I'll pick on Dreamfall because at least that one is actually finally being finished, and with style.)

Never though is it a good idea. What games tend to be going for here is what's referred to as the 'Zeigarnik Effect', which is that unfinished business continues weighing on the mind. In short, a TBC ending offers a lingering pull effect that isn't usually strong enough to last years and years and years, but is intended to add a bit of a hook. On the surface, sure, that makes some sense. However, it comes with some major downsides in the case of gaming. To simply stop a story in mid-flight is a betrayal of the covenant made between developer and customer, that the story bought into will be the story told. Runaway 2: The Dream of the Turtle for instance ends on one of the most insulting endings I've ever witnessed, in which the cast literally sit on a boat chatting about how they've accomplished basically nothing, including the rescue of the main character's girlfriend which was at the core of the story, and brush off everything from that to dealing with the villains as a story for another day. In the celebrated words of the philosopher Aristotle: Fuck off . The same also applies to last minute screw-yous, like the character ending up in an asylum or wondering if it was all a dream (Realms of the Haunting). That being said, even in those cases, there can be exceptions to the rule. Planescape Torment for instance really couldn't have ended any other way than it did.

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On top of this, to simply shrug off achievements cuts to the core of most gaming experiences, rendering an activity that's already just one moment of self-realisation away from collapsing into something sadly pointless. The best thing that a game can end on is always a high, because it's not the last bit of plot that sticks over the potentially years between instalments but the general mood and sentiment attached to the game. If you walk away from a game feeling content and satisfied, the sequel can pick up on that point far better than some last minute betrayal or new impossible odds. Only occasionally does a game manage to pull it off, and in those cases only usually when the impossible odds are a known quantity up to that point. Mass Effect 2 for instance was always going to end with the Reaper invasion, which was fine because that was firmly presented as an inevitability and our goal throughout was something else. Conversely, Command and Conquer 4 had no choice but to pretend the ending of Command and Conquer 3 never even happened, in much the same way that players subsequently tried to forget there was ever a Command and Conquer 4.

Ptest

To Be Continued endings are bad for developers too though. While making a game, there's no way to know exactly what's going to prove popular, and years of development often mandates major changes or new ideas and directions, to which being stuck with something that was quite likely thrown in just as a shock twist can be problematic when a little more thought decides "Nah". Batman Arkham City for instance ends with the shock reveal of Harley Quinn's pregnancy, making for an almost literally aborted arc when the DLC hurriedly opted to declare that no, that was just a false positive. In another looming moment, we've now been waiting two games for that whole 'Morrigan god-baby' thing to pay off in Dragon Age, to the point that it's now far more an irritation than a tantalising plot detail. Remember when it seemed a key decision?

This isn't to say that games can't end with business unfinished that can be continued into future games. Far from it. It's a great idea to leave a few dangling threads, hints at cool things further in the pipeline, indicators of where the story may or may not go. Ideally though, they're kept more casual. A character disappears on a quest, its resolution perhaps to be important later. The political system of a town cracking under the weight of rebellion, albeit holding for the time being, which it might be interesting to revisit after the inevitable happens. There are so many potential things to play with.

At this point though, we get to the tricky problem of what makes a TBC ending versus what makes a satisfying ending where there is work yet to be done. To pick a non-gaming example everyone will know, look at Star Wars. By the end of A New Hope, Luke has yet to become a Jedi, the Empire is far from ended as a threat, and we've not even glimpsed the Emperor. However, while The Empire Strikes Back absolutely ends on a To Be Continued, the original movie doesn't. Why is that?

In a nutshell, it's about scope, and the story told being the story promised. The threat of that movie is the Death Star, and the hero's journey one of Luke going from farm boy to hero. By the time the credits roll, everything that was set up has been resolved. The princess, rescued. The Death Star, destroyed. As the movie ends, there's much work yet to be done - hello, Zeigarnik - but the loop has been closed. This is the making of a satisfying story that still allows for proper sequalisation, with nothing that detracts from that victory, but endless threads we can get excited about seeing pulled in future.

Games are often very, very bad at this, preferring an extended journey without a specific goal in order to keep the surprises and pace going over the 10+ hours that they're going to last. And that can be okay, they're a different art-form. In general though, the rules need to be the same. There always needs to be a grand goal in mind, beyond 'doing stuff', as well as the smaller-scale ones - something for the main character to be dreaming of, aspiring to, reaching towards, even if the nature of it changes. Should that nature change though, it still needs to feel like an appropriate shift. In Halo for instance, the goal moves from surviving on Halo to exploring Halo to destroying Halo, but all of them still remain a) in the same basic narrative space and b) an escalation of the central exploration goal. It works. Hurrah! But step forwards to Halo 2, and things go wrong. Here, your far more nebulous goal is "Finish the fight." Does the fight get finished? Nope! It pulls an Empire Strikes Back, with nothing whatsoever properly resolved and millions left bitterly disappointed.

Sadly, it's not even the worst case around. Someone for instance thought that this was an ending. How the hell does 'fight terrorists in Vegas' finish with a To Be Continued, never mind the most bland TBC ever? I'm pretty sure it could have ended on a bang, without it needing to be followed with "Terrorists win!"

In short, a good, satisfying ending is in everyone's best interests. For the developers, it rounds off a coherent experience to hopefully be proud of, as well as offering the cleanest possible slate for the next game. For players, it underlines the value of the experience. About the only people who don't like them are, ironically, the people who don't give a particular shit about story, who end up in the weird half-world of dismissing its importance but thinking that leaving players hanging will still bring them back.

And yet, there's a tragedy here as well, because by and large in games, "To Be Continued" is the equivalent of an "And Introducing" credit at the start of a movie. There is no more guaranteed way to ensure a series dies on its arse and is forgotten. Really, about the only thing worse than one of those endings is getting no proper ending at all - the absolute worst thing you can

XBL Games On Demand sale puts 20 titles at $5 next week

Major Nelson , Microsoft's long-time Xbox Live mouthpiece, has announced today that they will be holding a mamoth Xbox Live sale starting June 19 and continuing through June 25. The sale will mark down twenty Xbox Live Games on Demand titles (read: full Xbox 360 titles, not XBLA games) 75% to just $5. And it's not just the riff-raff either. There are some genuinely awesome titles in the mix like Rockstar

critical paths

I was pondering recently just how ahead of its time both Full Throttle and Loom were; that if you released them for the first time on Steam right now, they'd be more popular than they actually were at launch.

Throttle

Every week, Richard Cobbettwrites about the world of story and writing in games.

I was pondering recently just how ahead of its time both Full Throttle and Loom were; that if you released them for the first time on Steam right now, they'd be more popular than they actually were at launch. Loom would be a darling with the indie scene, combining its simple but beautiful looks with a clever musical based interface. Full Throttle would still be one of the rare adventure games that dared to be badass. Most importantly though, nobody would particularly care about the thing that drove a nail through them back on their original release - that they were very, very short.

Game length is a fussy business, not helped by the fact that how we feel at the end of a game and how we feel looking back are very different things; I'd argue moreso than with films, books, and other forms of media. How long should a game be? Everyone has different answers. Some want to be done in an evening, so that the game can better fit into their lives. Others demand double-digit hours at an absolute minimum, with nothing under 50 hours deemed worth the upfront investment. I'd argue that most of us probably don't put a specific amount on the experience, but instead base it on a nebulous 'what I reckon'. A game that takes less time to complete than a movie takes to watch is at least pushing its luck, if not outright taking the piss. Not everything though needs to demand the commitment of an epic RPG or whatever.

Careful if you miss a dog will pop up and snigger at you

Careful, if you miss a dog will pop up and snigger at you.

As with much criticism though, in the 'media criticism' sense of the phrase, the period immediately after finishing a game is often the least helpful for getting a good read on this. That's when you're washing out the adrenaline of the final victory, or alternatively, breathing with relief that the thing is finally ****ing over , before the brain has had a suitable chance to process and ponder and let the experience simmer. In the case of Full Throttle for instance, the immediate response of most players was - in a nutshell - "That's it?" It's not that it's a super-short game by any stretch... certainly there were many shorter adventures in the 90s that hid it behind shitty puzzles or bad FMV... but that's what everyone immediately called it on. It's a real shame, because as popular as it is, it's a game that's always seen first through that lens.

And you know what? That's absolutely fair. Back in the 90s, it was an expensive game for anyone expecting to get the usual number of hours out of it. Disappointment is a reasonable reaction. It's only when the sting fades that the brain is able to go back and actually process the experience that was had on its own terms, as a piece of entertainment, and accept that had to been particularly longer, it wouldn't have worked half as well. The puzzle design especially was predicated on there not being very many of them. Ben couldn't have remained a hero if he'd used violence to solve every problem, but at the same time, the more puzzles he had to solve, the less 'biker' the experience becomes. Some of the ones that are in there are works of design genius for how they subvert the normal puzzle flow, such as not stealing petrol from a gas tank, but siphoning it from the cops' own car when they come to try and stop you. More often though, it's not puzzles as such that sell the experience but moments of unusual tactility - the first puzzle being punching you way out of a dumpster for instance, or getting information by grabbing a barkeeper's nose-ring and telling him "You know what might look better on your nose? The bar ."

Simple solutions for a simple man

Simple solutions for a simple man.

(Semi-related, one of my favourite adventure design stories ever is from Schafer explaining how Full Throttle would be different to other games, by challenging both Ben and Bernard, the geek character from Day of the Tentacle, to get through a locked door using nothing but a sandwich. Bernard would open the sandwich and butter the ground, slide a piece of bread under the door and poke out the key with the sandwich's cocktail stick. Ben would eat the sandwich and kick the door down.)

This tightness of design is a big reason why Full Throttle has not so much remained loved with players as taken an interesting path; joy to disappointment, disappointment to deep nostalgia. It's a far tighter game than most of its era, which helps it immeasurably. To think back on it is to think not just of, say, its music, of its graphics, of its puzzles, but a big lovable ball of quality where nothing particularly lets the side down. Admittedly, that Destruction Derby scene is arse. But never mind that.

Compare that to Grim Fandango, Tim Schafer's next game. I'm not saying it's a bad game, but Grim to me has always felt like something of a over-reaction to Full Throttle's criticisms - its length, its simplicity, its non-traditional adventuring. Mostly, that just didn't work out, leading to a lot of bad puzzles and unnecessary padding thrown in to create something that feels worthier, but actually doesn't hold together half as well. What stands out about Grim? Rubacava, obviously. The ending. The Robert Frost joke. But in the middle? Not a lot. At the time it was held up as Lucasarts' adventure masterpiece, but in retrospect a lot of the reasons are more technical than heartfelt. It's longer, therefore it must be better. It's harder, therefore it's better value.

Rarely though do things work that easily. Longer can be great if you're really enjoying a game, but it also inherently stretches out what's good about it, and often to lengths that games just can't carry. There's only so long we usually want to see the same things and do the same basic game loops, and most games have a point at which it's less about the joy of the moment and more about being pot-committed to seeing things out by the time already spent. Most recently we saw this in Dragon Age Inquisition, where the size of the Hinterlands turned out more an obstacle than an introduction. Likewise, 'hard' and 'frustrating' are always going to be bunkmates, with their handling what determines whether or not the result is fun (and not, as many online like to think, whether or not the player is a 'true gamer' or some such nonsense.)

There are of course exceptions to this. A game like X-COM for instance would never work if it didn't make you fight for your victory. An epic RPG can hardly call itself such if you're done faster than watching the Lord of the Rings series, even the extended cuts. Still, most games wear out their welcomes long before the end these days, as easily seen by opening up any Achievements page on Steam and watching the huge drop-off between the first achievement and whatever it uses for its 'game complete' one. For the most part though, and especially in narrative driven games, short is simply better these days. There are too many calls on our attention from other games, be they free or super-cheap or simply dancing around temptingly in the near future, to keep focus on one for too long, that the gap between 'taking a break' and 'shelving forever' has never been stronger. In the days of games like Full Throttle and Loom, that wasn't the case. Games were expected to be long because they were typically rare commodities. Now, time has largely taken over from money as the most important resource for playing everything you want to - after a certain baseline, of course.

The joy of the modern gaming market is that it's possible for more experience-led games to flourish in a way that they never could before, whether something as relatively simple as Gone Home, a more traditional gaming experience like The Walking Dead, or some of the stuff on the horizon, like The Magic Circle. The downside is that along with this, responses have never been more knee-jerk. Twitter, Facebook, forums and such all drink in opinions, which can benefit from the honesty of a raw opinion, but produce the false impression that there's no time to also stop, take a breath, and appreciate an experience after it's been had. That's when games move from simply being great to being beloved classics, often long after the credits have rolled, when 'what could have been' has left the mental stage to allow 'what was' to take a bow.

Director Paul Anderson: Not playing games before adapting them is disrespectful

At one time we’ve all done it, or seen it done. We’ve stood in front of the class and delivered a report on a book we’ve never read. Rarely was it ever successful, and even when it was, we all knew the report would have been better had we actually read the damn book. Yet Hollywood has been doing the same thing for years according to Paul Anderson, director of the Resident Evil: Afterlife Movie. Above

E3 2011: Warhammer 40,000:Dark Millennium Online teaser trailer arrives

Vigil's massively multiplayer Warhammer 40,000 action MMO, Dark Millenium has a brand new teaser trailer.

Vigil's massively multiplayer Warhammer 40,000 action MMO, Dark Millenium has a brand new teaser trailer. Okay, it shows almost nothing, but we do get a tiny glimpse of what looks to be in-game action somewhere behind all that gold. In fact, last year's E3 trailer showed approximately 300% more of the game, so I've embedded that below. Dark Millennium Online is listed as "coming soon." Hopefully we'll see more in the next couple of days as E3 2011 rumbles on.

The First Ten Minutes

"If not, do we have a tutorial for you!"
critical paths
There's a great rule for novel and other fiction writing; kill your first chapter.

Every week, Richard Cobbettlooks at the world of story and writing in games.

There's a great rule for novel and other fiction writing; kill your first chapter. That's where you tend to get long-winded introductions, forced character descriptions, and most importantly, a slow wind-up to the point where the story actually starts. Sadly, games tend not to have editors with the +2 Machete of Good Pacing required to get it to the bloody point, while too many developers still adopt a frustrating "You've bought it, you'll play it" approach to their openings. So! Here's a handy guide to seven of the most common opening mistakes that only exists to waste everyone's time. No, no, please. You're welcome.

The Lore Dump

Aeons ago, there were dragons and wise kings and they fought because that is what happens. And nobody cares. Even if they do care, nobody remembers this crap years later. There is no worse sign for an intro than a leather-bound book on a table with the game's logo on it, slowly opening up while a narrator earns their pay cheque. Where lore is important, the place for it is in the actual game itself, brought up as and when is necessary and ideally told in less pointed form. Case in point, this intro for Might and Magic X. Absolutely none of this ponderous shit is remotely relevant until a point where it's long since been forgotten and just has to be gone over again. It's not until 3:10 of 3:51 that the actual game's story begins, and even then it's just "So, this peninsula is in trouble." The actual player characters don't come in until 3:30, and get just 10 seconds of time - time that states they come to fulfil their mentor's dying wish, but not even what that dying wish is . Aaargh! Then when you get in the game, it's "Deliver their ashes."

This is a very, very pretty intro. It's also entirely worthless.

Journey To Where The Game Starts

Another frustratingly persistent RPG trope. As with all games, there needs to be time to explain how things work and set up the characters, and that's fine. However, all of that can be worked into the story itself and presented in a more relevant form than your party having to bumble around for a bit until they actually get the quest. Everyone knows what that's going to be, it's probably on the box (or these days, in the Steam description or whatever). Cut to the meat! The easiest way of doing this is to join the story in medias res, as in Shadowrun Dragonfall or The Witcher 2 where we join in the middle of a mission that can set things up, or something like Skyrim and Dragon Age Inqusition where the player and character alike are thrust into a difficult situation and have to deal with it on the fly. There's plenty of time to stop and sniff the flowers once a story begins, but if it doesn't start at one of the most important moments in the character's life, it's likely starting early. The only real exception is if the character's life is inherently interesting. A pirate for instance doesn't have to be scoring the treasure of a lifetime, but nor should they be sleeping in their cabin.

The usual argument against this is the need to build up a sense of connection and security before pulling it away, but that just doesn't wash any more. We all know that the sleepy little fantasy village where the hero milks cows for their family or whatever is going to be a pack of firelighters, that the loving parents have a life expectancy measured in tutorial steps. Get to the game, or get out.

Locked In A Room

This is something of an adventure trope, where the hero will find themselves trapped in a single location until they've found everything that they need to proceed. Typically, it's a crime scene or similar, where everyone's psychic intuition will tell them when you're done. These are sometimes necessary evils in the genre, and yes, fine, but ideally a game will begin with something more dramatic and interesting. Instead of a cut-scene where we see someone being killed for instance, flip perspective so that we play the victim for a while. Or something. Anything. Everything is more interesting when it's interactive, or at least has a heavy interactive element to it rather than just being a cut-scene. Which brings us to...

The Tutorial/Drama Clash

Tutorials are inherently pretty dull things, and so a lot of the time developers will get them out of the way as early as possible. The problem is that doing so usually drives a spike into the drama's head, slowing it down when it should be hitting hard and setting up the story. To some extent this is often unavoidable. If the player doesn't know how to walk, then they're not going to get very far. It's easy to simply shrug this off and assume everyone will, but it's not always true. One of my favourite game developer stories about this comes from Dave Gilbert of Wadjet Eye Games, who created a casual adventure game called Emerald City Confidential. The first scene involves the main character, Petra, breaking into a warehouse while on the trail of a suspect, and the puzzle is simply 'pick up crowbar, use crowbar on door'. Easy, yes? Well, unless you're the tester who couldn't solve it. It wasn't that they missed the idea, it was that they saw Petra as another puzzle piece on the screen and couldn't work out why 'give the girl the crowbar to open the door' wouldn't work. Logically, you can't argue with that!

For the most part though, intro scenes shouldn't get bogged down with tutorials. They bore more experienced players and overload less experienced ones. Case in point, Phoenix Online's Cognition. This isn't a particularly egregious case by any means, just one that springs to mind where streamlining would have helped. The main character is on the trail of a serial killer in a cemetery, in a frantic state of mind. That's not the state of mind with which one goes around examining footprints and picking up shovels and gathering puzzle pieces. The whole scene is generally very well made, with her having to submit to torturous pain to proceed and having a dramatic encounter with her nemesis... but in trying to serve two masters and have adventure game puzzles where they're simply not needed or helpful, the pace gets it in the knees too. There's plenty of time when things quieten down to go "And now, inventory items."

Non-Interactive Interactive Cutscenes

Half-Life's opening tram ride was amazing in 1998.

It is not 1998 any more. And in particular, any scenes like being aboard a helicopter where you can't even see out are now to be punishable with a head-dunking into the sewer level. Oh, and while we're on the subject:

Awesome Intro Turns Out To Be Dream And/Or Simulator

Die in a fire. There is no more self-defeating opening than taking a moment of awesomeness, pulling the rug out from under the player and going "Haha, only joking."

Long Term Goals, Short Term Goals

This one tends to be less of a problem for RPGs, which have a long history of quest trackers and other such assistants. Other genres though, particularly adventures, have an annoying tendency of having a cool vignette opening to set the mood and then just start flapping around until something else happens. Again, this ties into the "everyone knows what the basic story is" problem - if our hero is going to be transported from their boring life, we don't need too much messing around in the mundane. The fact that it IS their boring life should be a clue that we don't want to spend too much time in it.

Dreamfall Chapters is a pretty good idea of a game struggling here, despite otherwise being really cool. When you start, you get this mysterious and cryptic dream world in which heroine Zoe Castillo saves dreamers trapped in another world, only to wake up and then... what? She has short term goals, like buying her boyfriend lunch and helping her boss look after a robot, but the only lingering sense of there being a big picture is knowing on a meta level that there is one. Instead we get a lot of talk about the nature of reality, in a thinly veiled 'story so far', and then Stuff Just Happens. It's particularly notable with it being the third part of the story, and so we know for a cast-iron fact that the magic world and conspiracies are all going on while we mess about.

The difference between Dreamfall and many is that it has the character and charisma to get away with it. Far too many simply drop the player into a world and shrug - there's stuff to do, so go do stuff. The goal is usually to make the player feel free to explore, and that can work in an open world like Skyrim where the main quest is of tertiary importance anyway. Far too often though, it feels like being abandoned. The detective goes from the crime scene to sit around at home, or hang out in a bar. The villain escapes, and suddenly there's nothing to do but seemingly random tasks to advance the plot. Grand Theft Auto IV is a huge offender here, albeit a bit later than most games, with its story simply deflating after the first island.

That's just a few of the ways that games regularly screw the landing. Are there any others that routinely make you grind your teeth down to dust?

Game music of the Day: Prince of Persia

Welcome to GamesRadar's daily blast of all things pertaining to the ever-growing field of game music. Each post will introduce new sounds, games, composers and fan-made remixes of gaming's greatest aural achievements. August 19, 2010 Game: Prince of Persia Song: Healing Ground Composers: Inon Zur, Stuart Chatwood Above: This one builds. Give it a minute, ya bastids! Oh, what?! You forgot about 2008

THQ release line-up announced: Warhammer 40K: Dark Millennium Online, Darksiders 2 and Saints Row 3 dated

THQ have revealed their release lineup for the next year or so and there are a few titles to get excited about.

dark millenium thumb

THQ have revealed their release lineup for the next year or so and there are a few titles to get excited about. Read on for details on Warhammer 40K: Dark Millennium Online, Darksiders 2 and the mysterious Insane.

First up, there's news that Saints Row 3 is on its way. Saints Row 2 was a wilfully bonkers take on the Grand Theft Auto sandbox city approach. The overlooked multiplayer mode let you get online and fight your way through the mad story missions with a friend. Hopefully the third game will give us something similar. It's due out later this year.

Looking further afield, Warhammer 40k: Dark Millennium is penned in for a 2013 release. Check out our previewfor an idea of what to look forward to. A follow up to last year's satisfying demonic brawler, Darksiders 2, is also scheduled for 2013.

Then there's Insane, a project being worked in in collaboration with Guillermo Del Toro, the director of Pan's Labyrinth and Hellboy 2. It's being made by Volition, creators of Saints Row 2 and Red Faction: Guerilla and, judging from the teaser trailer below, looks like it's going to be pretty horrifying. It's set to be the first game in a trilogy, with a possible movie tie in at some point. Check it out.

[via CVG]

The Wages of Sin

CRITICAL PATHS
Everyone loves a good villain.

Evil

Every week, Richard Cobbettwrites about the world of story and writing in games.

Everyone loves a good villain. Actors adore playing them, to twirl a moustache and dine on scenery. Movies like Day of the Jackal are intriguing looks into their worlds, that can build sympathy for the raw effort even if the goal is morally wrong. There's few character archetypes as immediately compelling as the Magnificent Bastard, who sees the invisible strings of the world and makes it dance to his tune.

Except in games. Very, very few games have offered anything close to that, and those that have got closest either hide behind a shield of chaos (Saints Row, Postal 2, though believe me, those games are NOT on the same level) or play it off as tragedy (Spec Ops: The Line, Traffic Department 2192). Rarely do they dare to take anything but the Grand Theft Auto or Dungeon Keeper or Varicella (there's your obscure shout-out of the week) approach, where the main character is evil fighting against a bigger evil. Dungeon Keeper had the map and nominal heroes, but really the focus was on fighting other Dungeon Keepers. A later game with a similar vibe, Overlord, had you as an up and coming demonic presence fighting the forces of good, yes, but the forces of good who had long since been corrupted anyway, before revealing that the actual villain of the game was your predecessor who had been using you as nothing but a pawn.

When they do, it's usually a question of backstory. The protagonist of, say, Amnesia or Planescape Torment, gets to discover all manner of horrific things they did, but since the player isn't actually complicit in it, they don't feel 'real'. Evil can be done by accident, as Spec Ops: The Line repeatedly proves with its lead character Walker's slide from would-be saviour to destroyer of Dubai, but villainy has to be active. It's much the same as heroism not conventionally being seen as doing good deeds in exchange for something, at least in the modern era. (Go back to, say, Greek myths and it's actually nothing else - much of the Iliad for instance rests on Achilles' entirely justified backing out of the fight until he gets what's his, with his later 'crime' not being sulking in his tent, but not accepting the proper compensation when finally offered.)

With strategy you re far enough back to rarely think of victims as people Squish em with tanks

With strategy, you're far enough back to rarely think of victims as 'people'. Squish 'em with tanks!

Now, there are definite cases of villains being villains, even if they're up against bigger ones. Evil Genius for instance is a Bond villain simulator, Legacy of Kain is predicated on the original game's hero becoming a monster, Command and Conquer has never shied away from terrorist factions and very few of Star Wars: The Old Republic's Sith characters are intergalactic teddy-bears. You can definitely find examples. They're oddly rare though, given how initially tempting playing the villain always sounds. Who doesn't want that control? Who wouldn't want the nations of the world bowing before their might and power and hoping for a little crumb of mercy?

But even in the games that try, it rarely turns out as good as it sounds. For several reasons. The first is that for most people, the idea of being bad relies on being distant. It's one thing to torture a Sim or bulldoze a house in SimCity, but the more invested you are in characters, the harder it usually is to hurt them. Crushing spirits, inflicting needless pain, even something as mild as making children cry as you steal their lollipops doesn't feel good because it's not supposed to feel good. That's not villainy, it's dickery . And it can ruin games. I've no moral objection to Grand Theft Auto, but San Andreas routinely made me very uncomfortable, and not in a good way - the mission where you have to drown a music producer because he offended a friend you don't even like almost had me put down the controller. A later one where you bury a guy alive in concrete because his employees whistled at your sister was the end of my time with it. I later finished it on PC, but could never get past how bad it made me feel, despite having loved Vice City and its whimsical missions like selling drugs from an ice-cream truck. Only 'fun crime' is a fun time.

(This often seems to strike developers in mid-flow. Quest for Infamyfor instance, which is a really well made take on the Quest for Glory games, was intended as a parody where you were a villain or at least in that ball-park. In practice, you do almost nothing that a hero wouldn't except for snarking at people, and occasionally making comments about things you could do, but then... ah, don't.)

My god avert your eyes from his wickedness

My god, avert your eyes from his wickedness!

Evil vs. Evil can at least run with this. You're not punching down in the same way, and there's the element of self-righteousness that tends to be core to actual villains. Very few in history have simply done what they did for the lulz, as it were; what makes them scary is that they thought they were right. This may not be the road to hell paved with good intentions, but neither is it one to just merrily skip down. In these situations, the powerful wage their war and simply don't care about the collateral damage as anything other than point-scoring. Or alternatively, play like Dr. Doom. Your own people are precious not because of the sanctity of life or anything like that, but because they're yours, and nobody fucks with your shit .

More pragmatically though, villainy is a hard path to offer. The standard story structure tends to be that villains act, heroes react. One provides a reason to save the world, the other handles it. Comic books especially have demonstrated that when this is flipped, bad things tend to happen - the greatest heroes quite easily slipping into fascism and abuse of their powers. The catch is that instigating actions is a much harder thing to script, and a less freeform thing to actually play. Heroes can be clever, but they tend in games at least to follow a roughly straight line through the problem, taking each encounter as it comes. Villains meanwhile need plans on top of plans, feints, bluffs, resources and a long term strategy that's far more complicated than 'go beat up the guy with the biggest shoulder pads.'

In games, this means that even when we get a 'villain' option, it's usually firmly in the 'dick' category. It's opportunistic cruelty, it's being mean to people, it's doing the stuff that would make you unpopular in the real world, and so doesn't exactly help in a fantasy one. The occasional burst of it can still be fun, like head butting the reporter in Mass Effect, or abusing your faked position to pass as a Sith in the first Knights of the Old Republic, but few narrative driven games allow for the ability to plan ahead enough to be anything other than that. Strategy games have a big advantage here of course, with Crusader Kings especially offering lots of options to play however you choose. Even then though, your imagination has to fill in many of the details and cover for when the game doesn't entirely get where you're going with things.

What's frustrating is that many developers, especially in RPG, still feel compelled to write villain paths that either make no sense or contribute very little indeed. Often, they're just crazy. The original Bioshock for instance opted to make killing a couple of the Little Sisters into your instant ticket to the bad ending, and while killing little girls for prizes obviously sounds bad, there are plenty of arguments to be made for it. That you're sparing them their horrible lives. That the needs of the many outweigh the needs of the few (RIP, Leonard Nimoy). That they're simply zombies, no more people than the less cute splicers that are equally victims of Rapture but nobody gives a shit about. Any sense it makes is then further destroyed by the fact that there's no chance to atone once you find out the truth, which is particularly rich given that your "You are horrible" speech comes from a former concentration camp doctor trying to do exactly that .

Like much of Bioshock Bioshock 2 handled this much better

Like much of Bioshock, Bioshock 2 handled this much better...

But, multiple paths sounds good on boxes, so many have tried to offer them. And I think we all know what that's actually translated to. "Good" is the karmically pure path, where you do good deeds nominally for the sake of doing them but really because you get more spiritual bonuses like XP or better 'nice' magic powers. "Bad" is having the temerity to ask for payment. "Evil" is being so twisted and dark that you actually expect to be paid something vaguely approaching a reasonable amount for having risked your life and probably burned through a ton of supplies in the process. You awful brute.

The result is that most players take the 'good' path by default, both because it's the heroic thing to do, and because it's almost always the most profitable overall. It's not like anyone's going to balance a game's economy so that you're screwed if you don't demand your cash, and it's a rare RPG where money doesn't become utterly irrelevant by around the half-way point. This in turn means that developers have to focus on this, and the 'evil' path gets very little love. There are very rarely many unique quests for players on that side of the line, with the main narrative branch point typically coming right at the end to save time. It ends up being less a choice as the vestigial idea of a choice. Really, unless a game is actually serious about it, like Planescape Torment, it's usually to its detriment to even offer something so out of character.

Planescape Torment allowed for some of the craziest opportunistic evil in the business all horrible

Planescape Torment allowed for some of the craziest opportunistic evil in the business, all horrible.

Despite all this though, it would be good to see some more games that do this well, if only to have a better baseline than we do now. Nobody so much as raises an eyebrow at going to see a movie that glorifies gangsters or con artists or cat-burglars, even if most of them don't get away scot-free, and there's no reason why games should have that very visible frisson of tension and controversy for taking a walk on the wild side, be it something like Payday, or even - playing devil's advocate here - even a Hatred.

It's unlikely though that being evil is going to become more compelling in the near future. It may not eat away at your virtual soul, it may be a fun way to blow off steam now and again, but it's never going to have quite the internal warmth of helping people, making characters you care about happy, and making the world a better place. On a screen or off, empathy is always going to be more satisfying than sociopathy, especially when sprinkled with a few ways of reminding the world that being nice isn't the same as being weak . It is a lesson many villains learn to their cost.

PC Gamer UK December Issue - Warhammer: Dark Millennium Online

The latest issue of PC Gamer is a portal to a dark, grim future in which there is only war.

PCG220 cover subs

The latest issue of PC Gamer is a portal to a dark, grim future in which there is only war. Glorious, exciting war in which Man's greatest foes are sliced with chain swords, diced with chain axes, and shot in the face with massive guns. You'll be able to tell from the steely gaze of the Space Marine on our cover that this month is a Warhammer 40k special. We donned our biggest shoulder pads and braved the battlefields of the future, bringing back massive previews of Warhammer: Dark Millennium Online and Dawn of War 2: Retribution. You can read all the gory details by visiting your local magazine seller immediately, or if you're not yet convinced, read below for more tantalising nuggets.

Travelling 40,000 years back to the present, we've had a good hard look at Treyarch's upcoming Call of Duty: Black Ops , and have highlighted 20 different reasons to be excited for the sequel. Meanwhile Graham visited PopCap to find out what makes them tick, and came back with a huge report on the inception and development of some of PC gaming's most addictive gems, with plenty of juicy nuggests on Plants vs. Zombies , Bejeweled and Peggle.

Hate spending money? You'll love our selection of the 50 best free games. From puzzle games, to platformers, to whole MMOs, we've gathered together 50 great titles that won't trouble your wallet for a penny. We also sent Craig to the radioactive wastelands of New Vegas, he came back glowing green and covered in blood, babbling about how he'd killed that doctor because he needed the money. We gave him a cup of tea, some radiation meds and asked him to write his thoughts down, and he penned us a review of Fallout: New Vegas . Medal of Honour Fifa 11 , Arcania: Gothic IV , Lara Croft and The Guardian of Light and King's Bounty: Crossworlds also fall prey to PC Gamer's glaring ray of judgement.

And that's not all. In Extra Life, Graham spawns all of the creatures in Dwarf Fortress and then tries to wrestle them, Tom celebrates the stupidity of Hitman: Blood Money 's AI guards and Tim just can't stop building more giant robots in Civilization V . We take a look at Champions Online 's new quests in Update and venture back to Shodan's den in our Reinstall of System Shock 2.

You can buy the magazine and have it delivered with free postage right here, but if you fancy having your issues delivered straight to your door before the issue is even in shops, then why not subscribe?

Frozen Context

critical paths
Frozen Cortex is the kind of game I find a bit intimidating.

Cortex3

Every week, Richard Cobbettwrites about the world of story and writing in games.

Frozen Cortex is the kind of game I find a bit intimidating. It's strategy, which is only my genre in fairly specific forms, and a robotic spin on American Football. Being British, I know really very little about the ins and outs of that subject's many complexities. Or for that matter, American Football.

I've only played a few rounds, so I'm not going to comment on the action of it too much. I can say that the Knockout mode is well named. I played it and got instantly knocked out. But what I do like, at least so far, and seems worth a look, is how Frozen Cortex sells its fictional sport. It slips in story in several ways, and all of them entirely to its advantage when it comes to making it feel legitimate, like something people are actually watching, and part of a wider world with more going on than robot games.

It's not unique in that, of course. Commentators are fairly common in this kind of game, and there's always some lore about how a particular fake-sport has managed to take the world by storm. One of my favourite examples was Super Monday Night Combat, a MOBA/FPS hybrid whose commentators made the game what it was. Others include (rolls dice) Blood Bowl, which offered its fake-sport in a fantasy flavour. The catch of most of them is that after a while you've heard everything they have to say, and there's little less funny than hearing the same joke a hundred times. Being stabbed in the eye with a fork, yes. Forced hot-sauce enemas. Very little else.

Fatrich

In Frozen Cortex, it helps that it's text based. That's probably more down to budget than anything else, and some roaring dialogue is always fun. Long-term though, it allows for it to be as passive as needed, yet still reinforce the basic effect of commenters chatting away from a distant booth. There's three of them, a conventional sports commentator type, an analyst, and a guy I think of as Mr. Pumpkinhead, with their lines split between quick references, random bursts, quick dialogues, and quiet reminders of mechanics like trying to sweep up bonus points before going for the touchdown. You also get the opposing team's coach chipping in at regular intervals with their own contributions, including straight-forward "That wasn't very good" type jeers and sighs, and the occasional bit of random nonsense like "My trousers are aflame with glorious triumph!" So, uh, yeah. The result is a diverting but not distracting flow of tips, reinforcements of each team's style and background, and outright gags like "This turn break is sponsored by the Grand Holy Church of the Incomparable Boz. You are weak, worthless and loved by Boz..."

A lot of the time, it's the smallest details that can make the most difference. Frozen Cortex is simultaneous turn-based strategy, and it's nice that the game acknowledges player speed - noting when you're ludicrously quick to plan your move, and the commentators tapping their toes in boredom while the opposing player figures out what to do. Between rounds, when it would have been so easy to just worry about the mechanics, you get little news stories popping up about corruption in the league, other coaches pulling crap like leaving lanes wide open for easy passes, and things that the commentators will bring up in their exchanges. I don't know how complex the story actually is, but there's a good hint that there's a fair amount going on behind the scenes. While the focus is on short seasons, the main single-player modes both make a point of saying that it continues between games rather than just pulling from a big sack of words. It'll take a good deal more play to figure that out. For now though, it's a pleasant extra layer to explore while learning the ropes of the core action.

Classydrink

Cortex's predecessor, Frozen Synapse, also did a better job with its script than it tends to get credit for, its story and single-player campaign unsurprisingly being a relatively small part of its sell. When you're competing against someone, you don't really care what bullshit lore reason there is behind it - it's all about the tactics and satisfaction of a shotgun. This time though, the two sides fit together well. It makes absolute sense that a sport would have these elements, and just being able to buy into a larger fiction really does make a big difference. There's a reason that games like FIFA are always going to get more attention than just any random sports game - the players, the atmosphere, the prestige are all part of the fantasy. Outright fantasy sports meanwhile have to not only present a game worth playing, but a reason to get good. The illusion of spectators, and even relatively simple simulated interest, are surprisingly effective.

While I can't so far say that the AI has the same raw personality as the Alpha Centauri crew, or the depth of some GalCiv messages, it's been doing a lot to keep me company during my variably-protracted failures at climbing the leaderboards in single-player mode. And those are high watermarks for any game to hit...

Ai

Uppity bloody AI opponents. But at least they're still friendlier than most Dota players.

Next Hearthstone expansion to be announced on July 22

The second best piece of mail I’ve received this month (the first being a desperately needed tax rebate from Uncle Sam), arrived in our office with no little fanfare today.

The second best piece of mail I’ve received this month (the first being a desperately needed tax rebate from Uncle Sam), arrived in our office with no little fanfare today. By which I mean it literally arrived with a fanfare. When I opened up the small cardboard tube that had been sent to us by Blizzard, little trumpets played. I pulled out a scroll tied with ribbon, on which is the following message:

“Champions are gathering from around the world to witness the next exciting thing Hearthstone has in store. News travels far and wide in search of brave new faces ready to answer the call to arms — Are you one of them? Muster for battle and mark July 22 on your calendar. The next bit of news won’t come by carrier pigeon — thankfully, we have much better ways of communication now. Victory awaits.”

So what do we know? It's not entirely clear whether the date refers to the announcement of the new content, or potentially the content's actual arrival. I would lean towards the latter, given that you don't muster for battle for a piece of news, you do it for the actual battling.

[ : a little birdtells us to expect an announcement on 22 July.]

GvG tease

As for what the new stuff will be, well, the last time I got one of these oblique teaser messages from Blizz, it was of a Demolisher blueprint designed to hint at the then soon to be announced Goblins vs Gnomescard expansion. Given the logic that the rollout of new content so far has alternated between adventure modes (like the recent Blackrock Mountain) and card drops, it’s reasonably safe to say that 22 July will see the announcement of the next big card set.

As for how the next set will be themed, there are bound to be clues which smarter readers than me can pick up on in the text. But between the scroll and the trumpets, I get a distinct tournament vibe from it. Perhaps the new cards will all be participants in some grand joust. Or maybe there really is a tournament mode in the works, although I think that’s less likely as we’ve only just got Tavern Brawl.

[ Update 2: Those of you with keen ears might have already noticed, but the fanfare that plays in the video above is nearly identical to the theme from the Argent Tournament, an event from World of Warcraft's Wrath of the Lich King expansion. This, along with the wording of the note, makes the Argent Tournament look like a strong candidate for the theme of the next expansion.]

Reddit seems to think Pirates vs Ninjascould be a thing, but at lunch my colleague Tom was convinced Taurens vs Worgens is the way to go. I’m just happy new stuff is on the way, as getting my dome shattered by Patron Warrior was becoming a little old. At this point I would be keen for everyone to stop getting in here thanksverymuch. And who knows, maybe Druids will get a playable new class card. I will pray to my leafy godstonight.

Hearthstone note

6 games guaranteed to get you through a hangover

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Dead Island Retro Revenge explained by yelling cartoon man

Dead Island Definitive Edition will release later this month, bundling the original game with Dead Island: Riptide and another, more pixellated outing that we haven't heard much about, until now.

will release later this month, bundling the original game with Dead Island: Riptide and another, more pixellated outing that we haven't heard much about, until now. Turns out Dead Island Retro Revenge is a 16-bit styled side-scrolling brawler with lots of flashing colours starring a very angry man, who is eager to get revenge against zombies for some reason.

The angry man also appears in the below trailer, which serves to describe what Dead Island Retro Revenge is, in addition to providing some (quite scant) narrative context. Exacting revenge on someone implies that a knowingly bad deed was committed, but I doubt zombies are sentient enough to do anything knowingly. Based on that, and the general attitude of the angry man in the trailer, I can only guess that he's mad.

Still, it doesn't matter how mad he is if he's simply a vehicle for killing more zombies. Dead Island Retro Revenge will be available with the Definitive Edition on May 31.

Frozen Context

critical paths
Frozen Cortex is the kind of game I find a bit intimidating.

Cortex3

Every week, Richard Cobbettwrites about the world of story and writing in games.

Frozen Cortex is the kind of game I find a bit intimidating. It's strategy, which is only my genre in fairly specific forms, and a robotic spin on American Football. Being British, I know really very little about the ins and outs of that subject's many complexities. Or for that matter, American Football.

I've only played a few rounds, so I'm not going to comment on the action of it too much. I can say that the Knockout mode is well named. I played it and got instantly knocked out. But what I do like, at least so far, and seems worth a look, is how Frozen Cortex sells its fictional sport. It slips in story in several ways, and all of them entirely to its advantage when it comes to making it feel legitimate, like something people are actually watching, and part of a wider world with more going on than robot games.

It's not unique in that, of course. Commentators are fairly common in this kind of game, and there's always some lore about how a particular fake-sport has managed to take the world by storm. One of my favourite examples was Super Monday Night Combat, a MOBA/FPS hybrid whose commentators made the game what it was. Others include (rolls dice) Blood Bowl, which offered its fake-sport in a fantasy flavour. The catch of most of them is that after a while you've heard everything they have to say, and there's little less funny than hearing the same joke a hundred times. Being stabbed in the eye with a fork, yes. Forced hot-sauce enemas. Very little else.

Fatrich

In Frozen Cortex, it helps that it's text based. That's probably more down to budget than anything else, and some roaring dialogue is always fun. Long-term though, it allows for it to be as passive as needed, yet still reinforce the basic effect of commenters chatting away from a distant booth. There's three of them, a conventional sports commentator type, an analyst, and a guy I think of as Mr. Pumpkinhead, with their lines split between quick references, random bursts, quick dialogues, and quiet reminders of mechanics like trying to sweep up bonus points before going for the touchdown. You also get the opposing team's coach chipping in at regular intervals with their own contributions, including straight-forward "That wasn't very good" type jeers and sighs, and the occasional bit of random nonsense like "My trousers are aflame with glorious triumph!" So, uh, yeah. The result is a diverting but not distracting flow of tips, reinforcements of each team's style and background, and outright gags like "This turn break is sponsored by the Grand Holy Church of the Incomparable Boz. You are weak, worthless and loved by Boz..."

A lot of the time, it's the smallest details that can make the most difference. Frozen Cortex is simultaneous turn-based strategy, and it's nice that the game acknowledges player speed - noting when you're ludicrously quick to plan your move, and the commentators tapping their toes in boredom while the opposing player figures out what to do. Between rounds, when it would have been so easy to just worry about the mechanics, you get little news stories popping up about corruption in the league, other coaches pulling crap like leaving lanes wide open for easy passes, and things that the commentators will bring up in their exchanges. I don't know how complex the story actually is, but there's a good hint that there's a fair amount going on behind the scenes. While the focus is on short seasons, the main single-player modes both make a point of saying that it continues between games rather than just pulling from a big sack of words. It'll take a good deal more play to figure that out. For now though, it's a pleasant extra layer to explore while learning the ropes of the core action.

Classydrink

Cortex's predecessor, Frozen Synapse, also did a better job with its script than it tends to get credit for, its story and single-player campaign unsurprisingly being a relatively small part of its sell. When you're competing against someone, you don't really care what bullshit lore reason there is behind it - it's all about the tactics and satisfaction of a shotgun. This time though, the two sides fit together well. It makes absolute sense that a sport would have these elements, and just being able to buy into a larger fiction really does make a big difference. There's a reason that games like FIFA are always going to get more attention than just any random sports game - the players, the atmosphere, the prestige are all part of the fantasy. Outright fantasy sports meanwhile have to not only present a game worth playing, but a reason to get good. The illusion of spectators, and even relatively simple simulated interest, are surprisingly effective.

While I can't so far say that the AI has the same raw personality as the Alpha Centauri crew, or the depth of some GalCiv messages, it's been doing a lot to keep me company during my variably-protracted failures at climbing the leaderboards in single-player mode. And those are high watermarks for any game to hit...

Ai

Uppity bloody AI opponents. But at least they're still friendlier than most Dota players.

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Dead Island Definitive Edition trailer shows prettier zombie slaying

The Dead Island series is getting the remaster treatment later this month, bundling both the original game and its follow-up, Riptide .

. While the improvements are likely to please console owners more so than PC users, there are some neat – if small – graphical improvements coming to our platform as well.

These include "luscious improved graphics and game models" and "photorealistic lighting with physically based shading." Whether it'll serve to make an otherwise middling zombie slayer into something worth revisiting is yet to be seen, but there's a new trailer embedded below which might convince you either way.

The bundle will also come with Dead Island: Retro Revenge, a 2D beat-em-up with a 16-bit pixel aesthetic. The package will release May 31, and might be worth a look if you're still unaccountably optimistic about Dead Island 2 ever getting a release.

Danish dev Press Play wants players to help develop its next game

Newsbrief: Microsoft-owned Danish developer Press Play is looking to open up its development process to the world by letting fans decide which project it should work on next.

According to Xbox's Major Nelson, the new "transparent development initiative" is about putting the game community "front and center" and building a game in the most open way imaginable.

Press Play are currently looking for feedbackon three different game concepts, with the team promising to start working on whichever idea has proven to be the fan favorite by September 1.

The studio is also planning on sharing early builds of the game, and inviting community members to join company meetings and project review sessions via Skype.

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Escape Dead Island coming next week; here's a launch trailer

The best thing about Dead Island is its co-op, so I'm a little curious about why it's getting a single-player spinoff in the form of Escape Dead Island.

The best thing about Dead Island is its co-op, so I'm a little curious about why it's getting a single-player spinoff in the form of Escape Dead Island. It's a third-person action/stealth game set in the Dead Island universe, and it's coming to PC (and last-gen consoles), blimey, next week. The above trailer offers a glimpse of what we're in for, which as it turns out is a cel-shaded game about mystery and battering zombie brains in, with psychological am-I-going-crazy bits thrown in too.

Publishers Deep Silver are calling the game "a survival mystery, where you follow the story of Cliff Calo as he attempts to uncover the truth about the zombie virus". You're a journalist, see, and uncovering the truth about a zombie virus sounds like something a journalist might want to do. Escape Dead Island is being developed by War of the Roses/Lead and Gold developers Fatshark, rather than series creators Techland.

In addition to that launch trailer, a few new screenshots have been uploaded, ahead of the game's release next Tuesday. I've stashed them below.

Escape Dead Island

Escape Dead Island2

Escape Dead Island3

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