Nintendo announces Puzzle & Dragons Super Mario Bros. Edition for 3DS

Nintendo has announed a Super Mario Bros.

of the hit mobile game Puzzle & Dragons , for the 3DS. It is due out on April the 29th in Japan, with no word as of yet regarding an international release.

Puzzle & Dragons has been met with incredible mobile success in Japan, being downloaded over 32 million times by November. It has players play a match-3 puzzle game which then translates into a battle, with matches powering up one of six monsters on the player's team, to attack the monstesr they're battling.

Puzzle & Dragons: Super Mario Bros. Edition will see players battling with creatures from the Super Mario Bros. universe, as well as seeing play switch between the two screens of the 3DS, as you can see in the announcement trailer above.

This follows the trend of hit mobile games getting big name licensed versions, after Angry Birds reskinned itself for Star Wars and Transformers.

Super Hexagon hits Steam

I don't want sound reactionary here, but I think Terry Cavanagh might be evil.

I don't want sound reactionary here, but I think Terry Cavanagh might be evil. First he releases VVVVVV, a game that causes one of the highest swears-per-minute counts of any of the brutally difficult 2D platformers. Now he's back with Super Hexagon, a "minimal action game" in which you'll hear a "game over" message multiple times each minute.

You move a tiny triangle around the outside of a hexagon, dodging incoming patterns while the camera rotates around like a disorientating nuisance. It's a simple set-up, but creates an undeniably addictive reflex test. The aim is to last at least 60 seconds. I've played it for about forty minutes (on the lowest of three difficulty settings), and my longest life was just over 41 seconds, so either I'm rubbish, or the game is ridiculously hard. Probably a little of both.

The game's Steam pagealso offers a selection of important hexagon facts, like how "the north pole of the planet Saturn has a hexagonal storm cloud pattern with 8,600 mile long sides, larger than the diameter of Earth." Fun and learning!

Super Hexagon is currently discounted at £1.33until the 4th December. Check out the video to see what manner of madness that paltry sum provides.

Dreamfall Chapters announced, a follow up to The Longest Journey and Dreamfall

Marvellous news for fans of Ragnar Tørnquist's Longest Journey series: there will be more of it!

Marvellous news for fans of Ragnar Tørnquist's Longest Journey series: there will be more of it! Ragnar teased the announcement on Twitterand it's been officially announced in a press release on the Funcom site. It sounds like it'll remain true to the original games. "#Dreamfall Chapters won't be an online game," Tørnquist tweets. "It's going to be a single-player PC/Mac adventure game through and through."

With the Secret World out, Tørnquist has stepped into an advisory role as "creative director," which now gives him the chance to follow up from Dreamfall, released in 2006. It's taken a bit of rights wrangling to get the project greenlit. Funcom have agreed to license the Longest Journey IP to Tonrquist's new studio, Red Thread Games, in return for a share of the eventual profits. Red Thread have to fund production themselves, but have apparently already received a sumfrom the Norwegian Film Institute to support pre-production.

“I'm very excited to finally have the opportunity to continue the 'The Longest Journey' saga,” Tørnquist says in the press release. “Ever since we ended 'Dreamfall' on a nail-biting cliffhanger, players have been rightfully demanding a sequel, and my deal with Funcom will finally make that possible. I'm extremely grateful to Funcom for this unique and exciting opportunity, and I can't wait to dive back into the universe I helped create more than a decade ago, and continue the story players have been waiting for these past six years."

Funcom say that "Red Thread Games will release more details about 'Dreamfall Chapters' in the coming months."

TalkRadar UK Episode 86

BAM! Have a brand-new episode of TalkRadar UKin your ear holes before you've even had chance to digest your breakfast. Yup, it's another dose of your favourite gaming podcast here to brighten your day. And what's in store this week, you ask? Well why don't you bloody well listen to it and find out let us tell you. There's a stack of titles chatted about in the What We've Been Playing bit, including

Castlevania: Lords Of Shadow: Mirror Of Fate Screens

We continue our month of exclusive Hot 50 2012 coverage with a new look at the upcoming 3DS title Castlevania: Lords of Shadow: Mirror of Fate.

with a new look at the upcoming 3DS title Castlevania: Lords of Shadow: Mirror of Fate. These new screenshots show Trevor Belmont imbued with magic power, new sections of the castle, and even give us a glimpse at the game's menus. If you haven't already read our hands-on previewof the game, check it out here.

A chained wraith stalks the castle halls.

Trevor readies a powerful magical attack.

The camera occasionally shifts to a faux-third-person view.

This map screen should be familiar to fans of the series.

Action goes airborne with the press of the jump button mid-combo.

Characters get health boosts by opening chests God of War-style.

Trevor prepares to gain a new toy.

Does the progress bar at the top hint at experience-based progression?

A detailed look at the game's controls.

More controls!

Castle Dracula looms in the distance.

If the previous screens haven't sold you yet, this one certainly will.

Visit our hub for the Hot 50 2012 for more on Resident Evil 6, Dead Space 3, and more.

Fran Bow and the appeal of the ambiguous ending

Having an ambiguous or metaphorical ending can be risky business.

Having an ambiguous or metaphorical ending can be risky business. A well-made metaphorical ending can give players something to toy with when the game's not even on, giving it new life online as people from all over the world come up with theories and ideas on what happened. Without the right amount of clues, though, this kind of ending can feel confused and thrown-together, as if the writer just didn't know how to wrap up.

The line between mystery and cobbled-together nonsense is very, very thin, but if it's done just right, players will be talking about your game for decades. Killmonday Games' Natalia Figueroa took such a risk with the macabre adventure game , delivering a surreal, dream-like finish to its narrative that left more questions than answers. Just a few days after it laucnhed, its forums are already alive with fan theories and discussions.

For Figueroa, part of the decision to write this kind of story came from the needs of the story itself. "I chose this because it's what I felt when I was younger," she says. "Many of the big questions of life were coming to me in a very unclear way."


"In a game about mysterious or supernatural events, a clear ending can break immersion in the final, most precious seconds of the game, leaving players unsatisfied with how things have ended."

Telling a story with such a young protagonist necessitated this kind of conclusion, as many important events in a child's life happen without a child necessarily understanding what's going on. Important things often occur without a child's input, leaving them confused and adrift on the choices of others.

In this, a clearcut conclusion would have run counter to the storyline that Figueroa was concocting. It would have felt as it was tacked on to provide clarity in a game about confusing horrors.

This can be especially important in certain game genres. In a game about mysterious or supernatural events, a clear ending can break immersion in the final, most precious seconds of the game, leaving players unsatisfied.

How many delicious mysteries have been ruined by a lackluster ending that tried to explain everything?

How many times has the answer to the mystery been far less interesting than the act of solving it?

The primary lure of these genres are the questions they draw you in with, so giving a straight answer at the end defeats their appeal. In a game of metaphors, why not leave one last big one for players to solve?

How much information do you give, though? Clues need to be sprinkled throughout your narrative in order for this kind of ending to work; the information has to be there for the players to put it together. If you put in too much, it's too easy to guess and the game loses its effectiveness to capture the imagination. Too little, and the ending feels like an incoherent mess.

"It's always difficult to maintain some balance, not giving too much or too little," says Figueroa. "Personally, I prefer to give the answers in a metaphorical way. That's a fun part -- to relate it to your own experiences, and be part of the story with your own points of view."

Fran Bow 's answers were left quite unclear in that the game didn't make an effort to directly tell the player why the ending made sense, but rather strove to put all the pieces in place so that a player might see the metaphors when looking back over their experiences in the game. It was a difficult balance to which even Figueroa didn't have all the answers.

Even if you do it all right, it could feel like you're surrendering control of your story's conclusion to the audience, though. You're leaving it in their hands to discover, but theories and answers you don't expect can pop up out of this kind of storytelling.

The narrative, in this way, becomes a living thing outside of its creator's control, and for Figueroa, that was wonderful. "We already found a discussion online about the end of the game, and that's so beautiful and fun to read," she says. "The discussions are so complex and full of creativity! People's minds are so full of magic, and for me, giving too straightforward an answer won't start that spark of wonder."

The idea of handing your story over to player interpretation may sound terrifying, but it can also show you the amazing creativity of your audience.

But as Figueroa stated earlier, that's the fun part. Games are equal parts creator and player, with the player taking the driver's seat for getting through the gameplay and navigating the story you've made. A rigid, clear storyline may be a developer's means of keeping the player on track, but it doesn't allow that interactivity that many come to the medium for.

An ambiguous ending, with its opportunities for player creativity, involves the player in the storyline. It turns them into detectives and writers in their own right, allowing them to shape the storyline using personal experiences and their own imagination. It's not easy to do, and even those who've been successful with it don't have all the answers, but it is a powerful way of involving your player in the story itself.

An ambiguous ending can have a powerful impact on players, keeping the game in their minds for days after the game is technically over. It runs the risk of confusing them or being so easy to solve it's pointless, but when it's done well, it captures the imagination and is more in keeping with the mysterious nature of many genres.

For Fran Bow , it was the only choice, tying childhood confusion to the strange world of metaphor that Figueroa had been building. Not only that, but it made it feel more true to life. "My own perspective of life: it's pretty confusing!," she says. "I'm about to be 30 years old in December, but I still wonder about many, many things!"

Life doesn't give all the answers, and it's those questions that keep us thinking at night. A game can do the same, gaining a life far beyond the screen.

Build Your Own Flying Death-Trap in Psycho Starship Rampage

Hello, Dave .

. Just kidding, there are no violent spaceship take-overs by evil computers in Psycho Starship Rampage …oh, wait, no, I was wrong. Ballistic Frogs(which sounds like a really messy situation) brings us an FTL -like building experience, throwing in rogue-like environments, epic space battles, and a looting system deigned to help you better take over your slice of the cosmic pie on your way back to Earth. With local multiplayer for up to 4 players, Psycho Starship Rampage even features customizable controls for the perfect personalized pillaging platform.

As for evil computers, meet RSR-648b, an A.I. that has just woken up from a long hibernation with an urgent need to be stronger. Repurposing anything it can find, RSR-648b creates (with the player’s help, of course) a satisfactory killing mach- er, a perfectly-suitable transportation method. By breaking down and building from that wreckage, better ship designs can be carried out, and better weapons systems can be constructed. The problem is, with RSR-648b’s maddened post-sleep state, everything looks like a threat. Players will have to build a ship that’s not only able to get back to Earth, but also one that can take care of literally anything that might cross their path. With all elements being randomized, the strategies must change each time the game is played.

“I’m gonna get you…”

Psycho Starship Rampage is on Steam Greenlight, where you can vote for it if you’d like. It will be available for Windows, Mac, and Linux machines; the Alpha demo is currently available from the Ballistic Frogs website. You can follow the devs on Twitter, “Like” their Facebook, and even check out their progress (with additional screenshots) on IndieDB.

Daisy, Daisy, give me your answer true…

UK funding initiative looks to bring more graduates into game development

The UK government has joined forces with UK Games Talent and Finance CIC to launch Tranzfuser; a new program designed to help graduates break into game development.

Tranzfuser will look to do that by giving successful applicants the opportunity to win up to £30,000 ($43,000) in funding from the UK Games Fund.

Those accepted onto the program will be given £5,000 ($7,000) to develop their ideas into working prototypes this summer in a competition that will culminate in a national showcase event.

Candidates who make it to the national showcase will then have the chance to pitch for up to £25,000 ($36,000) in extra funding to help them commercialize their game and launch a company.

Participants will be given access to Regional Hubs across the UK, and will also receive industry support wherever possible.

“I’m delighted to have realized a long-time ambition of joining up early-stage talent recognition and showcasing with prototype funding” said Tranzfuser founder, Paul Durrant.

Anyone interested in the program can find out more on the official Tranzfuser website.

The Tactical Combat Of The Elder Scrolls Online

The Elder Scrolls Online has a multi-pronged strategy to separate its combat from other MMOs on the market.

The Elder Scrolls Online has a multi-pronged strategy to separate its combat from other MMOs on the market. With an emphasis on fewer, more powerful skills and rewarding tactical maneuvers like creating synergy bonuses between two players, the team at Zenimax Online Studios is attempting to create a seamless transition between player-versus-monster combat and player-versus-player fights. Game Informer's Adam Biessener sat down with lead gameplay designer Nick Konkle, creature combat designer Maria Aliprando, and lead PvP designer Brian Wheeler to talk about what will stand out in the combat mechanics of The Elder Scrolls Online. We have separated the discussion into two parts: the first video focuses on top-level features, while the second video dives in deep to the mechanics and is recommended for those more familiar with MMOs.

Check out the more advanced video below to learn about the team's approach to crowd control, the impact of weapon choice, the adaptability of classes,  and the power of "ultimate attacks."

To learn more about the other aspects of The Elder Scrolls Online, click on the link below to read and watch more.

New Conan project is... a survival game?

In a flurry of business-speak, Funcom announced in December that Conan Properties had made it "preferred partner" for all Conan the Barbarian videogames.

videogames. Three are thought to be in the works, and the first has now been revealed. Conan Exiles is... a survival craftinggame?

Tenuous but fitting, I suppose. Where better for scratching out a miserable existence than the Hyborian age, clubbing your enemies with axes and hearing the lamentations of passing man-serpents? Still, the official descriptioncontains little that we haven't heard before, aside from the nifty human sacrifice angle.

Conan Exiles

"Hungry, thirsty and alone, your very first battle is that against the harsh environment. Grow crops or hunt animals for food. Harvest resources to build weapons and tools. Build a shelter to survive. Ride across a vast world and explore alone, or band together with other players to build entire settlements and strongholds to withstand fierce invasions.

"When strong enough, march forth into battle and wage war against your enemies as you fight to dominate the exiled lands. Sacrifice enemy players on the altars of the gods and shift the balance of power your way."

Apparently there's a single-player mode on the cards too, so perhaps there's some undisclosed endgame of the sort not often seen in survival.

Conan Exiles is due to hit Early Access in summer. Tradition is tradition, right?

The Top 7... Things in games that will never be realistic

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Meet Shinra, Square Enix' powerful cloud processing tech

Was naming a cloud gaming platform after the evil energy corporation from Final Fantasy VII a comic masterstroke, playing on the fact that cloud initiatives are popularly perceived to be the work of the Devil, or deserving of a shower of rotten eggs?

Special report

Was naming a cloud gaming platform after the evil energy corporation from Final Fantasy VII a comic masterstroke, playing on the fact that cloud initiatives are popularly perceived to be the work of the Devil, or deserving of a shower of rotten eggs? Either way, Shinra, Square Enix’s big push into the field of remote processing, is intriguing, if subject to some of the same limitations that have troubled services such as OnLive. Now in beta across Japan (a US beta will follow later this year), it isn’t just a new and device-agnostic way of distributing games but a more elegant, cost-effective approach to how they’re run.

I’m sitting in a presentation room high in Square Enix’s London offices overlooking a glittering sweep of riverside. To my right, Shinra’s senior vice-president of technology Tetsuji Iwasaki rattles through PowerPoint slides. Senior vice-president of business Jacob Navok throws in commentary and the odd bit of translation from a laptop screen—he’s broadcasting from Japan, where it’s well after midnight.

The foundation of Shinra is the idea that a network’s power is a question of smart integration rather than the strength of each individual CPU or GPU. Past a certain point, Iwasaki explains, processing performance doesn’t increase in proportion to cost, which means it’s more sensible to eke out gains by way of fast network cards and, in particular, RDMA/TCP dual protocol interconnection, whereby computers skip the operating system layer and dip directly into each other’s memory banks.

The machine was able to outperform the Earth Simulator, a 60 billion yen government project.

He cites a supercomputer created from off-the-shelf components by Professor Tsuyoshi Hamada of Nagasaki University in 2009—despite its homely origins, the machine was able to outperform the Earth Simulator, a 60 billion yen government project, because its components worked together more efficiently. Shinra’s own server farms are built according to the same principles.

The other piece of the puzzle is, of course, software. Shinra games are broken up into modules—AI, graphics rendering, physics and so forth—that can be run on different machines, rather than having the entire thing sit inside a single computer. This is less wasteful, because it means Shinra can ‘freely’ re-allocate the network’s resources on a module-by-module basis—the physics calculations of a shooter such as Battlefield 4 might get a bigger helping of CPU power, for example. Having all the calculations for several copies of the same game occur in the same place also means that certain results can be duplicated. According to Iwasaki, you could calculate the animation and rendering for a character once per 100 users, rather than once per user.

Special Report 3

Greater efficiency aside, a benefit of Shinra is that because all of the key processes happen locally, synchronisation between players is less of a bother. You aren’t, after all, shuttling data about the position of objects from one end of the globe to the other—all these relationships are worked out on Shinra’s servers and a video stream is sent to client devices. This theoretically means that nitty-gritty real-time mechanics and effects are practical in massively multiplayer environments, because there’s comparatively little latency to deal with.

Iwasaki illustrates all this by way of a multiplayer world simulation, created in roughly six months by a team of three, in which a thousand AI-controlled puffball creatures spread out across a forested valley that’s supposedly 17 times the size of Skyrim. Where a game like Skyrim vanishes NPCs when they stray out of view, to save on memory, here everything is rendered and animated no matter how far the animals disperse. That’s possible, Iwasaki claims, because the simulation is able to ramp up its share of the server farm’s RAM to a whopping 100GB. “For me if you can make a world that massive and populate it with all of those fully animated strange little creatures in such a short time, that by itself is a new experience,” he adds.

Shinra features many of the same potential drawbacks as previous cloud services.

Another example of Shinra’s potential is the platform-exclusive Space Sweeper, billed as a “twitch game on a massive scale”. It resembles a top-down shoot-’em-up in screenshots—budding Sweepers must weave a path through thousands of dynamic, fully rendered projectiles—but the difference is that it unfolds on massive open worlds with hundreds of players at once.

It all sounds and looks mightily impressive, but then again we’ve nodded our way through similarly wide‑eyed takes on the notion of server-based processing in the past and it’s important to note that Shinra features many of the same potential drawbacks as previous cloud services.

Latency between server and client is still an obstacle, for one thing, which is why Shinra won’t support all connections to begin with. Square Enix’s big gamble is that internet infrastructure will have advanced sufficiently by the time the service becomes widely available. “Even certain cable users aren’t going to have a great connection, so we’ll start with fibre users and then we’ll roll out from there as far as we can, at a level of quality we’re comfortable with,” concedes Navok.

Special Report 4

Former Square Enix CEO Wada is heading up Shinra.

Shinra’s sheer speed does, however, allow it to compensate a little for the infrastructure’s failings. “When we take what we’re rendering, plus encode, plus decode and internet latency, we end up with a total loop that’s actually half that of a console,” says Navok. “Just by virtue of doing the render loop cut, we give about an additional 40 milliseconds back to the net, so the user experience on a fibre connection feels local.”

The other challenge is simply persuading developers to invest. Shinra already supports a number of highly-fed internal projects, including the monitor‑melting tech demo Agni’s Philosophy, and has enlisted the support of both unspecified larger publishers and smaller outfits such as Camouflaj, developer of the République series. But it seems badly in need of a stunning tentpole exclusive to hammer the possibilities home.

As you’d expect, Navok insists that it’s only a matter of time. “I think there are some developers who were waiting for this,” he concludes. “People who always thought that it was possible, but were waiting for somebody to be crazy enough to do it.”

What's Changing In Gears Of War: Judgment

Epic Games is hoping to shake things up a bit for Gears of War: Judgment.

Epic Games is hoping to shake things up a bit for Gears of War: Judgment. Co-developing the game with People Can Fly helps with that effort, but the team behind the game is stressing their new approach to storytelling, controls, and game design as well. We spoke to the studio's director of production Rod Fergusson about the design cues the prequel takes from first-person shooter and iOS games, the balance of betraying fans, and what this entry means for the next generation of Gears of War games. Watch the video below and let us know what you think of the new direction for the series in the comments section.

To learn more about the new Gears of War game, click on the banner below to enter our content-filled hub.

World of Warcraft 5.0.4 patch hits, setting up for Mist of Pandaria

Blizzard announced today that they've gone live with Patch 5.0.4 today which will set the stage and dim the lights for the arrival of their latest expansion, Mists of Pandaria. The patch doesn't officially launch the Mists of Pandaria content, that will have to wait until launch day on September 25, 2012. However, as has become tradition, Blizzard is rolling out the major infrastructure changes that

Grimoire’ Prepares to Cast a Spell on Steam

‘Grimoire’ Prepares to Cast a Spell on Steam
The three-man team known as Omniconnection LLC is very excited about the progress of their forthcoming game, Grimoire .

. The magical war zone is preparing to release on PC; they’ve already conducted open Alpha tests and are finally getting ready to launch.

Grimoire is a multiplayer game, and essentially a magic-based FPS. The player takes on the role of a wizard who lives in a dark medieval fantasy world, and he or she must battle against other wizards for glory and power. Though it is something of an FPS, the devs are quick to point out that Grimoire is very different from your typical shoot-em-up, with their array of deadly and extraordinary spells to be acquired. There are customizable classes for the wizards, each with their own specialized skill tree, and the combat is designed to reward precise aim, as well as strategy and teamwork.

The developer’s plan is to create and release seven planned game modes for Grimoire , but for the initial launch, they have decided to keep the primary focus on their three favorites: Co-Op Survival, Arena, and Conquest. In particular, the Conquest mode is slated for early release on Steam. The remainder of modes, along with additional classes and spells, are intended to be added as free content updates throughout the early release period.

The devs are planning to launch both a Kickstarter and a Greenlight campaign simultaneously in mid-August, at which time the official game trailer and a demo will also be available. Keep track of the magical excitement via their Twitteraccount.

Meet Shinra, Square Enix' powerful cloud processing tech

Was naming a cloud gaming platform after the evil energy corporation from Final Fantasy VII a comic masterstroke, playing on the fact that cloud initiatives are popularly perceived to be the work of the Devil, or deserving of a shower of rotten eggs?

Special report

Was naming a cloud gaming platform after the evil energy corporation from Final Fantasy VII a comic masterstroke, playing on the fact that cloud initiatives are popularly perceived to be the work of the Devil, or deserving of a shower of rotten eggs? Either way, Shinra, Square Enix’s big push into the field of remote processing, is intriguing, if subject to some of the same limitations that have troubled services such as OnLive. Now in beta across Japan (a US beta will follow later this year), it isn’t just a new and device-agnostic way of distributing games but a more elegant, cost-effective approach to how they’re run.

I’m sitting in a presentation room high in Square Enix’s London offices overlooking a glittering sweep of riverside. To my right, Shinra’s senior vice-president of technology Tetsuji Iwasaki rattles through PowerPoint slides. Senior vice-president of business Jacob Navok throws in commentary and the odd bit of translation from a laptop screen—he’s broadcasting from Japan, where it’s well after midnight.

The foundation of Shinra is the idea that a network’s power is a question of smart integration rather than the strength of each individual CPU or GPU. Past a certain point, Iwasaki explains, processing performance doesn’t increase in proportion to cost, which means it’s more sensible to eke out gains by way of fast network cards and, in particular, RDMA/TCP dual protocol interconnection, whereby computers skip the operating system layer and dip directly into each other’s memory banks.

The machine was able to outperform the Earth Simulator, a 60 billion yen government project.

He cites a supercomputer created from off-the-shelf components by Professor Tsuyoshi Hamada of Nagasaki University in 2009—despite its homely origins, the machine was able to outperform the Earth Simulator, a 60 billion yen government project, because its components worked together more efficiently. Shinra’s own server farms are built according to the same principles.

The other piece of the puzzle is, of course, software. Shinra games are broken up into modules—AI, graphics rendering, physics and so forth—that can be run on different machines, rather than having the entire thing sit inside a single computer. This is less wasteful, because it means Shinra can ‘freely’ re-allocate the network’s resources on a module-by-module basis—the physics calculations of a shooter such as Battlefield 4 might get a bigger helping of CPU power, for example. Having all the calculations for several copies of the same game occur in the same place also means that certain results can be duplicated. According to Iwasaki, you could calculate the animation and rendering for a character once per 100 users, rather than once per user.

Special Report 3

Greater efficiency aside, a benefit of Shinra is that because all of the key processes happen locally, synchronisation between players is less of a bother. You aren’t, after all, shuttling data about the position of objects from one end of the globe to the other—all these relationships are worked out on Shinra’s servers and a video stream is sent to client devices. This theoretically means that nitty-gritty real-time mechanics and effects are practical in massively multiplayer environments, because there’s comparatively little latency to deal with.

Iwasaki illustrates all this by way of a multiplayer world simulation, created in roughly six months by a team of three, in which a thousand AI-controlled puffball creatures spread out across a forested valley that’s supposedly 17 times the size of Skyrim. Where a game like Skyrim vanishes NPCs when they stray out of view, to save on memory, here everything is rendered and animated no matter how far the animals disperse. That’s possible, Iwasaki claims, because the simulation is able to ramp up its share of the server farm’s RAM to a whopping 100GB. “For me if you can make a world that massive and populate it with all of those fully animated strange little creatures in such a short time, that by itself is a new experience,” he adds.

Shinra features many of the same potential drawbacks as previous cloud services.

Another example of Shinra’s potential is the platform-exclusive Space Sweeper, billed as a “twitch game on a massive scale”. It resembles a top-down shoot-’em-up in screenshots—budding Sweepers must weave a path through thousands of dynamic, fully rendered projectiles—but the difference is that it unfolds on massive open worlds with hundreds of players at once.

It all sounds and looks mightily impressive, but then again we’ve nodded our way through similarly wide‑eyed takes on the notion of server-based processing in the past and it’s important to note that Shinra features many of the same potential drawbacks as previous cloud services.

Latency between server and client is still an obstacle, for one thing, which is why Shinra won’t support all connections to begin with. Square Enix’s big gamble is that internet infrastructure will have advanced sufficiently by the time the service becomes widely available. “Even certain cable users aren’t going to have a great connection, so we’ll start with fibre users and then we’ll roll out from there as far as we can, at a level of quality we’re comfortable with,” concedes Navok.

Special Report 4

Former Square Enix CEO Wada is heading up Shinra.

Shinra’s sheer speed does, however, allow it to compensate a little for the infrastructure’s failings. “When we take what we’re rendering, plus encode, plus decode and internet latency, we end up with a total loop that’s actually half that of a console,” says Navok. “Just by virtue of doing the render loop cut, we give about an additional 40 milliseconds back to the net, so the user experience on a fibre connection feels local.”

The other challenge is simply persuading developers to invest. Shinra already supports a number of highly-fed internal projects, including the monitor‑melting tech demo Agni’s Philosophy, and has enlisted the support of both unspecified larger publishers and smaller outfits such as Camouflaj, developer of the République series. But it seems badly in need of a stunning tentpole exclusive to hammer the possibilities home.

As you’d expect, Navok insists that it’s only a matter of time. “I think there are some developers who were waiting for this,” he concludes. “People who always thought that it was possible, but were waiting for somebody to be crazy enough to do it.”

Hands-On With Gears Of War: Judgment's OverRun Mode

Gears of War fans have learned to expect a content-rich experience with every installment in the series.

Gears of War fans have learned to expect a content-rich experience with every installment in the series. In 2006, the original title impressed with stellar online campaign co-op coupled with numerous multiplayer modes. Its sequel introduced Horde mode, an addictive multiplayer experience that other shooters quickly emulated. Gears of War 3 expanded on Horde with fortifications and a currency system. In addition, Beast mode allowed players to inhabit various Locust creatures as they took on A.I.-controlled COG soldiers. With Gears of War: Judgment, Epic is taking the logical next step in multiplayer. Both Horde and Beast have a vocal following, and the developer hopes to satisfy both camps with the ambitious OverRun mode.

Many shooters on the market hit store shelves with a predictable assortment of modes. Deathmatch and Team Deathmatch have been standbys since the ‘90s, and most modern shooters feature a mode based on capturing command points in the style of Battlefield’s Conquest or Call of Duty’s Domination. Gears of War typically takes the road less traveled, from the multi-team battles of Wingman to the elimination-based Warzone. OverRun is unlike any mode we’ve seen before, with asymmetrical teams that take turns in a class-based, tactical, five-on-five battle. Rather than simply duct-taping Beast and Horde together, the team at Epic is presenting a multiplayer experience with a heavy focus on team play.

OverRun consists of two timed rounds, allowing each team to play an offense-based Locust round and a defense-based COG round. When playing as the Locust horde, you’re tasked with breaching two sealed emergence holes before finally destroying the COG power generator. These emergence holes are placed one after the other, so you’ll be destroying them in sequence rather than choosing between two simultaneous objectives. Once you’ve destroyed the seal of one of these holes, the COGs are annihilated by a Kryll storm and your team gains a new spawn position. Several minutes are also added to the timer, giving your team more time to make the final push towards the generator. Scoring is determined by how many objectives the Locust complete, with a maximum of three points awarded if they manage to open both emergence holes and destroy the generator before time runs out. In the case of a tie, the team that completed the tasks in less time gets the win.

Locust characters typically rely on their natural abilities, but the four COG classes focus more on technology. Soldiers, medics, and scouts provide ammo, health/revives, and motion trackers, respectively. In Battlefield, you have to be in close proximity to a teammate to provide support, but Gears of War: Judgment allows these classes to toss their support items like a grenade. It didn’t take long for me to realize the value of this ability during my run as a scout. I perched myself in a tower and proceeded to toss tagging beacons that point out enemy locations from my elevated position. Scouts and Wretches are the only classes that can climb to these areas, so I had to keep a watchful eye on my back to make sure none of the scampering Locust were behind me. In the instances where I was taken down, I was revived by a quick-thinking medic teammate that tossed his stim grenade into my tower. During the same round, I received much-needed sniper ammo from a helpful soldier in the same fashion. Epic’s focus on team play is rewarding even at this early stage in the game’s development. My scout would have been crippled without the helping hands from my fellow COG.

Advanced tactics aren’t limited to the human characters; the Locust beasts have some novel cooperative strategies as well. Grenadiers can feed a grenade to a Ticker, which doubles its explosive power. In addition, the grenadier can kick Tickers over fortifications to deliver its doubly dangerous payload deeper into the enemy’s base.

As you take down fortifications, deal damage to emergence holes, and kill enemy COG, the Locust players earn points that can be used as currency to unlock more dangerous creatures. Tickers, Wretches, Grenadiers, and Kantus healing classes are always available, but you’ll have to save up points to access the second tier, consisting of Bloodmounts, Corpsers, Serapedes, and Maulers. After several rounds of experimenting, I eventually discovered some useful team strategies. At one point, fellow GI editor Tim Turi and I decided we were going to stockpile our points until we could attack with two Corpsers. We spawned as the burrowing creatures, then called out for a teammate to follow and heal us as a Kantus. With this constant stream of health, we destroyed several fortifications and unblocked an emergence hole with no trouble whatsoever. We took this strategy even further the next round, in which we handily destroyed the enemy generator thanks to the power of dual Maulers.

Mists of Pandaria launch events planned, Chinese release confirmed

Blizzard Entertainment announced today that they will be hosting a special launch event for Mists of Pandaria the evening before it launches on September 25, 2012. Beginning at 9pm Pacific Time at the Irvine Spectrum Center in Irvine, California, Blizzard will be hosting an evening of presentations, entertainment, giveaways, and special guests as eager fans converge to celebrate the birth of a new

Grimoire’ Prepares to Cast a Spell on Steam

‘Grimoire’ Prepares to Cast a Spell on Steam
The three-man team known as Omniconnection LLC is very excited about the progress of their forthcoming game, Grimoire .

. The magical war zone is preparing to release on PC; they’ve already conducted open Alpha tests and are finally getting ready to launch.

Grimoire is a multiplayer game, and essentially a magic-based FPS. The player takes on the role of a wizard who lives in a dark medieval fantasy world, and he or she must battle against other wizards for glory and power. Though it is something of an FPS, the devs are quick to point out that Grimoire is very different from your typical shoot-em-up, with their array of deadly and extraordinary spells to be acquired. There are customizable classes for the wizards, each with their own specialized skill tree, and the combat is designed to reward precise aim, as well as strategy and teamwork.

The developer’s plan is to create and release seven planned game modes for Grimoire , but for the initial launch, they have decided to keep the primary focus on their three favorites: Co-Op Survival, Arena, and Conquest. In particular, the Conquest mode is slated for early release on Steam. The remainder of modes, along with additional classes and spells, are intended to be added as free content updates throughout the early release period.

The devs are planning to launch both a Kickstarter and a Greenlight campaign simultaneously in mid-August, at which time the official game trailer and a demo will also be available. Keep track of the magical excitement via their Twitteraccount.

OnLive will officially be dead soon

A lot of people actually thought OnLive - the PC streaming platform, or 'Netflix for games' as I've had hammered down my throat a million times - was already gone.

onlive

A lot of people actually thought OnLive - the PC streaming platform, or 'Netflix for games' as I've had hammered down my throat a million times - was already gone. Not so - but soon it will be.

As reported on Venture Beat, OnLive has announced it will wind down operations before selling off assets to one-time cloud gaming competitor Sony.

This means Sony will soon own both Gaikai and - at least parts of - OnLive. Two of the (once) biggest names in game-streaming, off to console-only land.

So what have we got left for streaming PC gaming? Steam's in-home streaming, of course, as well as Nvidia's GRID (and its own in-house streaming), Limelight and Razer have in-house streaming... that's about it, bar a couple of startups that aren't up and running yet.

Wasn't streaming supposed to be the future? Why does it all have to die? And do all dogs really go to heaven?

A Video Guide To Gears of War: Judgment's OverRun Mode

We had a rare treat while visiting Epic Games for this month's cover story: we were able to play several hours of Gears of War: Judgment's OverRun mode.

We had a rare treat while visiting Epic Games for this month's cover story: we were able to play several hours of Gears of War: Judgment's OverRun mode. Combining the best parts of Beast and Horde mode from previous installments, OverRun pits class-based human forces against a variety of player-controlled Locust. After a particularly heated match, Game Informer's Dan Ryckert and Tim Turi sat down with the lead multiplayer designer Quinn DelHoyo to talk about what went right, wrong, and some advanced strategies for the future. Watch the video below to learn about the new mode from the developer that knows it best and to see Gears of War: Judgment in action.

To learn more about Gears of War: Judgment, click on the link to enter our content hub below.

Crypt Worlds sequel Crypt Underworld to take piss physics to another level

*searches PC Gamer database for a mention of Crypt Worlds, sadly comes up empty*.

Crypt Underworld

*searches PC Gamer database for a mention of Crypt Worlds, sadly comes up empty*. Crypt Worlds! Crypt Worldsis a freeware first-person explore-o RPG, and it is the weirdest thing you've never played, unless you've played it, and then it is the weirdest thing you have . It's a game about a person in a very strange place, but mainly it is a game about piss—about pissing on things to make other things happen.

You should probably play Crypt Worlds, and when you're done, know that its creators are on the Kickstarter funding an expanded sequel, Crypt Underworld. It's a "first-person hell labyrinth about eating garbage food and finding weird trinkets and exploring vast decaying cityscapes while trying not to vomit constantly", and in that way, it's very much like my life.

Some of the ways the sequel will build on Crypt Worlds, from the Kickstarter page:

"you can piss on people to knock off their limbs and steal them"

"a complex set of interlocking narratives, with the ability to befriend and become close with certain characters"

"a focus on day-to-day life in the city as you uncover its secrets"

"an apartment you can upgrade, and decorate with the things you find in the world. if you are a dracula you can buy a coffin for it"

Crypt Underworld

It sounds a bit like Jazzpunk meets Ultima Underworld, two names that look very good together indeed.

The developers are asking for $10,000, and after a daythey've raised just over $2,000 of that. The game's expected to be done December 2017.

Half-Life reveal teased in Valve's Portal ARG? Clues to appear in The Orange Box? Here's the pant-wetting evidence

That motherlode? Half-Life. Yeah. Half-Life. Finally, blessedly, mercifully, after our years of frustration and faith, it looks like sweet, sweet Half-Life might be set for its next reveal. My feelings? Incandescent, explosive joy, obviously, and also a hint of smugness, because I called this one in an excitable semi-drunken tweet to Tyler Wilde the other night. What was my (non-booze-related) reasoning

Viscera Cleanup Detail exits Steam Early Access

I don't like mess, in real life and in games, so I've always found the premise of Viscera Cleanup Detail interesting.

Viscera Cleanup Detail

interesting. It's a game about the aftermath of that particularly bloody shooter campaign—you know, the one with the absurdly detailed dismemberment system. It's a game where you go in and clean up the mess left behind, by mopping, squirting, scraping and de-littering until everything's lovely and neat again.

After entering Early Access last year, RuneStorm's innovative game of first-person tidying is finally out for real. Look, here it is on Steam, with a 33% launch discount and everything.

The game seems to have expanded a fair bit since we last covered it—it now boasts online multiplayer and split-screen co-op, some increasingly rare words to see these days. Buying Viscera Cleanup Detail will also bag you the game's two spin-offs—Santa's Rampage, and the Shadow Warrior tie-in—and RuneStorm hopes to implement both into the main game sometime in November.

Cyberpunk adventure Read Only Memories has a cyberdemo, cybertrailer

I hereby declare that today is International Cyberpunk Day.

I hereby declare that today is International Cyberpunk Day. *Blows party horn, which unfurls into a miniature trenchcoat and flicks rain everywhere*. Earlier today I mentionedthat Satellite Reign was heading to Steam Early Access in December, and now I'm going to go on about something similar you can play in the meantime. Well, I say similar—while it might share a similar aesthetic, Read Only Memoriesis a cyberpunk adventure game in the Snatchermould. The above trailer hit all the right notes for me, so I'm very much looking forward to its release in March next year. But wait a minute, didn't I say something about playing it now ? Yup: there's a demo, available here.

The demo contains a "final(ish) version of the game’s Prologue & Chapter 1", and it's available for Mac and Linux as well as Windows. You might know developers MidBoss as the organisers of GaymerX, and Read Only Memories seems particularly inclusive in that regard. While it's the sort of adventure game that doesn't show the player character, you'll be able to choose from a variety of personal pronouns when you start the game.

"Read Only Memories is a new cyberpunk adventure that takes place in Neo-SF, 2064. Based on 90’s point & click adventure games like Gabriel Knight and Snatcher, Read Only Memories is all about exploration and puzzle solving. The deeper you dive into the mystery of your missing friend and this new unknown ROM, the further you get entangled into the deepest scandal to ever hit Neo San Francisco. In a city packed with danger, and filled with Hybrids, Humans, ROMs and Brain Controlled Androids, the question is: Can you survive in Neo-SF?"

Remember: in the future, every city worth its salt has the word 'Neo' in front of it. Neo Ipswich. Neo Wolverhampton. Neo New York. (Thanks, IndieGames!)

Epic Makes The Case For Baird In Gears Of War: Judgment

When fans first heard that the next Gears of War game was going to be a prequel, many assumed that players would tackle the locust hordes as a young Marcus Fenix or Dom.

When fans first heard that the next Gears of War game was going to be a prequel, many assumed that players would tackle the locust hordes as a young Marcus Fenix or Dom. Epic Games and People Can Fly decided to throw gamers a curveball by having the next game in the series star the wise-cracking Damon Baird, a character that was in the original trilogy but never thrown into the spotlight. Watch the video to learn more about Baird, the decision to highlight him, and the story of Judgment from Cliff Bleszinski, Rod Fergusson, and creative director Adrien Chmielarz.

To learn more about Gears of War: Judgment, click on the hub banner below to see all of our coverage.

Shadowrun: Hong Kong - Extended Edition out now

That free Shadowrun: Hong Kong expansion we mentioned the other day ?

Shadowrun Hong Kong EE

? It's out now, free if you already own the game. The slightly confusingly named Shadows of Hong Kong campaign takes place after the main game, offering "6+ hours" of cyberpunk roleplaying. Here's a summary:

"Set in the weeks following the events of the main campaign, the S hadows of Hong Kong bonus campaign will give you—and your team—the opportunity to turn the tables on the elite corporate police force that once hunted you. Through layers of corporate greed and urban strife, you will contend with dangerous enemies, uncover a deadly conspiracy, and cement your reputation as a Prime Runner… assuming that you survive, of course."

If you own Shadowrun: Hong Kong on Steam, GOGor Humble, you may have noticed that it's now called Shadowrun: Hong Kong - Extended Edition, and boasts the aforementioned free expansion, along with "a variety of game improvements" and a developer audio commentary. Steam should automatically update your game to the new version; you might need to download the game again on GOG or Humble.

If you don't own Shadowrun: Hong Kong yet, it's currently 50% off on Steam and GOG for the next few days.

Why Firaxis Loves X-COM

The original X-COM was a masterpiece, and nobody is quicker to acknowledge that than XCOM: Enemy Unknown's lead designer Jake Solomon.

The original X-COM was a masterpiece, and nobody is quicker to acknowledge that than XCOM: Enemy Unknown's lead designer Jake Solomon. He cites the original title as his favorite game of all time and he wanted to make sure that the rest of the team at Firaxis understood why the 1994 PC title is so beloved. Many at the studio also cherished the classic title, but anybody that wasn't familiar with it was put on a crash course to absorb every detail. The first X-COM has the scope, depth, and atmosphere to survive the test of time, and the team at Firaxis is approaching the reimagining of the game for 2012 with humility and extreme caution. In this video, the art director, producer, and lead designer for XCOM: Enemy Unknown share their experiences with the original game and talk about the process of dissecting and analyzing a masterpiece.

Click on the link to our hub below where we will be rolling out a ton of features on XCOM: Enemy Unknown throughout the month.

World of Warcraft: Mists of Pandaria opening cinematic revealed

World of Warcraft's new race, the Pandaren, are a pretty big gamble by Blizzard. They hearken back to an age when WoW was much sillier than it has been in its last three expansion packs. For years, WoW has been on a more serious bent as they wove tales about the Lich King and Illidan Stormrage, and it's that tone that's won over most of their fanbase. But as we can see below, the Pandaren aren't quite

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Comments
Our Verdict
One of the best story-driven games on PC, 80 Days is beautifully written, effortlessly charming, and thrillingly unpredictable.

NEED TO KNOW

What is it? An interactive fiction game about exploring the world.
Expect to pay £7/$10
Developer Inkle, Cape Guy
Publisher In-house
Reviewed on GeForce GTX 970, Intel i5-3570K, 16GB RAM
Multiplayer None
Link Official site

You, Jean Passepartout, have come into the service of one Phileas Fogg, an English gentleman who has hired you to be his valet. But your duties go beyond trimming his moustache and starching his collar: you have to help your new master circumnavigate the world in just eighty days. Mon dieu! A hefty wager of £20,000 is riding on this expedition, not to mention Fogg’s reputation, but can it be done?

80 Days is a mostly text-based game. You plot your route across a 3D globe, and as you move between destinations, time passes and events pop up that you can intervene in by selecting certain actions or dialogue options. What makes it special are the sheer variety of outcomes and routes to take, and the quality of the writing, which is outstanding throughout.

Like Jules Verne’s novel, the story takes place in the 1800s—but the game adds its own unique sci-fi twist. As well as trains, boats, and cars, you’ll travel in gyrocopters, hovercraft, airships, and other, stranger modes of transport that I’ll let you discover for yourself. It’s a stylish marriage of real history and science fiction, and the fantastical setting means you’re never quite sure what will happen next.

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Early on, while taking the train from London to Paris, it suddenly sprouts fins and plunges into the chilly depths of the English Channel. But amphibious locomotives are only the tip of the iceberg. Things get much weirder. You’ll encounter mechanical gondoliers in Venice, witness technological marvels at the World’s Fair, fly on giant mechanical birds, and see all manner of bizarre, wonderful things.

The challenge lies in choosing the fastest, most efficient route across the world before the eighty days are up—but this is made difficult by several factors. The game systems in 80 Days are woven brilliantly into the narrative. Hotels and travel cost money, and managing your budget is a constant worry. Fogg’s health will suffer if a journey is too strenuous, affecting your ability to take certain routes.

The train suddenly sprouts fins and plunges into the chilly depths of the English Channel.

And misfortune befalls poor Passepartout on a regular basis. You’ll be robbed, thrown in jail, and accused of murder. Your airship will crash in the middle of the Pacific or you’ll anger a tribe on some remote island. There are countless ways to get into trouble, which can cost you money and time. But that’s all part of the fun. You probably won’t make the trip in eighty days the first time you play it, but you’ll still have amazing stories to tell. The deadline isn’t as important as the title suggests.

Fogg is, initially, hard to like. He rarely speaks and seemingly shows no interest in the amazing things you encounter. He is completely unflappable; the quintessential English gentleman. But in certain perilous situations, you’ll see his human side emerge, briefly. There’s a remarkable amount of nuance in the game’s storytelling and characterisation. The people you meet are fascinating and richly painted, making it all the more devastating when you, inevitably, have to leave them behind.

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80 Days can be funny, poignant, and bittersweet. It can be sad, scary, exciting, and sentimental. It all depends on the path you take and the choices you make. The story deals with issues like racism and colonialism far more intelligently than most games manage. Every trip is a whirlwind of emotions, and by the end you feel like you’ve gone on a personal, as well as a physical, journey.

And because there are so many branching paths, it’s extremely replayable. I’ve gone around the world seven times now, and every journey has felt like a new experience. Every time you complete a circumnavigation, additional stories and events unlock, giving you even more incentive to try again. It’s also brilliantly accessible and easy to play, making it the perfect game to share with someone who never, or rarely, plays them. But that doesn’t mean it’s a walk in the park: getting around the world in eighty days (without using a certain shortcut) is a real challenge.

Passepartout is the real star of 80 Days. It’s the story of a modest valet from France becoming an experienced man of the world, and sharing that with him is an absolute joy. There are genuinely touching, heartfelt moments—and some terrifying ones—all brought to life by exquisite, artful prose. It really feels like an adventure, voyaging into the unknown, wondering what marvel or danger lies around the next corner.

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The Verdict

80 Days

One of the best story-driven games on PC, 80 Days is beautifully written, effortlessly charming, and thrillingly unpredictable.

ABOUT THE AUTHOR Andy grew up with PC games, losing countless hours of his youth to Quake and Baldur’s Gate. Today his love for PC gaming is just as strong, and now he loses countless hours of his adult life to them. He loves horror, RPGs, sims, anything set in space, anything set in rainy cyberpunk cities, adventure games, and you.

We recommend By Zergnet

The Art Of XCOM: Enemy Unknown

After years of creating barbarians and Mahatma Ghandis for the Civilization series, art director Greg Foertsch was given the task of reimagining the look of X-COM.

After years of creating barbarians and Mahatma Ghandis for the Civilization series, art director Greg Foertsch was given the task of reimagining the look of X-COM. Shedding the original's Saturday-morning-graphic-novel look for one of slightly stylized "miniatures", Greg Foertsch and his team of artists have pored over the details of everything from the insectoids to the Skyranger. Check out the video below to see concept art and screens from the game and to learn more about how the new game takes advantage of an active camera.

In addition, we've got three more screenshots from the game in the media gallery below for your viewing pleasure.

To learn more about XCOM: Enemy Unknown, please click on the link to our content hub below.

FMV isn't dead: a second chance for video in video games

Looking back, it's hard to imagine a time when FMV ( full motion video ) felt like The Future.

) felt like The Future. In our defence, it made some sense at the time. 3D was still in its infancy, games desperately sought Hollywood style legitimacy to escape the stigma of simply being toys, and the holy grail of graphics was still photorealism. What better way to achieve it than grabbing a camera, a few actors, and a handy blue wall to shoot them against? Even magazines like, well, PC Gamer got sucked in by the hype, most notably an early issue of the UK edition that gave the front cover to a game called Critical Path, declaring "At last, CD ROM games come of age: the revolution begins on page 80."

In case you're wondering, Critical Path is one of the worst games ever made.(Play it above.)

What went wrong? It's not a difficult question. FMV driven games typically offered the worst of all worlds—not enough storage to hold much footage, not enough budget to make it interesting, and precious little connective tissue between the clips. Critical Path was an example of the 'control room' style, where you were sat away from the action in some way and given lots of things to press—others in that style including early Tia Carrere helmed space puzzle game The Daedalus Encounterand the infamous Night Trap. Others included glorified Choose Your Own Adventure books, usually filled with death to keep you on the right path, such as Plumbers Don't Wear Tiesand shooters like the American Laser Games series. It didn't take too many failures and frustrations for FMV to lose its charm, with the words 'interactive movie' especially going from something proudly emblazoned on boxes to gaming's own Mark of Cain.

"Like all these things, there's probably a lot of choices, and a lot of bad luck," comments Her Storycreator Sam Barlow, whose game has primarily ignited the idea of FMV's return recently. "I mean, the tech at the time was pretty poor—we starting chucking video into games the moment we had the most basic ability to do so—jerky, dithered, postcards of video. In some cases there was as much suspension of disbelief required to see that stuff as video as there was in seeing a CGI world as real. There were the production values—a lot of the people making FMV games were coming from the straight-to-video end of things and the 80s and 90s were cheesy anyway."

And for the most part, all of that is fair. Most FMV heavy games indeed stank. Among them though were some classics, and great examples of the form. Wing Commander 3 for instance looks ropey to modern eyes, but remains a fascinating space epic—not so much for the epic action, but for the subtleties that polygonal characters have only just caught up with. Mark Hamill's leading man, Christopher Blair, stands out particularly here as a man absolutely exhausted by the war and pushing on only because he has no other choice but to be strong in front of the men and women looking up to him.

Elsewhere, Spycraft: The Great Gamedid a pretty good 90s approximation of being a spy and using spy tools, with the addition of actual former heads of the CIA and KGB showing up to add some veracity to what was mostly nonsense. A good main performance could be worth its weight in gold, as seen by the continued love for characters like Gabriel Knight's 2's not-quite-villain von Glower, Chris Jones' increasingly nuanced turn as lovable future PI Tex Murphy, particularly once a real director was brought onboard, and the guy in Return To Zork who asked "Want some rye? 'Course ya do."Truly, gaming's greatest creation since the release of Bouncing Babies.

And I can think of other examples too, mostly from developers that understood that FMV was a stylistic choice rather than a genre—taking advantage of what actors can do, while still integrating the 3D engines and for-then advanced combat systems and puzzles that players expected from other games rather than expecting the video footage to carry everything on a wave of technological superiority.

As with most technologies though, FMV didn't so much disappear as take a step back—typically returning in bursts, for interesting games like In Memoriam(later renamed Missing), a mix of puzzle game and mystery, or for Command and Conquer to embrace its campy roots only with the budget to hire the likes of Tim Curry and George Takei to stomp around and fight for the future. Or interesting experiments, like the comedy YouTube adventure The Dark Room.

Most recently of course, Her Story gave it a massive shot in the arm by showing the world that FMV was still around in new and interesting games, as well as an object lesson in how to use it—not as a template to follow as such, since it is after all very much a control room experience and those never really worked out before, but by focusing on what video can do well and designing around those strengths instead of trying to cheaply compensate for its weaknesses using a green-screen and a few quickly rendered effects.

There's something about interacting with the 'reality' of video that is more intimate, disarming.

"I guess my starting point was that there's something ordinary or everyday about video footage—I was reacting to the prevalence of YouTube, of cell-phone footage leading the ten o'clock news, of reality TV shows, etc," Barlow explains. "There's something about interacting with the 'reality' of video that is more intimate, disarming. It's everyday, whereas so much of video games is fantastical and special. There's no barrier to empathizing with the fictional character on screen, the player is free to read the performance as if it's just another human sat across from them. For Her Story it was important you feel something when looking at Viva's performance, that there's a part of you that buys into this being real."

We may be in an era where we can put any celebrity into any major game, but we're notably not past the point where that stands out—Kevin Spacey in House of Cards is a very different proposition to Kevin Spacey in Call of Duty. "There's still a part of us that when we see a CGI character, we try to see the strings behind it, we look for the flaws. So your brain is hung up on the 1% of CGI Kevin Spacey that isn't Kevin Spacey. You second guess whether deliberate parts of the performance were just that."


The new niche

While the 'triple-A' industry has no interest in FMV games, it's notable how often it still borrows from what video can do well—live-action trailers for instance, like this Arkham Knight one. There's a definite resonance to the acting, simple as it is, that you don't get from the equivalent polygons. The look in an eye. The nervous twitch. The rain splashing in a dark alley without killing the bloody frame-rate, Warner . When the game footage clicks in, suddenly we're in a very different world that looks so much more plasticky and unreal. Over in console land, the new Guitar Heroalso uses FMV for the same of verisimilitude—computers can create anything, but they can't get the raw resonance of a screaming crowd.

Indie developers though are increasingly looking to video—not as a huge wave, but more often than you might think. In addition to Her Story for instance, we've recently seen the online mystery Cloud Chamber, fighting game Stay Dead Evolution, a return of the classic Sherlock Holmes Consulting Detectiveseries, the driving game/B-Movie mash-up Roundabout, and most recently, the adventure games Contradictionand Missing. That's just on PC—the iPad has plenty of other examples. And really, it makes sense. Originally, the sheer cost of FMV anything made for high budgets and big risks. In this YouTube era, where at least prosumer grade cameras are cheap and tools are easily available, it's a niche that can get great results.

Here's a way to have a 'photo-realistic' performance with 'amazing skin shaders' without spending millions.

"I can shoot a week's worth of footage on location without needing a huge crew, without having to go to a big studio and hire out very expensive cameras and capture equipment. This is something that most people aren't thinking about from an indie perspective—hey, here's a way to have a 'photo-realistic' performance with 'amazing skin shaders' without spending millions," explains Barlow, adding "the cost and complexity of CGI means it's now starting to make sense to use video instead—if the genre allows it. So Guitar Hero or Need for Speed—where you don't need that seamless link between 'in game' and 'movie', the big publishers are shooting video instead. Because it's just easier to get some actors and dress them up and shoot that, rather than do it via high end performance capture."

This isn't to say that it's easy though. Unlike Her Story, with its simple set, Tim Follin's Contradictionopted for a real-world shoot, with all the difficulties that entails. "I had to ditch most of the physical puzzle side of the game because we simply didn’t have anything like the time or resources to film what we needed. Most of the location scenes in the game were shot very quickly—for instance we only had a single morning in the pub and had to make a swift departure when a funeral party started arriving for lunch!" He also warns that using FMV over computer graphics isn't an automatic win on the production side. "(Players) are far less forgiving, and seem to approach the game automatically as if they're watching a TV drama."

One advantage both developers have had is that we're so far away from the bad old days that the stigma of FMV has largely faded—or at least, become an opportunity. "It's probably been a help, in that people will write 'Hey, it's an FMV game that doesn't suck!'" jokes Barlow. "I wonder how many people who are buying Her Story have actually seen an FMV game in the wild? Kids who are streaming video on their iPhone and watching all sorts of embedded video in their favorite websites might not even realize this is a thing that happened before."

Follins concurs. "I'm sure it's either just coincidence or something in the zeitgeist that has led to this block of FMV games released recently. Though in my defence, I started working on this around 3 years ago and released the iPad version in January, so I had no idea all these games would come out now!"

A lot of that early FMV stuff had the sense that just putting some actors on screen was enough...

The biggest advantage that both their and other games have is that the definition of 'game' is now far wider than it used to be—cheaper prices and wider reach allowing for more experimental work to find a home that it couldn't when every FMV game had to be a big box of up to 8 CDs on store shelves. It also helps that FMV in itself no longer has its original 'wow' factor—that both it and the technology it requires are now ready to be one tool among many, rather than being a round peg in a square hole or everything having to do double-duty as the future of the industry. At that, it has obvious uses, for the same reasons and purposes that people still make TV and movies instead of rendering absolutely everything on a computer.

"The writing in games, the narrative thinking is so much better now, it means that games people can bring their ideas to the video space, rather than the other way round. A lot of that early FMV stuff had the sense that just putting some actors on screen was enough..." says Barlow. "Now we're in a position to actually have some idea what we want to do with them once we've got them there."

Nevermind Review: A Truly Immersive, Thoughtful, Psychological Experience

Ever since the Kickstarter was announced almost exactly a year ago, I’ve been chomping at the bit to try Nevermind , the psychological horror title released by Flying Mollusk on September 29.

, the psychological horror title released by Flying Mollusk on September 29. The delay in writing this review was due to my being able to also test the Intel RealSense camera, which provides an added level of challenge and insight to the surreal experience. Insanity meters have been used in games, before, but Nevermind aims to add a more personal element to the fear, and overall, I have to say that I quite enjoyed myself.

Players are a Neuroprober at the Neurostaliga Institute, a company that specializes in helping to cure PTSD in a novel way: The exploration of the mind, and sorting of memories. The theory goes that people with trauma in their past tend to collect false memories, either to cope with the terrible incident, or to amplify it (this process is not always voluntary). As the player, it’s your job to go into the minds of two very sick people (three, if you count the tutorial), and sort out their past to help them cope with the reality of the situation.

The risks associated with the “mind-meld” required for the process include your mood affecting that of the patient, changing the environment in their mind, and possibly causing harm. This is where the sensorscome in. A Garminchest strap (with a USB adapter), a Wild Divinesensor that attaches to the ear, and the Intel RealSense camera(albeit a developer model) were all available for press to borrow in order to test this optional aspect of the game. While there were some hiccoughs when setting up the camera with my laptop (the only PC in my home with Windows 8 or higher, which is required for the game), once it was working, the experience was pretty neat.

As an aside, I had so much trouble setting up the camera that I scheduled a Skype call with the developers to help fix it, and would like to go ahead and thank them for spending an hour and a half remotely troubleshooting to help not only with my laptop, but future systems that should have this same issue. So, to Jesse Busch (Lead Engineer), Michael Annetta (Creative Producer), and Erin Reynolds (CEO and Creative Director), thank you very much for your help and responsiveness on the issue. Players can rest assured that the Flying Mollusk team works hard to make the experience as simple as possible.

On to the game – Nevermind is actually quite short, but also seems to be somewhat standard in length for exploration horror, these days. Or maybe the experience just seems to be shorter because it’s so immersive. The plots behind the trauma of the patients are complex and, from what I remember from my psychology studies in college, quite accurate to the reflections of those who have PTSD. This is likely because in researching for the game, Reynolds had already envisioned the therapeutic aspect of using feedback technology to help those who suffer from anxiety disorders, and the most effective way to treat some of them is by exposure therapy. The method of playing Nevermind forces players to concentrate on their breathing to keep their heart rate down in order to avoid the side effects that impact gameplay.

Some of these effects include a higher rate of injurious situations in the environment, a larger amount of static on the screen, and changes to the environment which make puzzles and navigation much more difficult. I have a pretty good poker face when I’m scared, but the RealSense camera has an infrared sensor that can detect my heartbeat, so I didn’t get away with simple stone-faced gameplay. When I was startled, I noticed an immediate change to the game, and would have to pause and take a second to collect myself before moving forward. Honestly, I almost found the game to be a meditative experience, because most of the techniques used to calm down when stressed are techniques used when having “reflective time” in yoga. I was actually less stressed when I was finished playing than when I started. It was really weird, but also very cool.

The algorithm for the heart rate sensor, and reactivity of the game, is based on the body’s sympathetic and parasympathetic nervous system reactions to stress. The parasympathetic nervous system controls resting heart rate and respiration, while the sympathetic nervous system kicks into high gear when we become stressed – this is what denotes the “fight or flight” response. The sensors pick up on the difference (after recording your resting rate), and boom, biofeedback.

Gameplay for those without the camera sensor involves using a mouse and keyboard to navigate, interact with objects, and solve puzzles. With the camera comes an additional method of control: Hand gestures. Opening a door involves pushing your hand towards the camera. Picking up an object can be accomplished by holding up your hand, then closing it while twisting your wrist slightly. To rotate a held object, simply rotate your arm. While these gestures didn’t always work, due to the extra processing power required by the camera, when they did, it was nice.

Nevermind is played from a first-person perspective, with graphics that aren’t cutting-edge; but this somehow works to the game’s advantage. The more surreal aspects of the game become somehow more disturbing with the almost paper-doll appearance of some of the remembered people and objects. For example, a scene that takes place at a funeral features a congregation with masks that follow the player as they try to navigate. These masks are unsettling not only because of the expression, but because of their flat appearance. It’s unnerving. The colors are spot-on, with vibrant colors illustrating some of the more creepy features of the subconscious, and darker corners providing contrast.

My only quibble with the graphics, and this is common for me, is that the wide FOV contributed to some eye strain. There is no option to turn it down, so if you’re sensitive to that sort of thing, you might want to limit your play time, and not marathon the game. As for the resolution, Nevermind looks best when played at 1920×1080 (it looks really awesome, actually), but is resource-intensive, so playing at a lower resolution might work better, particularly if you’re playing with the sensor. It sounds counter-intuitive, but your PC’s processor will thank you for it.

The sounds, whether ambient or reactive, included music to add tension (and relief, in some areas), the sound of bullets and car horns, and the noises my character made while plodding around and interacting with the environment. The sound design was very good, particularly in areas where high-stress environmental factors were present. The music added a challenge, for me, as I’m very sensitive to noises, so even when I didn’t visually see anything startling, I still had to collect myself due to the noises I was hearing around me, in-game.

The game was first conceived as an MFA thesis project at USC’s Interactive Media Program. Reynolds wanted to create a more positive experience for gamers, and formerly worked at Zynga. With the help of her team, and the backers on Kickstarter, she’s managed to create what I think is a wholly enjoyable experience…at least for those who don’t mind graphic gore and depictions of violence. There is plenty of that in Nevermind , so be aware that if you have an aversion to dead bodies, body horror, or blood, this may not be the game for you.

Nevermind is available for PC and Mac, and can be purchased on Steamfor $19.99 USD. It is a great addition to any horror fan’s library. The sensors (at least the chest strap and ear sensor) can be purchased at the links above, though they’re not required for the experience; fast movement and even standing in one place for too long can trigger the fear responses that an elevated heart rate triggers.

To keep up with Flying Mollusk, follow the game on Twitter, “like” the Nevermind Facebook page, or even follow the team on Instagram. More information about Nevermind and how the game’s biofeedback works can be found on their website.

Pros

Haunting sound design Biofeedback very responsive Great concept and execution

Cons

Field-of-view adjustment would be nice Feels a bit short

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Our Verdict
Lacking in meaningful challenge, Murdered fails to deliver on its promising premise at every step.

Detective games have always been difficult to pull off. Mysteries are about fluidity of meaning—intuition, third options, non-binary solutions to binary-seeming problems. Most games are binary by their nature; you're right or wrong, you win or you lose. In this regard, Murdered: Soul Suspect sets a high bar for itself. It's an adventure game about a detective, Ronan O'Connor, who is killed in the game's opening moments. As a ghost, he uses spectral powers to investigate crime scenes in the hopes of solving his own murder. The challenge of creating an interactive mystery is augmented by a protagonist who can possess people and listen to their thoughts, walk through walls, and touch objects to see their history.

It's a great premise, but one that Murdered: Soul Suspect is singularly incapable of living up to. Not only does it fail to present a satisfying mystery to solve, but its ghostly high concept hinders the experience rather than enhancing it. You can listen to everybody's thoughts, yes, but few characters have more than two. Here, 'thoughts' are looping non sequiturs that make the world less believable, not more. Then you realise that the majority of the characters in the game's small open-world setting—downtown Salem, Massachusetts—are both physically and mentally identical. A whole city of people thinking the same thought about dead cops in the same voice.

You can use a poltergeist ability to trigger electronic items in the environment—phones, coffee machines and so on. These are used to create distractions for an ally during certain escape sequences, but otherwise they don't do anything. You can cause a printer to start spewing paper right next to an on-duty policeman and it'll have no effect unless you're at the exact point in the game where he's scripted to respond. There's nothing dynamic about the system at all—you can play at being a ghost if you like, but the world is deader than you are.

The fiction establishes that ghosts need to be allowed into a building before they can move around freely, and this provides a reason to limit your ability to walk through walls. It's a reasonable restriction, and the presence of spectral boundaries—artifacts from the past, like upturned 17th-century carts—make sense as obstacles and add interesting detail to otherwise gloomy street scenes. But this restriction is incorporated inconsistently, particularly in outdoor areas. If the game needs to turn you away, it will—normally with a fade to black and a curt refusal from its protagonist. Graceless design like this might be acceptable in a game with more substance elsewhere, but Murdered doesn't have it.

The vast majority of your time will be spent clicking on collectible items while walking to the next investigation scene. Newspaper clippings and hidden notes provide background information on Ronan, his killer, and the world they occupy, but none of this information can be used to further your investigation. Like the historical plaques that have been scattered around the town for you to collect, they're there to pad out a full price game with no replay value that can be comfortably finished in six hours.

There are a handful of stealth encounters where you have to evade patrolling demons, but these are undercooked. Enemies will barely respond to you as long as you're behind them, from which position you can quickly execute them in a quicktime event. Even if you're being chased, it's often easier to just run to the next checkpoint than to try to hide in one of the provided concealment points.

My biggest disappointment with the game, however, is the investigations themselves. In these sequences you must search for clues, access memories, and use this information to trigger actions or recollections from the people you possess. Then, you're quizzed on what you know: by selecting the most relevant clues you've uncovered, you unlock the next cutscene and the game continues.

There is no challenge to these sequences: as long as you click on everything and pick the most obvious answers to every question then you'll never go wrong. Whenever I encountered problems, it was normally because of misleading descriptions or arbitrary distinctions between equally viable answers. If you're asked to identify a sound, and you can hear a branch cracking, do you choose 'branch' or 'crack'? You have both options. They're both right, but the game will only accept one of them. Murdered's didactic deduction puzzles completely fail to account for ambiguity in language or intent, key factors in any process of investigation.

It's difficult not to get ahead of Murdered: Soul Suspect's flatlining difficulty curve. I'd figured out the killer's motive—an ostensibly unsolvable, game-spanning mystery—by about an hour and a half in, just as anybody who pays attention will be able to do. The rest of the game was a matter of pushing whichever buttons I was asked to push until Ronan finally figured it out for himself.

He might be haunting Salem, but I felt like I was haunting him —floating slightly above everything that happened, waiting for a chance to actually influence the game or deduce anything meaningful. Late in the game, when given all the information to arrive at a conclusion that I'd reached hours before, it still took a visit to a museum full of directly relevant clues to move the plot along. An actual museum! A Sherlock Holmes story where the great detective lives next to a giant building called Moriarty's Murderdome would not be a mystery, and neither is this.

To the game's credit the plot gets more interesting at the very end, but by this point your interaction is limited to running and trial-and-error quicktime events. There's also some decent acting, but it's bogged down by rote characterisation and a willingness to wander into cliche. This is a game about a maverick ghost cop in a fedora with an earnest brother-in-law, a dead wife (complete with heavenward "nooo!"), a professional rival who just won't get off his back and a feisty teen sidekick. It's not James Ellroy. Hell, it's barely CSI: Salem. It's a pilot episode that won't get picked up for a full season.

The PC version is sub-par: it's never a good sign when a game asks you to 'press start' on a platform with no start key. It's been designed for a gamepad and struggles to translate this experience to keyboard and mouse. Menus are particularly bad, and I lasted about half an hour before switching over to an Xbox controller. Bugs lurk at the fringe: on one occasion I needed to reload a checkpoint to resolve a scripting issue, and I managed to fall off the edge of the world while exploring normally.

There's a good game to be made out of Murdered's ambitious premise, but this isn't it. As a cheaper game it might have passed as a curio, but I'm a little horrified that something with this many transparent flaws and this little substance is being pitched at full price. Sprinkle salt on your doorstep, keep the light on, and avoid.

The Verdict

Murdered: Soul Suspect

Lacking in meaningful challenge, Murdered fails to deliver on its promising premise at every step.

ABOUT THE AUTHOR Chris is the editor of PC Gamer Pro. After many years spent turning beautiful trees into magazines, he now oversees our online coverage of competitive gaming and esports.

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