Magicka: Wizard Wars announced, trailer materializes

Earlier this month, we were teased that something new in the Magicka franchise was coming.

that something new in the Magicka franchise was coming. We were told that it wasn't an expansion or new DLC. Today, this was revealed to be Magicka: Wizard Wars. Developed by a new studio, Paradox North, it's billed as a four-on-four, PvP-focused game. Check out the trailer above, and see if you can guess which landmark fantasy book series turned successful HBO show they might be spoofing. Challenge level: Targaryen.

We don't know much else about the game yet, but I'll be meeting with the Paradox team within their shrouded sanctum today during the kick off of GDC 2013 here in San Francisco. So stay tuned for more information.

Dead Island Devs On Surviving Minecraft, DayZ, And Zombie Fatigue

The developers behind Dead Island and Dead Island: Riptide have been thinking about zombies on a daily basis for years.

The developers behind Dead Island and Dead Island: Riptide have been thinking about zombies on a daily basis for years. Resident Game Informer zombie expert Tim Turi can't stop pouring zombie and survival fiction into his mind. We thought it would be a good idea to get them all together in a casual round table discussion on the rise in popularity of zombies and survival-based gameplay.

Watch the discussion below to hear Deep Silver's Sebastian Reichert, Alex Toplansky, and Nikolay Stoyanov's thoughts on DayZ, Minecraft, The Walking Dead, H.G. Wells, Dead Island, and Skyrim. I hope you enjoy!

Learn more about Dead Island: Riptide and the other four games we are highlighting this month, click on the link to enter our content hub below.

Torment: Tides of Numenera's new 3.5 million dollar stretch goal revealed: Chris Avellone

inXile have made live a new stretch goal for their Kickstarted RPG project Torment: Tides of Numenera .

. What will this new, colossal target of 3.5 million dollars buy? The loving assistance of none other than Chris Avellone, the legendary lead developer of the original Planescape: Torment.

If he joins the design team, Avellone will have two primary roles, say inXile.

“First, he will be reviewing and providing feedback on all creative elements of the game, including the story, characters, and areas. His input will be invaluable as a resource to Colin in further detailing the creative vision for the game. Second, he'll be designing and writing an eighth companion for the game, working with Colin and Monte to craft a companion suitable for both Torment and the Ninth World.”

Sounds like a big job. But Chris Avellone already has a big job, what with him being employed by Obsidian Entertainment. How will he find the time betwixt this and Obsidian's own game, Project Eternity? Won't people who've backed the latter be a bit miffed that he's dividing his time with another project?

It's just a matter of efficient scheduling, say inXile, with his work on Torment being “set up to not interfere with Chris's involvement with Obsidian's Project Eternity. Project Eternity is first priority for Chris. inXile is going to work around Chris' schedule to ensure that.”

At the time of writing, Torment has already bagged $2,849,202 - well beyond its initial target of $900,000 - so Chris Avellone's involvement is effectively worth another half a million dollars. But what's it worth to you, dear readers?

Fight naming paralysis with the PC Gamer Character Name Repository

Names are important.

Names are important. Giving a name to a tiny, mindless unit in games such as FTLor XCOM: Enemy Unknown—and XCOM: Enemy Within, out today—gives them the importance necessary for permadeath to matter. I don't care if some anonymous squaddie bites it in an alien base mission, but I care a lot more about the well-being of Lt. Tyler "Maverick" Wilde.

Once you've used all of your friends' names, though, how to you find the right identity for your team? Do you use pet names, or celebrities, or characters from fantasy novels that clearly don't fit in a sci-fi setting? You probably freeze up, unable to remember the names of loved ones or childhood heroes. We know this condition all too well. This is Naming Paralysis , and while your insurance may not cover the treatment necessary, we can help.

Last year, we created The PC Gamer Character Name Repository, a shared Google Doc that we encouraged you to throw XCOM and FTL-friendly names into. Since then, you've added more than 300 names to the list, across different categories. As XCOM: Enemy Within launches today, we're putting the Name Repository back into your hands, so that together, we can all fight Naming Paralysis.

GDC 2013: Magicka: Wizard Wars details emerge: 4v4 multiplayer

It's not a MOBA, the devs have made that much clear in interviews, but Magicka's 4v4 multiplayer spin-off looks a bit like one.

It's not a MOBA, the devs have made that much clear in interviews, but Magicka's 4v4 multiplayer spin-off looks a bit like one. Going by glimpses at GDC, it's a game of territorial control in which two teams tussle over spawn points - and you can even bring AI goblin minions along to help. In action though, it retains the same accessibly splashy and chaotic combo spellcraft that defined the original game, albeit with a few streamlining tweaks. We'll be bringing you a heartier preview soon, but here are the first few tidbits of info.

You still use the same stackable eight elemental spells to build up combos, but the modifiers that let you differentiate between area-of-effect, direct attacks and self-cast spells have been stripped out in favour of simply changing the spell type depending on whom you target. I'm not sure how this will change the way, say, beam spells are cast - since previously you didn't need to select a target, but could sweep your gleaming eldritch laser back and forth across the enemy.

Still, if it's being simplified in some respects, it's getting depth in others: staff sidegrades now boost your abilities with a certain element, but make you vulnerable against others, while the powerful spells learnt from scrolls now occupy one of several pre-equipped slots, and require lengthy cooldowns.

The game's some nine months into development at Paradox North, rather than at Arrowhead Studios, the original Magicka creators. No payment model has been confirmed yet, but though the abundance of unlockable hats point to F2P as an easy option, the developers have made positive noises about the paid-alpha model epitomised by the likes of Mojang. With a Wizard Wars alpha promised in the imminent future, we'll likely find out soon.

Discussing The Grand Theft Auto V Demo

On October 12th Game Informer editor-in-chief Andy McNamara tweeted that he was in New York to see the first gameplay demo of Grand Theft Auto V.

that he was in New York to see the first gameplay demo of Grand Theft Auto V. Senior features editor Matt Helgeson and managing editor Matt Bertz also went along, the latter being the writer for the 18-page cover story that you can read in Game Informer digital right now.

Watch the video below to hear their first-hand account of the trip, what Grand Theft Auto V looked like in action, and their overall impressions of the ambitious new installment.

To learn more about Grand Theft Auto V click on the banner below to enter our coverage hub.

Why you should play Planescape: Torment

[VAMS id="tvRKzmfpYLHO2"]
The Kickstarter for Torment: Tides of Numenera has been a resounding success thus far.

has been a resounding success thus far. A success that would not have been possible without its storied predecessor, Planescape: Torment. The 1999 RPG is widely heralded as one of the best-written games of all time. But is it still enjoyable to pick up for the first time, over 12 years later, without the benefit of nostalgia? We have the answer.

Get the gameon GOG.

Check out this tweaks guidefor the optimal experience.

XCOM: Enemy Within dev blog reveals new info on mission types and Exalt faction

You better watch your back.

You better watch your back. Since we first heardabout XCOM: Enemy Within'sdisruptive new faction Exalt, the quest to save Earth has been looking a bit more complicated. As we learn in a new dev blogfrom the DLC's lead designer Ananda Gupta, the "insular and self-serving" Exalt has its own agenda entirely.

"Exalt is a paramilitary secret society," Gupta writes. "Their goal is to capture the benefits of the aliens' arrival—their genetic project for humanity and their technology—and use those advantages to rule what's left of the world once the aliens have completed their plan and departed. And XCOM is in the way."

Confrontations with the Exalt revolve around dealing with the group's work creating problems within allied council territories. Exalt deploys propaganda to boost panic, sabotage to take a bite out of XCOM's cash flow, and covert hacking to disrupt any research progress you've been working on, according to Gupta. To counter these effects, XCOM troops will deploy in two new mission types in order to confront Exalt—Covert Data Recovery and Covert Extraction.

Our recent hands-on previewdeals with an attempt at data recovery in a covert battle with Exalt, but as we learn from Gupta's update, the extraction mission type also adds an additional, objective-based twist to the XCOM metagame. In order to fend off the work of Exalt, XCOM sends out covert agents to perform counter intelligence against the terrorists. You have to recover these agents and their intel somehow, and that's exactly where the extraction missions take you—hacking comm stations and VIP recovery, according to Gupta.

With its initial release, XCOM nailed the sense of community, the feeling of "we're all in this together" that propels you against the alien invasion. To add a complicating element to that equation—Exalt—that works selfishly against consensus seems entirely appropriate, and also very human. XCOM: Enemy Within releases Nov. 12.

Hat tip, VG24/7.

Serious Sam Classics: Revolution blasts onto Steam Early Access

You can't keep a serious man down.

You can't keep a serious man down. You can try: firing out jokes at his ears, hoping he'll crease up in diaphragmatic agony. It won't work, as he's simply too serious. For Serious Sam, it's an understandable affectation—likely cultivated from the mass culling of headless bomb-men. And so, rather than leave him to his own devices, a group of fans have gone about retooling his first two adventures. Serious Sam Classics: Revolutionis the result, giving Sam advanced graphics shader support, 64-bit compatibility and full Steamworks integration. The game is now available on Steam Early Access, and is free to all owners of both classic games.

"This early access version of the game will give you the game on the improved engine: The First Encounter, The Second Encounter, and a limited number of new versus and survival levels," write the developers on the Early Access page. It's a slightly odd situation given that both games were remastered in the Serious Sam HD releases, but seems like a nice version for fans of the original style.

But if both First and Second encounters are accounted for, why is the game on Early Access. Aside from the bug potential, the developers are also planning the following additional features:

A brand new campaign with new and exciting enemies, environments and a special ending boss! The beloved Plasmagun and Minelayer from the Warped mod! Even more new and refined gamemodes! Even moooooore achievements, and icons for them! A fully featured scripting engine for advanced mod creation! More OpenGL shader integration like post processing and more! More versus maps and fixes to the current ones based on user feedback! For modders, we'll be adding a set of tutorial maps to showcase the new features we've added to the engine! Steam Trading Cards!

Serious Sam Classics: Revolution is available now, and free to owners of Serious Sam Classic: The First Encounter and Serious Sam Classic: The Second Encounter.

Experience Ni No Kuni's Gameplay In Our Video Preview

In Ni No Kuni, battles are fast and frantic.

In Ni No Kuni, battles are fast and frantic. Ordering around your familiars, canceling attacks, and running around to collect special glims to restore HP and MP easily keeps you on your toes. But just describing this isn't enough - we wanted you to see it in action. So as part of our celebration of our five under the radar games, video producer Ben Hanson and I sat down to discuss and showcase some of Ni No Kuni's gameplay. Get a look at what it's like to explore the world map and see how vital it is that you pay attention to the battle at hand. Also, find out just how adorable those little familiars are - Pokémon might just have some competition yet.

To learn more about Ni No Kuni: Wrath Of The White Witch and the other four games in our month of coverage, click on the banner below to enter our hub.

PC Gamer US Podcast #347 - We Built This City on DRM

Join a would-be city council featuring Omri, Logan, T.J, and Chief Justice Evan as we take our frustrations with SimCity's servers to municipal court.

Join a would-be city council featuring Omri, Logan, T.J, and Chief Justice Evan as we take our frustrations with SimCity's servers to municipal court. Is there a fun game under all the disconnects and network errors? Plus, we're finally allowed to talk about the Arma 3 alpha! Which essentially means, the rest of us interrogate Evan about the Arma 3 alpha!

Zone your ears for gaming news and discussion, because this is PC Gamer Podcast 347 - We Built This City on DRM

Have a question, comment, complaint, or observation? Send an MP3 to pcgamerpodcast@gmail.com.

Subscribe to the podcast RSS feed.

@logandecker(Logan Decker)

@ELahti(Evan Lahti)

@AsaTJ(T.J. Hafer, Substitute Belsaas for this episode)

@omripettite(Omri Petitte)

@belsaas(Erik Belsaas, podcast producer)

Are boss fights antiquated?

In Face Off , PC Gamer writers go head to head over an issue affecting PC gaming.

Dark Souls 2 Scholar of the First Sin

, PC Gamer writers go head to head over an issue affecting PC gaming. Today, Tom and Wes argue about boss fights, which have been around nearly as long as video games themselves, and whether they’re an outdated concept.

Face off

Wes Fenlon, Hardware editor
Wes wants modern boss fights to be a bit more original.

Tom Marks, Assistant editor
Tom thinks boss fights are still a nice change of pace.

Wes: YES. I’ve played many great boss fights in my day, but far too many big games shoehorn in boss fights when they don’t need them . Boss fights once made perfect video game sense in linear, side-scrolling levels. Get to the end of the stage, fight the big bad in charge, and move on to the next. And that’s still fun! But as games have evolved with open worlds and non-linear levels and forms of gameplay more nuanced than “shoot slash punch bad guy,” boss fights don’t fit as well. Bioshock and the more recent Deus Ex: Human Revolution are two modern examples of boss fights gone really wrong. Bioshock needed an emotional climax, not one that involved shooting a roided-up bad guy. And Human Revolution betrayed the core of its gameplay by making you shoot it out with its bosses, which is something the new Deus Ex is thankfully addressing. Boss fights can still be done well, of course, but they’re most definitely antiquated.

Tom M.: NO. Boss fights aren’t always fun, but used correctly they can be vital to the pacing of a game. Boss fights don’t just represent the end of a level, they are a change of pace after a long stretch of similar gameplay. You’ve been running around shooting and beating up bad guys for a while, but how are you going to deal with this new enemy? That’s when the concept of a boss fight really shines; when it’s not just a bigger harder enemy, but instead challenges you in some interesting and different way. I completely agree that AAA games have recently misused the boss fight trope, treating it more like an expected practice than a place to shake up the game’s design, but that doesn’t mean boss fights as a whole are an outdated concept.

Wes: Sure—I’d look like a big dumb idiot if I said all boss fights today are lame and crappy. There are still good ones! But I think there are two big problems with how boss fights are implemented. In big-budget games, they’re often used to facilitate some dramatic cutscene or story moment, which means taking control away from the player or forcing you to play in a specific way. That sucks. And in general, I think too many games use boss fights because they’re expected. Boss fights are part of the language of video games, but they’re a very old word. And I’d like to see more games creating new words instead of falling back on the Middle English that is the boss fight.

Tom: I actually don’t mind boss fights being more rigid or scripted than the rest of a game. Making open world experiences where the player has lots of choice is a very difficult thing to do, and too much freedom can sometimes make for a crummy story. Boss fights are the perfect moment for a developer to bring the story back under their control a little bit to let them reliably tell the story they want to. Of course, the boss fight shouldn’t take certain options or playstyles away from the player that the rest of a game has made them accustomed to, like in Deus Ex for example. Those fights should be climactic and should represent a shift in the story. Even if they’re expected, they can play a vital role in the rhythm of a game.

Wes: Ah, so idealistic! Time and again, boss fights in big-budget games do change up the play style you’ve been taught just to show you something cool. Even the Batman games, which have fantastic combat, lose their lustre when they put you in an arena to slug it out with a boss. Think of the end of Asylum, when the Joker gets all beefy and slugs it out with Batman. It’s a great game, but that’s a cookie cutter boss fight that relies on antiquated video game language. How do we make a big, climactic battle? Hm, how about lots of punching? But the Joker would never do that! He’d do something clever. A smart, modern take on the boss fight there wouldn’t end with a punching match. I’d like to see more games have confidence in what they do best. To use a pretty traditional 2D game as an example: I don’t even remember the final boss of Rayman Origins, but I do remember the incredibly challenging and rewarding final platforming sequence leads up to it. Surviving that level is the true “boss” of the game.

Tom: Lots of games have also tried doing “boss sequences” or “boss levels” instead of a straight up fight, and I love that. I think it’s great when games don’t adhere to the formula, but that’s not the solution for every game. Assassin’s Creed doesn’t really have many boss fights, instead a particularly special baddy will get a mission all to himself. That’s cool and different and doesn’t shoehorn a stupid arena fight into an assassination game, but I also don’t remember a single one of those missions. You know what I do remember? Every single boss I fought in Dark Souls 2. I still agree that developers will put cookie cutter boss fights unnecessarily into games that don’t need them, but it’s by no means a concept that’s lost it’s value. It’s just more valuable in certain types of games.

Wes: I may not remember the characters of many Assassin’s Creed targets, but I do remember some of my more epic assassinations—and I loved that those characters could be killed silently and instantly, if you planned the perfect stealth kill. That’s a smart modern twist on the classic boss fight, too me--it elevates what’s best about Assassin’s Creed, instead of suddenly changing how you play the game. And hell, I love Dark Souls bosses too—I don’t hate the traditional boss fight, I just think many games today could do something more interesting with them. It seems like we’re mostly on the same page. So...what games are really doing creative boss fights right these days?

Tom: The first example that jumps to my mind is Titan Souls, a game made up of nothing but boss fights. It takes the “kill the big monster in an arena” concept to its extreme and cuts the fat off everywhere else. If you need to be convinced that compelling and exciting boss fights are still possible in modern games, Titan Souls will do that and then some. Terraria is another good example; each boss is difficult and unique, but also represents a tier of progression. The game has an open world with no fake constraints, but you can mostly only reach bosses in a certain order, each one giving you the means to fight the next. These games embrace the boss fight as the effective tool it is; a change of pace, a milestone in your progression, and a generator of “wow” moments.

Wes: I’ve played my fair share of Terraria, but I’ll be checking up on Titan Souls. If killing each boss doesn’t make me feel a deep and intense sorrow in true Shadow of the Colossus fashion, though, I’m going to hold you responsible for my irrational expectations.

Tom: Titan Souls was the first game that made me physically jump out of my chair when I killed a boss, and I did so for every single one. Consider your expectations rationally high.

Orcs Must Die! Unchained hands-on: don't let the fact that it's a lane pusher scare you

Robot Entertainment didn't set out to make a MOBA, but design director Ian Fischer told me that's what everyone thinks Orcs Must Die!

Orcs Must Die! Unchainedis, and he's not going to fight it.

It makes sense when you see how the game is set up. Imagine the original Orcs Must Die!games, where you defend your fortress from waves of orcs by setting up traps, or wading into the battle yourself. Mirror that setup and you'll get Unchained's basic premise: Two fortresses with two teams protecting them, and two armies of orcs heading in opposite directions. Consider that the orcs move through multiple lanes between the fortresses, a roster of heroes that lend themselves to different roles (ranged dps, melee tank), and the MOBA label makes sense.

You start the match by setting up traps—burning coals, spikes, swinging maces, etc, and picking your special abilities, as you did in the previous games. The exciting new addition is that you also get to choose what kind of wave of mobs (or creeps, if you will) your enemy will face. You can opt for your plain vanilla orcs, very fast but easy to kill rats, or hulking ogre damage sponges. Each player can pick one unit for each gate, but you can also upgrade and open more gates to unleash more, stronger units.

The opposing team is doing the same, of course, and soon heroes and their hordes meet somewhere in the middle in chaos. Ogres fight bears, wolfmen claw at orcs, and heroes fire magic missiles that explode in the middle of the crowd. The game still has the tone of Saturday Morning Cartoon, but Robot has upgraded from the Trinigy engine to Unreal Engine 3, so character models for both enemies and heroes are more detailed, colors look more vibrant, and the action is a joyous mess of explosions and ragdolls.

It seems like random madness, but there's a staggering amount of strategy behind it all. Different heroes pick which unique abilities, units, traps, buffs, and other passive bonuses before the match starts. Each of these is represented by a card, which make up your “deck.” With five players and an endless combination of decks, there's no end to the strategies you can come up with if you work together.

As Bloodspike, an orcish hero that's good at close range, I customized my deck to spawn ogres that can take a lot of damage and a buff that makes them even stronger. Ogres are a higher tier unit, meaning I had to upgrade my team's gate a few times before I could release them. I couldn't do much on offense without their support, so I spent the early part of the match setting up defenses and earning as much currency as I could to upgrade our gate by picking on easy targets.

Depending on your deck and team, sometimes you want to take the lead and clear the way for your orcs, sometimes you want to hang back and let them take most the damage, and sometimes you want to be right in the middle of the action, but it's always absolutely critical for everyone to move together in large groups. An attack of just heroes or just orcs is doomed to fail.

This forces a nice ebb and flow on every match, where you're naturally shifting between attack and defense phases. I was constantly doing different things, not just in terms of strategy, but moment to moment, jumping at the opportunity to take down a weak enemy player, or running back to my fortress to frantically adjust traps based on the last wave the enemy threw at us.

When they were ready, I joined my ogres and the rest of my team's march on the enemy rift. By hobbling enemy heroes with a special attack and using another special ability that disables traps for a short time, I was able to reach the opposing team's rift with a fair amount of health. With a few of my fellow heroes at my back and my buffed up ogres, we were able to break through the final gate, step into the rift, and win the match.

I'll admit that it was in part luck and part Fischer giving me advice while I played, but I could already see how a little bit of coordination was a huge advantage, how the other team could counter my ogres (we were pretty helpless against ranged attacks), and how I could counter that counter.

If you've played any League of Legendsor Dota 2, this is probably starting to sound very familiar. The difference is that good strategy alone was not enough. I still needed fair aim and shooter-like reaction times, which kept me engaged where other MOBAs didn't.

Orcs Must Die! Unchained will also be free-to-play, but I don't suspect Robot will monetize too aggressively. The plan is to start each player off with five heroes and sell additional heroes, cosmetic upgrades, and shortcuts to more cards for your deck. Since all critical gameplay content can be unlocked through play, it sounds fair, and given how great the game looks, I might even be tempted to buy a cosmetic upgrade or two to customize my orcs.

However, it makes me worry about the old, single-player mode, which Fischer said it plans to add in the future, after Orcs Must Die! Unchained launches. The multiplayer mode is worth playing as is, but I'd be pretty disappointed if Robot didn't give as much attention to more single-player Orcs Must Die! experiences that take advantage of the new engine, heroes, and abilities.

Lane pushers seem like a dime a dozen at this point, but I do think that Orcs Must Die! Unchained's distinguishing features—emphasis on building defenses and fine tuning your team's creeps/mobs—is promising. It's not just a “me too” product with a couple of novel twists. It feels more like a unique game that evolved into a unique multiplayer mode that just so happens to be very similar to a MOBA.

Breaking Down The GTA V Trailers

Using the knowlege gained from our trip to see Grand Theft Auto V, we highlight the key features of the first two trailers.

The flavor of the characters and the high octane action speak for themself in these trailers, but we also picked up on some information nuggets you may have otherwise missed. To see our insights, watch these two trailers.

Breaking Down The First Trailer

Breaking Down The Second Trailer

To learn more about Grand Theft Auto V, visit our hub by clicking on the link below.

Torment: Tides of Numenera Kickstarter sails past $2 million, new stretch goal revealed

When Torment: Tides of Numenera, inXile's spiritual continuation of Planescape: Torment, crushed its initial $900,000 goal and became the fastest Kickstarter campaign to hit the $1 million mark in just under six hours , you could practically hear the collective "welp" from the floored studio.

, you could practically hear the collective "welp" from the floored studio. Eager backers are still tossing money through their monitors and into the game's coffers, and earlier today, funding reached $2 million. With two lore-centric stretch goals already ensured, inXile now adds a third milestone that bestows more backstory, characters, and areas.

If total donations reach $2.5 million—it's currently sitting at nearly $2.2 million, so that's a pretty certain "if"—inXile will cast a summoning spell upon George Ziets, the former Creative Lead for Neverwinter Nights 2's Mask of the Betrayer expansion. Ziets spearheaded Betrayer's character and story design, and he'd join Numenera's already capable writing team.

Monte Cook, tabletop RPG legend and creator of the Numenera universe, will pen another novella setting up the game's events after he was brought aboard from a previous stretch goal. At this point, it seems like the only thing missing from the project's super-powered writing group is matching uniforms and a Headquarters of Justice.

Another companion will accompany your tormentings, bringing the total available party members to six. InXile is keeping the lid on who or what it is after the last companion's descriptive bio of "a changing ball of goo"—though if a literal slimeball factors into the studio's character design, the sky is the limit on what we'll see next.

We'll also get a new area, the Castoff's Labyrinth, a mysterious "labyrinth of the mind" centered around Numenera's yet-unknown death mechanics. I have a hunch it won't be something as simple as a reload after keeling over into the dirt.

Lastly, we'll finally get Planescape: Torment writer Colin McComb's apology over his Complete Book of Elvesfor the 2nd Edition of Advanced Dungeons and Dragons. Why? As inXile explains it: "You AD&D players may remember how dreadful this work was, making elves so incredibly powerful and unbalanced that all of our AD&D games were henceforth ruined until 3rd Edition D&D came to save us." Hitting the stretch goal will cause McComb to record a +2 Video of Forgiveness.

Head over to Numenera's Kickstarter pagefor more info on the stretch goals and funding tiers, or if you just want to boggle at the giant funding number steadily increasing in size.

Rayman Legends launch trailer is as lovely as you'd expect

Look, I enjoy brutal, senseless violence as much as the next cynically desensitised 20-something jerk.

Look, I enjoy brutal, senseless violence as much as the next cynically desensitised 20-something jerk. Even so, just look at this thing! Are you even allowed to put this many colours into a game without some sort of special permit? If not, we'll have to hide this Rayman Legends launch trailer from the fun police, else they will definitely confiscate it for being so damn happy.

The game is out this Friday in the UK and mainland Europe, with the American release following next week on September 3rd. In a shock-twist, the PC release is still scheduled for the same date as the console versions, although, as a Ubisoft game, it is still possible that could change. Hopefully it won't. Rayman Origins was an excellent platformer and, from the looks of things, Legends is set to be more inventively charming joy.

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Our Verdict
Effortlessly inventive, frequently surprising and consistently hilarious.

Effortlessly inventive, frequently surprising and consistently hilarious. The Stanley Parable shows how to make a story about game stories.

need to know

Price: £10 / $15
Release: Out now
Developer: Galactic Cafe
Publisher: In-house
Website: Official site
Multiplayer: None
Demo: Available via Steam, the demo is standalone, and does not spoil the main game.

I've just completed The Stanley Parable for the eleventh time. I'll avoid spoilers, and instead say that in the 15 or so minutes it took to finish my last playthrough, I laughed, felt a pang of sadness, and, more than anything, was genuinely surprised. Even after ten previous attempts - more if you count those from the Half-Life 2 mod that this full release is expanded from - I was being shown something new. The Stanley Parable isn't a long game, but it is a broad one.

If you've played that mod, I can save you some time. TSP is broader, denser, smarter, funnier, darker. It's a wonderfully twisted maze of consequence, packed with jokes and surreal flourishes. 90%

For everyone else, let's begin again.

The Stanley Parable starts in an office. There you meet Stanley, on the day that the orders from his menial job stop and his co-workers disappear. You also meet the narrator: the disembodied voice telling Stanley's tale. The Stanley Parable isn't that story, but it is the story about that story.

Through Stanley's first-person perspective, you follow the narrator's instructions. When he says that Stanley leaves his office, you leave the office. When he says that Stanley walks through the empty corridors, you walk through the empty corridors. When he says that Stanley heads through the left door, you... ah. There are two doors, and you're not Stanley. You're you, with all the free will and sense of rebellion that implies. So what do you do?

Whatever you choose, TPS branches, and branches, and branches again. At each of the game's many intersections, you can follow the narrator's instruction or ignore it and face the consequences of your petty resistance. Each combination of choices leads to something unique. Some of these 'endings' are lighthearted, some are absurd, some are unnerving, most are self-referential, and many centre around the narrator's attempts to get back to his story.

There are a few reasons it works so well, the most obvious of which is the narrator's character. At times, he feels like an antagonist, but really he's narrative design personified. He's as trapped by your chaotic whim as you are by his retribution. Depending on the path you're walking, he can be grandiose, affectionate, cold, impassioned, pleading, and, more often than not, wearied.

Backing up his versatile performance is the level design, which acts as the third, equally petulant character. Moment to moment interactions with the game are light - mostly walking and pressing an occasional button. But TSP feels more engaging than other first-person ambulators (like Dear Esther or Proteus) in the way that it's constantly challenging players to find ways of reinforcing their agency over the game.

In response to these actions the map can warp, glitch and double back on itself, load into something new, or restart into a false opening. Every loading screen elicits a spark of anticipation, because it feels as if anything could be on the other side of that transition.

There are pacing issues, but they're inherent to the illusory freedom. The more subtle endings can fall flat if experienced directly after the most shocking and bizarre. More ironically, this game about game endings doesn't have one of its own. Having run through my internal checklist of possible paths, I'm now left poking around for possible secrets. And so The Stanley Parable ends on a whimper, but to have it any other way would spoil the frequent bangs along the way.

The Verdict

The Stanley Parable

Effortlessly inventive, frequently surprising and consistently hilarious. The Stanley Parable shows how to make a story about game stories.

ABOUT THE AUTHOR Phil has been PC gaming since the '90s, when RPGs had dice rolls and open world adventures were weird and French. Now he's the deputy editor of PC Gamer; commissioning features, filling magazine pages, and knowing where the apostrophe goes in '90s. He plays Scout in TF2, and isn't even ashamed.

We recommend By Zergnet

Grand Theft Auto V Reader Q&A

Last week, we asked fans to submit questions regarding Grand Theft Auto V.

Last week, we asked fans to submit questions regarding Grand Theft Auto V. We received over 500 submissions, and I did my best to answer the most common questions.

Several of the questions you posed have no answers yet. We didn’t discuss the cover system, shooting mechanics, safe houses, car handling, game installation, health system, map, number of missions, hunting wildlife, radio stations, downloadable content, and multiplayer because we had no meaningful information to share.

Can you play as one of the three characters throughout the whole game, or do you have to switch? Could I play it three times through and have a different perspective of the story each time?

You cannot play the entire game with just one character. Think of the narrative like a movie with several lead characters. Sometimes you’re only watching one of them, and other times they are all in the same scene. This is basically how Grand Theft Auto V is modeled. Sometimes you have to do a solo mission with Trevor, Michael, or Franklin to advance the story. Other times you will have two or three of the leads working together on a mission. When you are in those missions, however, many times you will have a choice of who you control.

Will my friend be able to control one of the three protagonists during campaign play or is all co-op separate from the story?

Rockstar told us explicitly that there is no co-op in the campaign. We can’t speak to whether or not a standalone cooperative mode exists.

While being able to play as three different characters and viewing a mission from three different angles, will you have to choose what character you play as at the beginning of the mission or will the transition happen organically throughout the missions?

In the mission we saw, the player started as Trevor flying the helicopter to the IAA headquarters, and was forced to switch to Michael to rappel down the skyscraper. Once he crashed through the window and grabbed the target, the player was offered the opportunity to either stay as Michael or switch to Franklin, who was positioned with a sniper rifle in an adjacent building. After Michael got back in the helicopter, the player had the option to either fly the chopper as Trevor or shoot at the pursuers as Michael or Franklin. That’s how Rockstar chose to build this mission, but the system affords them the ability to set up missions however they want.

What happens when you kill a protagonist you're not playing with?

Because all of these characters play integral roles in the narrative, Rockstar isn’t going to let you just off them on a whim.

Does Michael have like a house that you can walk into and find your children lounging around and can you interact with them?

Yes, you can walk into the house and interact with your family.

How far will the customization go in regards to weaponry, cars, and characters?

Rockstar didn’t speak to us about weapon or car customization, but Dan Houser did mention that players could buy new clothes for the protagonists.

Who will you play in single-player when you free roam?

You can play as whichever character you prefer. I recommend checking out all of them rather than sticking with just one, because each of them has unique side activities.

The article says that each character has his own location, like Trevor is from Blaine County. Does that mean that each character is limited to playing in just that area?

Each character lives in a different part of Los Santos, but their movements are by no means restricted. You could hop in a plane and fly anywhere.

Do you think personally that the switching works and still gives you that connection to the character?

Given Rockstar’s sterling reputation for creating compelling characters, I’m not worried about feeling disconnected just because there are three protagonists. Episodes of Liberty City worked fantastically, did it not? Michael, Franklin, and Trevor each bring something different to the table, and I hope allowing players to explore the city with these different perspectives is going to keep the game fresh. And since you're playing as a combination of all three – not just one, or all three all the time – you're learning about these characters as you go. Meeting a shared acquaintance as one guy might give you more info about one of the other guys you play as, for instance.

I would like to know more about the dogs. How can we interact with animals? Will we have our own dog?

None of the characters interacted with animals in the demo so we can’t speak to that functionality just yet, but we know that Franklin has a dog, call Chop.

How does the movement of characters work? Is it still the same or have they changed something?

GTA V uses the same Natural Motion Euphoria animation engine that powered GTA IV, Red Dead Redemption, and Max Payne 3.

Torment: Tides of Numenera Kickstarter to kick off this Wednesday

InXile are winding up for their second major Kickstarter campaign with Torment: Tides of Numenera, a sort of thematic follow-up to Planescape: Torment.

InXile are winding up for their second major Kickstarter campaign with Torment: Tides of Numenera, a sort of thematic follow-up to Planescape: Torment. Based on Monte Cook's Numenera pen and paper RPG, this spiritual successor will lay down the internet's equivalent of a busker's hat this Wednesday, March 6th, looking for a currently unspecified amount to ensure the game's existence.

And while Chris Avellone, the original Torment's lead designer, is currently busy with Project Eternity, Obsidian's own Kickstarter RPG success, he has given the inXile team his blessing, in the form of a video presentation of post-it notes and thumbs ups.

Quite the endorsement.

All we know about the project so far are some light plot details. According to inXile, "In Torment: Tides of Numenera, players will have to decide for themselves the eternal question, what does one life matter?

"Numenera's Ninth World is a fantastic vision of a world in which massive civilizations continue to rise and fall with only cities, monuments, and artifacts left behind to serve as reminders of their past existence. These reminders have become part of the accumulated detritus of eons and now this assortment of ancient power is there for the taking.

"The humans of the Ninth World call the ancient power left behind the numenera. One of these humans has discovered a way to harness the numenera to grow strong, to cheat death, to skip across the face of centuries in a succession of bodies. But he discovers an unexpected side effect: You."

The developer claims that Tides of Numenera will thematically link to Planescape: Torment through, "complex and nuanced morality decisions, carefully contemplating deep and reactive choices with consequences that echo throughout the game." Hopefully we'll get a more detailed look at that come Wednesday.

inXile are also working on Wasteland 2, which raised nearly $3 million last year. The first major game footagefor that project was revealed last month.

EA and Ubisoft now carrying each other's games on Origin and Uplay

Some weird cosmic alignment must be taking place today, because a number of EA games—including the sparkling Crysis 3 and pre-orders for SimCity —showed up on Ubisoft's Uplay store .

. It's no less strange on the digital shelves of EA's Origin, where Assassin's Creed IIIand Far Cry 3sit prominently on the store's splash page. What's going on? As Ubisoft announces today in a press release, it's all part of expanding third-party support to bring titles from various developers.

Warner Bros. Interactive 1C Company bitComposer Games Bohemia Interactive Encore Software Focus Home Interactive Freebird Games Iceberg Interactive Nordic Games Paradox Interactive Recoil Games Robot Entertainment Telltale Games Torn Banner Studios

Ubisoft also says plunking down $20 or more on Uplay through March 4 nets you a free copy of Driver: San Francisco, From Dust, Might & Magic Heroes VI, Rayman Origins, The Settlers 7 or World in Conflict.

What say you? Are we all seeing the stirrings of stronger, teamed-up competition for Steam and GOG?

Confirmed: Marc Laidlaw has left Valve

Original: Hark!

Half Life 3 T Shirt Valve trolling

After having spoken to Marc, I can confirm that he is a Valve employee no longer. You can read his reasons in the now-authenticated emailposted by Redditor TeddyWolf.

Hark! What news do the winged monkeys of wild internet rumour bring? Could it be that Marc Laidlaw, sole writer on Half-Life and Half-Life 2, has left Valve? If a series of TeddyWolf's email screenshots(I know, I know) trying to crowbar Half-Life 3 information from Laidlaware to be believed, the man himself is in retirement.

"I am no longer a full or part time Valve employee," the email reads, "no longer involved in day to day decisions or operations, no longer a spokesman for the company, no longer privy to most types of confidential information, no longer working on Valve games in any capacity."

I've bypassed the monkeys and contacted Laidlaw by email to try to find the truth in it, but if it is the case, "I am going to let this written statement stand as my complete comment on the matter" doesn't make it sound like he'll invite me round to talk it out. Or respond. But who can blame a man for wanting a quiet retirement?

Reasons given include being oldish and "feeling a need for a break from the collaborative chaos of game production". If it is a troll, their prose is lovely.

As to Half-Life 3, we know as much as we did before.

The Top 10 Grand Theft Auto Characters of All Time

This month, we’ve been celebrating the coming arrival of Grand Theft Auto V, but we also want to take some time to look back at the characters that helped make the series the blockbuster franchise it is today.

This month, we’ve been celebrating the coming arrival of Grand Theft Auto V, but we also want to take some time to look back at the characters that helped make the series the blockbuster franchise it is today. Read on to find out who we picked as the ten greatest characters in Grand Theft Auto history. From the ridiculous to the ridiculously badass, this list is a great reminder of how Rockstar has created some of the most memorable characters in gaming.

10. Frank Tenpenny

Frank Tenpenny is as low as they come. The corrupt cop was Rockstar’s commentary on the scandal-ridden LAPD of the Daryl Gates and Rodney King era. Though cloaked in the colors of the law, Tenpenny’s just as much a criminal as any of the Grove Street Family in San Andreas, and proves to be a formidable enemy for CJ throughout the game. Upon his arrival back in San Andreas, CJ has a run-in with Tenpenny, who instantly gains the upper hand by threatening to frame the ex-gangbanger with the murder of a cop unless he does his bidding. He’s not the enemy you love to hate – you just hate Tenpenny. However, we can’t deny that he has a certain amoral flair, which is enhanced by a menacing voice-acting performance by legendary actor Samuel L. Jackson. He remains the ultimate GTA bad guy.

9. Ken Rosenberg

Ken Rosenberg is a lying, gutless, two-faced, backstabbing cokehead who doesn’t have an ounce of morality. So, he’s basically exactly who you’d want for a lawyer if you were a drug runner in Vice City. Ken, heavily based on Sean Penn’s character in the classic film Carlito’s Way , is one of Vice City’s most beloved characters. He never shuts up, and we love him for it – especially when he’s threatening the cops with lawsuits if they don’t let Tommy Vercetti out of jail immediately. Despite his shady ways, Ken is one of the few people Tommy can rely on in Vice City, and he helps Tommy win out in the end when faced with long odds and a serious betrayal by a supposed friend. An older and more desperate Rosenberg appears as part of CJ’s saga in San Andreas, but we’ll always prefer to remember him as the brash a-hole with a balding white-guy afro and terrible suit in Vice City.

Torment: Tides of Numenera Kickstarter to kick off this Wednesday

InXile are winding up for their second major Kickstarter campaign with Torment: Tides of Numenera, a sort of thematic follow-up to Planescape: Torment.

InXile are winding up for their second major Kickstarter campaign with Torment: Tides of Numenera, a sort of thematic follow-up to Planescape: Torment. Based on Monte Cook's Numenera pen and paper RPG, this spiritual successor will lay down the internet's equivalent of a busker's hat this Wednesday, March 6th, looking for a currently unspecified amount to ensure the game's existence.

And while Chris Avellone, the original Torment's lead designer, is currently busy with Project Eternity, Obsidian's own Kickstarter RPG success, he has given the inXile team his blessing, in the form of a video presentation of post-it notes and thumbs ups.

Quite the endorsement.

All we know about the project so far are some light plot details. According to inXile, "In Torment: Tides of Numenera, players will have to decide for themselves the eternal question, what does one life matter?

"Numenera's Ninth World is a fantastic vision of a world in which massive civilizations continue to rise and fall with only cities, monuments, and artifacts left behind to serve as reminders of their past existence. These reminders have become part of the accumulated detritus of eons and now this assortment of ancient power is there for the taking.

"The humans of the Ninth World call the ancient power left behind the numenera. One of these humans has discovered a way to harness the numenera to grow strong, to cheat death, to skip across the face of centuries in a succession of bodies. But he discovers an unexpected side effect: You."

The developer claims that Tides of Numenera will thematically link to Planescape: Torment through, "complex and nuanced morality decisions, carefully contemplating deep and reactive choices with consequences that echo throughout the game." Hopefully we'll get a more detailed look at that come Wednesday.

inXile are also working on Wasteland 2, which raised nearly $3 million last year. The first major game footagefor that project was revealed last month.

PC Gamer UK Podcast: Episode 68 - Weirdly Positive

This week, Tom Francis, Graham, Rich and Owen convene to talk about Rayman Origins, Fifa, Diablo 3, Skyrim DLC, DayZ, Bohemia's Carrier Command Remake, X-COM, Ghost Recon Online, the Steam charts and your questions from Twitter. All in all, it's a very positive experience.

Download the MP3, subscribe, or find our older podcasts here.

Operation Black Mesa bringing Opposing Force to Source

Since the release of Black Mesa, modders have been bending and shaping its spruced up Half-Life assets to create Source upgrades of every one of the game's expansions , demos and curios .

. But mod group Tripmine Studios are attempting to go it alone, Sourcing up Gearbox's Opposing Force expansion entirely from scratch. The name of their project? Operation Black Mesa. Wait, what?

Confusing name aside, it's looking like an accomplished upgrade of Adrian Shephard's adventures through the bowels of Black Mesa. It's certainly looks more muted than the other Black Mesa's visual shock and awe, but the lighting seems to nicely capture the underground claustrophobia of HL1's dated engine.

According to Tripmine's team leader Antonín Žoha, the multiplayer portion of the mod is due to arrive in Q1 2014, and will bring "classic modes like deathmatch, team deathmatch, capture the flag and one brand new game mode for people who are also looking for something new." There's currently no release date for the singleplayer portion.

Despite the wait, you can already vote for Operation Black Mesa on Steam Greenlight. More details are available on the project's ModDB page. Also on ModDB are details of Tripmine's other expansion overhaul, Guard Duty, a Blue Shift remake.

More Operation Black Mesa screenshots below.

From SSX To Army Of Two: The Pro Behind The Audio

You might not know the name Francois Lafleur, but this gregarious French-Canadian is the mind behind the audio in some of the most memorable games ever made.

You might not know the name Francois Lafleur, but this gregarious French-Canadian is the mind behind the audio in some of the most memorable games ever made. Defining the soundscape of the classic SSX, Need for Speed, and Skate series, Francois brought his unique flavor of sound design to Army of Two: The 40th Day and continues to expand upon his work with Army of Two: The Devil's Cartel. Watch the video below to see (and hear) the new game in action, and to see what Francois has learned through his own experience and from the talented sound teams at DICE and Visceral.

To learn more about Army of Two: The Devil's Cartel, click on the link below to enter our content hub and stay tuned throughout the month.

Planescape: Torment's spiritual successor confirmed

Of the setting, Fargo says, "The more we explored the Numenera setting, the clearer it became that it's a natural fit for a Torment game.

After much speculation, inXile's Brian Fargo has announced the team are making a new "Torment" game as the spiritual successor to Planescape: Torment.

In an interview with Rock, Paper, Shotgun, Fargo outlines their plans, and confirms the game will be worked on by Planescape designer Monte Cook, as well as key members from the original team.

What the game won't have is the Planescape setting. Instead, inXile will be using Cook's Numenera universe, developed after being successfully funded through Kickstarterback in September.

Of the setting, Fargo says, "The more we explored the Numenera setting, the clearer it became that it's a natural fit for a Torment game. And it isn't too surprising that Numenera's aesthetics work well for Torment given that Monte was a key designer for the Planescape setting."

"We won't have faeries or devils," he adds, "but we'll have diabolical creatures from far dimensions with schemes beyond human imagination. We won't have gods, but we'll have creatures who have lived for millennia with the powers of creation and destruction at their fingertips, with abilities honed over countless lifetimes."

"We won't have other planes per se, but we'll have pathways to hostile worlds and bizarre landscapes and ancient machines that catapult the players into places where the ordinary laws of nature no longer apply.”

Unsurprisingly, Kickstarter is being considered to fund the game. I'll go out on a limb and suggest that it will probably hit its target.

Steam sale targets Ubisoft this weekend

Ubisoft are having a sale on Steam this weekend, with 33% off the vast majority of games in their catalogue.

Ubisoft Steam Sale

Ubisoft are having a sale on Steam this weekend, with 33% off the vast majority of games in their catalogue. There are also daily deals - until 6pm GMT tonight you can get the Ghost Recon Complete Pack, including every game up to GRAW 2, for £6.24/$7.49.

See below for other highlights and links to our reviews.

Excellent platformer Rayman Originsfor £13.39/$20.09. Futuristic city-building sim Anno 2070for £23.44/$33.49 Driver: San Franciscofor £13.39/$20.09. Assassin's Creed: Revelationsfor £20.09/$26.79 Might & Magic Heroes VIfor £23.44/$33.49

Check out the Ubisoft publisher pagefor the full list. Anything catch your eye?

Black Mesa mod won't get Xen levels

Crowbar Collective, the creators of Half-Life remake Black Mesa, spent a few hours last night letting the internet shout questions at them until they broke down into a series of carefully crafted answers.

Xen

until they broke down into a series of carefully crafted answers. Aka, a Reddit AMA.

As part of it, the team confirmed that the Xen levels coming to Black Mesa's early access release will not be making it to the free mod version.

"It's impossible," wrote level designer Joe R. "In order to make Xen look the best it possibly can look, we need to upgrade the engine with new features. These new features will make it incompatible with the mod version."

Elsewhere, level designer Jordan F explains what exactly makes the versions incompatible. "Organic environments are not something the Source engine does particularly well," Jordan writes. "Making Xen look as good as we want it to requires lots of improvements to the way the engine handles rendering and lighting. We can't port these changes back to the mod because we don't have source code access to that engine version."

This isn't the end of mod support, however. According to Joe, the team are looking at porting bug fixes from the early access version to the mod version.

Watch The First Official Trailer For Army Of Two: The Devil's Cartel

Throughout our month of online coverage for Army of Two: The Devil's Cartel you can expect articles and videos that dive in to the details of the latest game in the series from Visceral Montreal, but if you are looking for a glimpse at the amount of explosions in the game then you've come to the right place.

for Army of Two: The Devil's Cartel you can expect articles and videos that dive in to the details of the latest game in the series from Visceral Montreal, but if you are looking for a glimpse at the amount of explosions in the game then you've come to the right place. At Gamescom 2012 EA released the first official trailer for the game that shows the predicament of the new main characters Alpha and Bravo. Keep your eyes peeled for the returning character of Rios and let us know what you think of the new game's direction.

To learn more about the game through articles and video features, click on the link to enter our hub below.

Torment sequel gets new name, prepares for crowd funding

Not content with one successful crowd-funding project , inXile are gearing up to try for a second.

, inXile are gearing up to try for a second. They've gone live with a new websitefor the Planescape: Torment spiritual sequel, which they're now calling Torment: Tides of Numenera. And rather than guess what shiny baubles and trinkets the fickle public want as backer bonuses, they're asking instead.

Right now, you can suggest ideas and vote on what rewards you'd like to see on the game's UserVoice page. Current top suggestions include a soundtrack, cloth map and digital novels based on the setting.

The Torment site's About pageprovides some light plot details ahead of the Kickstarter announcement. "Numenera's Ninth World is a fantastic vision of a world in which massive civilizations have risen and fallen - disappeared, transcended, overwhelmed, or destroyed - and left their cities, monuments, and artifacts behind.

"As each rose and fell, their achievements became part of the accumulated detritus of eons... but much of it did not decay. And now this assortment of ancient power is there for the taking, ever-present, underfoot. The humans of the Ninth World take and use what they can. They call these wonders (and horrors) the numenera.

"One of these humans discovers a way to use the numenera to grow strong, to cheat death, to skip across the face of centuries in a succession of bodies. But he discovers an unexpected side effect: You."

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Our Verdict
A beautifully animated, brilliantly scored, exquisitely judged platformer, equally modern and classic.

Having played Rayman Origins on the consoles, I'd already fallen in love with its colourful world. So coming to the PC version felt a bit like re-enacting a first date: a stupid but good-natured romantic fiction.

But just as we're getting ready to go to that pub where we met, so I can pretend to come over and offer the PC version of Rayman Origins a drink, it turns to me, and lets its dressing gown fall to the floor. I am aghast. There's just a smooth patch of skin where the DRM should be. It's never looked more beautiful.

Apart from that, this is a pixelperfect port of an inspired and downright wonderful platformer. Rayman distinguishes itself and embarrasses the competition with its visual design. The creativity that flushes through every square inch of the canvas makes Mario feel like a stage adaptation of a washing machine manual. Moreover, Rayman Origins exists comfortably in its two dimensions, the only concession to the third being understated parallax. It makes the hysterical original Sonic levels in Sonic Generations feel insecure and incoherent.

Everything about the level structure makes Rayman Origins intuitive and joyful, and every design decision has been made to test the expert without alienating the beginner. The levels vary from familiar takes on platforming staples – cloud levels and underwater levels – to such oddities as a world based on didgeridoos. Gourmand Land takes food as its theme, effortlessly spinning snowy freezer cabinets and lava levels inside an oven.

All levels are united by a deceptively simple aim: collect the small number of Electoons. Some will be in hidden areas, others won by collecting the hundreds of yellow Lums. Many of these are within easy reach, others fly out of bubbling platforms, acting as both rewards and signposts. King Lums add a touch of urgency and demand precision, doubling the value of other Lums you collect for a short time. Skull Coins are worth 25 Lums, and require the nimblest fingers and sharpest eye. To master a level, you don't have to collect every Lum, but it's so tight, you'll consider starting again if you miss one.

That's where Rayman Origins pulls its friendliest and most compulsive stroke. Each level is split into short checkpointed stages, allowing you to explore, forage and suicide-restart your way across a level. Death isn't punished, and apart from a rude turning circle when negotiating tight underwater levels, no failure feels unfair. You'll never have to return to a level later, with your new powers: everything is within grasp on the first playthrough.

The challenges vary. The bridgecrossing levels are low on hazards, but heavy on the speed-testing King Lums. The Mosquito levels transform the action into sidescrolling shoot-'em-ups, which are much more enjoyable when played on a gamepad. The optional Tricky Treasure levels are the toughest, and the only time when the game demands absolute perfection and declines to offer checkpoints. Apart from these levels, any frustration is bite-sized, manageable and deliciously compulsive. There's never a moment when you want to stop playing. With four players playing locally, it becomes enjoyably chaotic, even if the lack of online options is a bit of a lost opportunity.

Aside from a disconcertingly phallic end-of-level sequence that's as unskippable as it is frequent and overlong, everything about Rayman's arrival on PC is slick and joyful. Origins is a rare and hefty slab of uncompromised pleasure.

The Verdict

Rayman Origins

A beautifully animated, brilliantly scored, exquisitely judged platformer, equally modern and classic.

We recommend By Zergnet

Half-Life 2: Episode 4 was being developed by Arkane; now cancelled

The spies at ValveTime have unearthed some intel about a Half-Life 2: Episode 4 project that was being developed between Valve and Arkane Studios.

have unearthed some intel about a Half-Life 2: Episode 4 project that was being developed between Valve and Arkane Studios. An anonymous source provided the site with screenshots and animation tests for the now cancelled project - also known as Return to Ravenholm - showing new textures, locations and a curious new HUD element.

While we can't be 100% sure of the legitimacy of the screenshots, Valve's Marc Laidlaw confirmed the existence of the project last year. Speaking to Lambda Generation, he said, "We are big fans of Arkane and wanted to come up with a project we could work on together. We threw ideas around, they built some cool stuff, but we eventually decided that it didn't make sense to pursue it at the time."

"As I recall, we felt like a lot of the staples of Ravenholm – headcrabs and zombies! – were pretty much played out, and the fact that it would have to take place sometime before the end of Episode 2 (so as not to advance beyond where Valve had pushed the story) was a creative constraint that would hamper the project... and Arkane."

The screenshots are below, along with a video ValveTime produced collecting together all the media they received. I'm really curious about what the "Absorption" HUD counter is referring to. Any guesses?

Watch Tyler stream Titanfall at 4:15 p.m. PDT (It's over!)

While Chris finalizes his Titanfall review , the rest of the staff has also been enjoying the acrobatic war for extraterrestrial concrete (or whatever space drama it is that necessitates stomping on people with mechs).

, the rest of the staff has also been enjoying the acrobatic war for extraterrestrial concrete (or whatever space drama it is that necessitates stomping on people with mechs). Today, Tyler will bravely livestream what will either be a series of glorious victories, or the embarrassing tale of a Call of Duty dropout with dulling reflexes trying to make it on the new frontier.

Watch all our streams live and archived by following our Twitch channel.

Maxis Emeryville dev talks closure, always online and working with EA

When Electronic Arts announced the closure of SimCity 2013 studio Maxis Emeryville last week, many felt that part of their childhood was in jeopardy.

SimCity

When Electronic Arts announced the closure of SimCity 2013 studio Maxis Emeryville last week, many felt that part of their childhood was in jeopardy. While the publisher will consolidate Maxis' IP developmentto their Redwood Shores, Salt Lake City, Helsinki and Melbourne studios (therefore confirming Maxis as an entity is not under threat) the safety of the SimCity series in particular has come under scrutiny.

Reddit user ' Vertexnormal' – later confirmed by Reddit to be a legitimate former Maxis developer – has opened up about his experience working under EA. In a Reddit threadabout the closure he discussed the circumstances around SimCity's 'always online' functionality, and how slow sales for a SimCity 4 expansion affected development for the 2013 edition.

Answering to queries regarding the gap between SimCity 4 and the 2013 edition, Vertexnormal was blunt.

"Money. It all comes down to money," he wrote. "EA as a corporation doesn't share our sense of obligation out of sentimentality. Hence today's announcement.

"The long gap is probably caused by several factors. First was that the expansion for SC4 didn't print cash like The Sims was at the time. Sure it made money, but The Sims had a HUGE (I remember reading 16x) return on the investment. So it got de-prioritized to make The Sims 2. Which again made huge returns."

Despite the circumstances, Vertexnormal was diplomatic on the subject of EA itself, and his experience working with the company.

"EA is actually a great place to work these days," Vertexnormal wrote. "In the past there were difficulties (I was part of the EA Spouse/class action) but a lot of that has turned around. They really do want to retain talent and minimize layoffs.

"Not everyone shares this experience, but I haven't worked back-to-back weekends in almost a decade. EA has a really good benefits package, competitive pay, and a strong sense of progressive public responsibility. Maxis, in particular, the Sims side has what is probably the highest level of gender equality in the industry."

Meanwhile, SimCity's much derided 'always online' functionality remained due to internal policy, according to Vertexnormal. Forecasts made based on EA's greenlight gating process – and the marketing resources engaged to promote it – mean that it's very difficult for the studio to make structural changes to the game once the features have already been announced.

"At some point you go into production, which means you know what you are making, how you are going to do it, how they are going to sell it and hard numbers to back all of that up," Vertexnormal wrote.

"Some time after that, when marketing thinks it is right, they will announce the game to the public. From that point on nothing changes from the public facing. Once locked into 'online-only' there was no way of changing it. People complained that the cities were too small but there was no way to address that without compromising the numbers and forecasts when the game was sold to EA's corporate overseers. EA can't be negotiated with at this level, you can't change their mind, you REALLY have to fight to get dates changed etc."

The full post is over here, and is well worth a read for more details on EA's greenlight process and more.

Rayman Origins coming to PC on March 30

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It'll support four players locally and will be available to download from Ubisoft's Ubishop on March 30.

I hold no affection for Rayman either, but Ubisoft's latest platformer is rumouredto be extremely pretty, and pretty damn awesome. And we're getting it on PC!

on March 30. While you're waiting why not read Edge's review? They say "Origins feels like stepping into an alternate reality in which the 16 bit era evolved by increasing in fidelity, not dimensions." Sounds a bit like a holodeck episode of Star Trek The Next Generation to us.

Team Fortress 2 fan film End of the Line released

Holy. Shit.

I've watched a lot of Source Filmmaker stuff over the years. I've seen the trailerfor End of the Line about a hundred times. But now the full thing is out, and it's good. It's really good.

The community film was directed by James McVinnie, and releases alongside an End of the Line themed—containing hats, a new weapon and some new unusual effects.

I'd give a summary of the film, but why ruin the surprise? It's got a train in it, if that helps. It's also got a very distinct tone. The zanier edges of the TF2 roster have been sanded away, leaving a relatively dramatic piece that nevertheless contains more than its fair share of comedy.

Set aside 15 minutes and enjoy one of the best SFM films we'll likely see for a while.

Terraria creator asks what YOU would like to see in a possible update

It seems today is a good day to speak to the community and ask them how you should update your game.

how you should update your game. Following the news that Terrariais being ported to consoles with a bunch of new features including split-screen support, a world map and even a new final boss, developer Andrew 'Redigit' Spinks has hinted at a potential update to the PC version of the game. He's taken to the forumsto ask players what they want to see, and (at the time of writing) he's received 40 pages worth of replies.

Posing it as a hypothetical question, Spinks posted the following: "Say I am considering doing an update for the PC version of Terraria... In the event that such a thing were to take place, what would be some things that you would be interested in seeing?" Responses include "steal shamelessly from the console functionality", Steam Workshop compatibility, ropes, quicksand, better wiring and larger map types. So far, Spinks appears fond of another pet/s (possibly of the turtle variety), ocean biomes, and more holiday content.

I second the vote for Steam Workshop support, which would give the game an edge over the newer, more feature-packed console versions, and potentially soften the vitriol of those who are angry that it even exists. ALSO: a donkey. I would like a donkey. What about you?

Thanks, PCGamesN.

Microsoft buying Minecraft: Won't somebody think of the children?

The rumor that Microsoft may acquire Minecraft creator Mojang ( now upgraded to a maybe ), is an uncomfortable possibility.

), is an uncomfortable possibility. If the deal materializes, it would put a game whose spirit and mechanics are rooted in openness and tinkering in the hands of a closed, proprietary platform holder. It will put the best-selling individual PC game everin the hands of PC gaming's most obstructive opponent—a company responsible for timed exclusives, the closure of studios like Ensemble, and the mutant DRM known as Games For Windows Live ( which continues to be purged).

I don't like how naturally phrases like “in the hands of,” as if I'm describing Sauron, spring from me when describing Microsoft's relationship to PC gaming. Let me dial it back a bit: if Microsoft takes ownership of Mojang, there is some comfort in the assumption that it'd have no reason to lay a hand on the current PC version of Minecraft. There's next to no possibility that Minecraft as it's existed for years would fundamentally change. It's unimaginable that Microsoft would, as is the case in the Xbox version of Minecraft, suddenly make you pay for character skins. What is in danger, potentially, is Minecraft's future as a franchise that was born in and continues to represent some of the best ideals of PC gaming.

Minecraft's biggest contribution to PC gaming isn't that it helped to revive sandbox survival games or that it popularized the “paid pre-release” model now formalized in categories like Early Access. Minecraft's most significant impact on our platform is being the formative experience for a generation of young PC gamers.

At the risk of sounding like a propagandist, I don't think you can underestimate the value Minecraft has in being an evangelical vessel for PC gaming itself. In a period where millions of kids are gamingon ubiquitous, versatile, and relatively inexpensive phones (where they can also play a narrower version of Minecraft, of course) Minecraft presents a compelling contrast: a malleable, endless world on a big screen where you can socialize with friends, build anything, change the game to suit your playing style, and literally create your own rules.

Minecraft is an opportunity for nine-year-olds to understand the merits of server ownership.

And for some teachers, it's essentially become a modern equivalent of The Oregon Trail, with variants like MinecraftEduadapting the base game for classrooms. Put another way: Minecraft tricked schools into hosting LAN parties. You can't put a price on how valuable that is to introducing people to PC gaming; arguably no game is more positively formative. And not to champion merchandising, but when's the last time that PC gaming had a presence at Wal-Mart?

Anyone want to buy my share of Mojang so I can move on with my life? Getting hate for trying to do the right thing is not my gig. June 17, 2014

We are lucky to be able to have something like Minecraft to expose to kids. The experiences Minecraft encourages—collaboration, modding, self-authored storytelling—are gateways to some of our favorite games on PC. It cultivates a population of PC gamers I want more of: curious, creative people who are empowered to make their own fun, not passively absorb games as products.

The idea of that legacy being cut short or significantly amended by Microsoft is upsetting. Because, make no mistake, if Microsoft does have an interest in buying Mojang, it isn't for anything other than Minecraft. Scrolls, Mojang's charming strategy card game, continues to linger in pre-release, as does Cobalt, Mojang's crack at publishing another developer's project that was announced in 2011.

Anyway, my price is two billion dollars. Give me two billion dollars, and I'll endorse your crap. December 18, 2012

If Microsoft spends $2 billion to take Minecraft it will have put itself in a position to have to exploit the future of Minecraft in order to get a return on its investment. Tweets like the above (and the Bloomberg report) also hint that Notch may want to step away from Minecraft entirely, which would leave oversight of Minecraft's values as an open, moddable, and PC-first experience in unknown hands.

Spelunky has a new speedrun world record

For a long time it seemed unlikely that a new Spelunky speedrun record would ever be set.

speedrun record would ever be set. Speedrunner Spelunky Godmanaged to complete a regular playthrough (ie, not a hell run) in 1:41.499 last year, thanks to what has become a mandatory Spelunky speedrunning tool: the warp device.

But whereas Spelunky God only acquired the device in the second level of his playthrough, the new record holder D Teawas lucky enough to get it almost immediately. "In the end luck gets me further than skill," the speedrunner writes in the video's description, which shows the new 1:40.145 run in its entirety. That's only a fraction less than a second compared with the previous record holder, but it's still an impressive feat.

Of course, these runs only visit the (relatively easy) main worlds: there are players dedicated to speedrunning Spelunky's notoriously difficult Hell run too, with the record currently sitting at a smidgeon under four minutes.

In other Spelunky news, creator Derek Yu has written a book about the game, which releases this month. Look out for an interview with Yu in the coming weeks.

Three Lane Highway: the seven stages of Techies

The patch could be here tomorrow.

Three Lane Highwayis Chris' column about Dota 2.

The patch could be here tomorrow. Maybe? Hopefully. By the time you read this you'll probably know more than I do. Valve have promised Techies by the end of August; Valve have promised a lot of things. Anything - and literally nothing - is possible.

It'll probably be tomorrow. If it is, we'll finally begin the process of accepting Techies into the game. Techies, the argument goes, are going to change how pub Dota is played forever. All Pick is going to become a (literal) minefield. The old ways will be gone. It seems appropriate that a hero with a reputation for griefing should attract a seven-stage process of its own.

Shock and denial

This is how you are going to feel the first time that an enemy Techies shockingly denies themselves to secure first blood against you. It will feel cheap, at first, and unfair. Techies can achieve with a single allied Tiny what the entire Dire team normally pulls off by rushing into the Radiant jungle before the horn.

"The novelty will wear off" you'll think, when the surprise fades. "People will get bored of doing it eventually." Now you're in denial: they will not get bored. There will always be new Techies players, just as there are always new Pudge players. The future looks like an endless series of level one suicide attacks. As you stare into the flames you perceive motion, like a pair of sunglasses descending; deal with it , the fire whispers.

Pain and guilt

You'll give in eventually. Change your name and queue solo and lock Techies before anybody else can. You'll fling yourself out of the fog of war at Crystal Maiden or somebody and - boom - there's your first blood. You'll mine the side shops and feed terribly. This might make you feel a little bit better at first but then the guilt comes: you're not that guy , are you? You never used to be that guy.

Anger and bargaining

Everybody else, however, clearly is that guy. After a week of contending with Techies in pub matches the novelty has very much worn off: who do these people think they are? Why doesn't anybody want to play Dota the way it used to be? Is everybody new? You suspect that everybody is new, and say as much.

When anger doesn't achieve anything - because it has never, in the history of Dota, achieved anything - you turn to bargaining. "pls no techies" you hurriedly type at the beginning of games. "i support if no techies pls". As a gesture of good faith you pick Witch Doctor and buy wards, courier, smoke, sentries. Then, somebody notices that Techies are free and repicks their hero. You sob quietly into your single Iron Branch.

Reflection and loneliness

Perhaps it is time to simply move on: to leave solo queue for a week or two and wait for the fuss to die down. You could work on your last-hitting, perhaps, or learn a new hero. Then, the notion strikes you: what if you work on becoming a really good Techies player? Someone respectable. Somebody the kids will look up to.

And so you practice. You read guides on bomb placement and work on finding farm with that awful basic attack in bot matches. You devote yourself to the theory and craft of Techies play, and slowly you improve. But there's no life in it, no spark. You realise that, as guilty as you felt at the time, there's something innocent and carefree about throwing your life away to troll a support. You start to miss the flames, in your own way.

The upward turn

When you return to solo queue you're no longer as aggrieved by the presence of little explosive goblins. You roll your eyes knowingly both at the players who automatically pick them and the players who get angry about the same: you've been both, you've moved past both. Your time practicing the hero has given you the knowledge you need to avoid the most obvious traps, and while from time to time you find yourself wandering into a nest of mines it stings far less than it used to.

Reconstruction

You've got your Dota back. It's a little different, and sometimes people explode, but it's Dota. When Techies show up in Random Draft or Single Draft games it's an opportunity to play something a little bit unusual. You and your friends work to include Techies into your plans from time to time: when playing with a stack the hero is just another tool in the box, and not the end of the world. You watch a friend wander into a shop full of mines and laugh the long laugh of the healed.

Acceptance and hope

You have been on a long journey, Techies and you. Dota isn't quite the same as it used to be, but it's always like this, isn't it? You remember back, way back to when Spirit Breaker was added and smile. It's just like that, isn't it? Why didn't you realise? For a while, all anybody wanted to do was charge across the map as an angry-looking cosmic cow. Now, all they want to do is explode. And just like Spirit Breaker, you are probably never, ever going to see somebody pick Techies in a professional match. You will be fine.

The game settles down, and you start to wonder: what next? By this point, a month has passed - perhaps two. We are entering the autumn. You cast around for something to get hyped about all over again. Then, it hits you: where the fuck is Diretide?

To read more Three Lane Highway, click here.

Derek Yu on the state of indie and his new book about Spelunky

Derek Yu
Derek Yu is the creator of Spelunky.

Spelunky GOTY

Derek Yu is the creator of Spelunky. He was also co-creator of 2007 Metroidvania adventure Aquaria, and the 2002 freeware action adventure Eternal Daughter. He's also the writer of the book Spelunky. Maybe one day there will be a film adaptation of Spelunky. We can only hope.

The best thing about Derek Yu’s new book about Spelunkyis that it answers all the questions I’ve ever wanted to ask about his game. The worst thing about Derek Yu’s new book about Spelunky is that it leaves very few questions to ask him directly. Part indie development motivational tome, part technical retrospective, Spelunky (the book) is something fans of the game will devour in one sitting, just as I did.

Published by Boss Fight Books, Spelunky traces the game’s origins as a free-to-play browser game built in GameMaker, through to the release of the HD remake on XBLA in 2012 and PC the following year. Back then, major indies arriving on console was still a novelty, Early Access and Kickstarter weren’t yet phenomenons, and the roguelike had yet to have its unlikely revival, save for The Binding of Isaac.

Spelunky is a divisive game: those who love it sing its praises at every given opportunity, while those who dislike it do so with a belligerent, unreasonable and frankly alarming passion. When PC Gamer named it the best game of 2013, you better believe there was much handwringing involved. For those who love the game, reading about how and why the Hell Run chain was installed, or what inspired the eggplant, will be required reading. Accessible dives into the logic behind the game’s randomised dungeons is also present, as is a sort-of manifesto on Yu’s preference for game worlds that are “indifferent” to the player.

I spoke to Derek on Skype a couple of weeks ago. His book is out nowthrough Boss Fight.

PC Gamer: Was it as difficult writing a book as it was making a game?

Derek Yu: Yeah, it was pretty difficult. I mean, going into it I hadn’t written anything over a few pages long – in college I remember writing papers that were about three pages long. The sheer enormity of having to write something that long was pretty daunting. Mainly, I just realised I didn’t have as many writing tools as I thought I had – and I don’t mean keyboard. [I mean] the vocabulary, the phrases that one needs to put a book together of that length. You need to find ways of saying things that sound interesting, but you need the variety as well. The final book I think ended up being 48,000 words or something like that, so writing and having it edited by professional writers, I realised how many stock phrases and words I really rely on day-to-day. You need to come up with more interesting ways to say things. Putting your thoughts out there is one thing, but putting your thoughts into a form that reads well and is interesting is another.

Then there’s the difficulty of describing game design and gameplay using words and making it sound interesting: I’ve always had a hard time with that. In the book I started with how I would introduce Spelunky to people when I met them for the first time. That’s always been a difficult thing for me because there’s so much in the game, and boiling that down into a few sentences, even for people who are familiar with games, is hard. If you think about a lot of classic games, if you try to describe them in words for readers who have no background with them, [it can be hard]. Like Mario: you’re this little guy breaking blocks. It sounds weird and totally not fun at all. That’s probably why, when we describe games, we rely so much on “it’s X meets Y”, this is the Dark Souls of strategy games, or something like that. Because it’s so hard to describe in words what playing a video game is really like and how that’s exciting. All of that was very challenging.

PCG: Do you still play Spelunky?

DY: No, not really. I played it so much during development and immediately after release. I’d be interested in how many developers play their games. I mean, every now and again I’ll play a little bit, usually just to check something. When I was working on the book and wanted to check something, I’d play the game. You have to realise I’ve been playing Spelunky since the original freeware version in 2008, and I played it until the release of the PlayStation versions of the game. I’d been playing it non-stop.

PCG: Sometimes I think I’m done with Spelunky. I leave it for two to three months, but then something happens and I’m sucked back in.

DY: I think the other thing for me is that it still hasn’t been long enough that I can play it for fun. When I’m playing a game I’m still always a bit on edge in terms of thinking about it, wondering what’s going to go wrong, thinking about how I’d make improvements. There’s not really much I would improve with Spelunky, but the feeling that I should be looking for those things is still present. At this point if I wanted to play a video game for fun or to relax, I’m not going to play one of my own games.

Spelunky SD

Spelunky released as a freeware browser game in 2008, before getting the HD remaster treatment in 2012.

PCG: You say there’s not much you’d improve about Spelunky, but that implies there are small things. Is that true?

DY: Yeah, I don’t really think there are, to be honest. I think Spelunky as it is, is pretty set. Another thing is, as time passes even things that may have been flaws become part of the game. I could say, ‘maybe I want to improve the graphics because I’m better at drawing now’, but you start to get used to something the way it is and has been, and you don’t want to change it because the flaws become part of its character and personality. Aside from maybe some small bugs lingering in the game, I don’t think there’s anything – especially anything fundamental to the design.

PCG: Since Spelunky HD released on XBLA in 2012, Early Access has become popular. It somewhat mirrors the way you initially developed Spelunky in GameMaker, seeking feedback from the TIGsource community. Do you think the rise of Early Access is a good thing, or not?

DY: I think it’s good. I personally wouldn’t ever do Early Access. At this point I feel like I wouldn’t use it unless I really had to for some reason, because I wouldn’t want that pressure of having people watch the development as it progresses. It would be more difficult to make the decisions I need to make. It’s the same reason I probably wouldn’t do a Kickstarter: I think a lot of people do it not just for the funding but for the marketing and promotion, but I think right now, with the sales of Spelunky and Aquaria, I can fund my next game myself and choose not to go the Kickstarter route, even for the promotion. Investors make it harder, and adds more pressure – it gets people’s expectations going before you really want them to have any expectations.

Expectations are so critical. I think that people’s expectations of the remake of Spelunky, based on the original, coloured the way that they saw the game when it first came out. I think there was a significant amount of criticism of the remixed music and graphics, because people were so used to the pixel art and the original music. If that original game didn’t exist, those people who didn’t like the new graphics and music probably wouldn’t have felt the same way, without those expectations. Early Access can be great, but you need to weigh the trade-offs very carefully. For people who need the funding, or for people who need the motivation… I think it can be hard to make a game that no one will see for years. I even released the freeware version of Spelunky as a beta on TIGsource in part because I wanted the motivation. I didn’t know if it was good. But you may not need any of those things.

Spelunky

PCG: Late last year there was a lot of chatter about a so-called "Indiepocalypse", and the gist was that it’s much harder to get any exposure as an independent developer nowadays, because the market is so saturated. Do you think that’s true?

DY: It’s hard to say for me, because I’ve released Aquaria and Spelunky, and having already released some successful games really makes a huge difference. I mean, I think Jon Blow said it himself about The Witness, that because of Braid a lot of people checked it out. It is hard for me to speak on what it would be like, or what it’s like for new developers right now.

Things like Indiepocalypse and “this is the end of indie”: those kind of phrases I don’t really buy into. I think there are definitely a lot of new challenges now that indie gaming – and gaming in general – is a much larger and more diverse place. That said, I think there are a lot of benefits to that, the tools are better, and I think there are a lot more resources available for people to use to make their games, to distribute their games and to learn how to make games. I definitely don’t think indie gaming as a whole is in trouble. I think there are some new challenges but there are some new positives. I think the competition level is definitely higher, but the tools and resources are better.

PCG: Do you think there are too many games now?

DY: It’s hard for me to say “I wish that there were fewer games”. I just want to see more and more games. The more the better. It’s definitely more crowded though, and I will say that it was probably easier to get noticed when I was working on Aquaria and Spelunky. That said, it also seemed scarier then because not as many people were doing it. It felt more lonely, it felt more like… what are we doing? Is this even a legitimate thing to be doing as a career? How are we going to sell our game, and will people even want to buy it, compared to the big blockbusters? There were a lot more questions. That said, it also felt very cosy, and when you did meet other indies at GDC or wherever, it really felt like a family. Now I think there are so many more people, it definitely feels more crowded now.

Next page: Derek's favourite Spelunky character, and why deathmatch mode never caught on.

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