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Our Verdict
A gorgeous, relentlessly entertaining open-world piracy simulator packed with interesting 18th century rogues.

need to know

Expect to pay: £40 / $60
Release: Out now
Publisher: Ubisoft
Developer: In house
Multiplayer: 4 player co-op
Link: Official site

Assassin's Creed 4: Black Flagdoesn't really want to be an Assassin's Creed game, and I don't blame it. It seems keen to shrug off the oblique, convoluted lore surrounding the eon-long Assassins vs Templar power struggle, which managed to reach new peaks of ludicrousness even after that bit in the second game when you punch the Pope into unconsciousness in order to access an alien hologram. Black Flag stuffs all that into a box labelled 'whoops', throws it down a deep, dark hole and sends you on third-person free-running murder missions on the high seas instead. By Blackbeard's bushy eyebrows, that is a welcome move.

You are Edward Kenway, a rogue who loves money enough to leave his girlfriend in port and sail to the West Indies in search of a vast fortune. In the opening scenes he steals an Assassin's hooded garb and wristblades and accidentally falls in with a crowd of Templars, a team of comedy evil caricatures led by a bearded grand master and backed up by a plate armoured man-ogre who throws axes at people. They're searching for the Observatory, an ancient device that enables its user to see the location of anyone in the world at any time. The Templars want it because it'll make coups easier, the Assassins want it to stop the Templars, and Kenway wants it because it's probably the most valuable thing on the planet.

If that sounds a bit removed from piracy and plunder, don't worry. After the two-hour hand-holding tutorial section – mercifully shorter than in previous Assassin's Creed games – the Observatory is relegated to distant long-term objective status, and the story refocuses on the building of the pirate paradise of Nassau: a lawless little utopia maintained by a collection of criminals seeking respite from the attention of the law.

That means Kenway isn't exactly an Assassin. He has all the free-running, jumping and killing skills of the sect – a genetic bonus, it's implied – but his relationship with the series' morally ambiguous order of murder monks is fractious. That keeps the plot's severest absurdities at arm's length and lets you just be a pirate and do pirate things. Hang out with famous brigands like James Kidd. Watch affable rogue Edward Teach become an unhinged, scenery-chewing Blackbeard. Sail across the ocean, rob ships, fight the British, take sea forts for yourself, harpoon whales, explore large coastal cities such as Havana and raid ancient Aztec ruins for treasure. All this in a beautiful tropical open world that's at its glowing, hyper-detailed best on PC.

On land, much is familiar. Hubs such as Havana and Nassau are large, but there are no urban spaces to match the size and spectacle of Rome or Constantinople. A shame, certainly, but there's still a huge amount to explore in scattered settlements across Black Flag's massive archipelago. You'll sail between stilted pier towns tucked away in rocky alcoves, tropical islands sprinkled with treasure chests and larger townships like the manicured, orderly haven of Kingston. As always, you have to climb to high perches to scout sections of town, revealing chests, stores and sidequests in the area, the latter including a welcome increase in open-world assassination missions and warehouse raids. These place targets in open areas patrolled by British or Spanish forces and invite you to solve the problem creatively.

Such missions feel closer to the original vision for Assassin's Creed than the scripted story segments which, while much improved over Assassin's Creed III's restrictive and buggy offerings, are still rather over-reliant on lengthy follow tasks. To raid a warehouse, you must first scan the area for the key holder, pickpocket it off him (or rob his corpse) and then make your way to the door without being shot dead by elevated musket snipers and roaming guards. Stealth has been tightened up to make this more interesting. Pervasive jungle foliage offers constant cover and targets can be marked using Kenway's magic 'Eagle Vision' mode, which lets you track guards through walls – a serious advantage, yes, but you no longer have access to the silent, ranged instant-kill throwing knives that made similar challenges trivial in previous games. Instead you have the blowpipe, which can temporarily knock enemies out, or send them into a berserk rage.

The snipers are a pain, perched on high guard towers that overlook most restricted areas. They have long-range muskets that can drop you to half-health in a single shot. The blowpipe is an obvious counter, though the short duration of its sleeping effect inspired several comical races to kick its victims back into unconsciousness before they awoke. You can also hug a nearby enemy to use them as meat shield moments before a sniper pulls the trigger – another trick carried over from Assassin's Creed III.

With the addition of explosive barrels that can attract multiple enemies, and outhouses as hiding places, there's some room to get creative with your approach to these open challenges. I particularly enjoyed turning guards against one another. I used guns dropped by friendly-fire victims to pick off the snipers that killed them, shoved brutes into their own tossed grenades and then scooped up their abandoned axes to butcher crowds of lesser enemies. Your foes aren't smart, but they're fun to massacre.

You'll want to take advantage of the environment in this way a little more than in other Assassin's Creeds, as Kenway's kit has been slimmed down from previous instalments. You can pick dropped weapons from the ground and wield them expertly, but you can't carry knives or broadswords around, sadly, which put an end to my favoured assassination technique of lobbing claymores at enemies across rooftops. Instead, Edward's hidden blades, a pair of sabres and a brace of pistols are his go-to close combat problem solvers. Your one shot mini-muskets can be fired rapidly mid-combo to loudly thin out surrounding enemies, the rest are easily put down with brutal instant-death counter moves. More skilled enemies and brutes – easy to spot thanks to their size and their tendency to casually roll grenades into a fight – must first be distracted with a block-breaking move before being infinitely stabbed. Very large numbers present a challenge, but combat is mostly there to make you feel deadly. I'd like to see more tough fights with more precise strikes, and to get rid of the pointless disarm move, but fighting remains an effective and violent power trip.

There's plenty to do on Black Flag's many islands, but you'll spend half your time on the waves, on your ship, the Jackdaw. The archipelago map operates in a similar way to the smaller city ones, in that you're unable to see all of the available activities in an area until you've conquered a region's fort. Once that's done you'll be able to identify whaling spots, British and Spanish convoys and sunken shipwrecks. You can use a diving bell to travel underwater to investigate these watery remains, dodging sharks to reach the treasure within.

Sailing is lifted almost wholesale from Assassin's Creed III, with some additional concessions to accessibility. By which I mean your boat handles like a bus. Wind direction has little meaning. You can stop without dropping anchor and can magically taxi sideways into ports when docking. I say this to pop any assumptions you might have about Black Flag as an authentic sailing sim, not to suggest that it isn't good fun. Furthering the boat-bus analogy, you shift up and down through four gear settings to determine your speed. At slower speeds your ship can take tighter turns, at its highest the camera pulls out to offer a majestic view of your vessel carving through the waves. Most of the UI fades so you can see more of the ocean, and your crew start singing echoing sea shanties. You'll see no bloody gums or men overboard here. This is a romantic vision of piracy in the early 18th century, and no less absorbing for it.

In Assassin's Creed III, sailing was an experimental section, quite separate from the rest of the game. Black Flag meshes naval exploration with Assassin's Creed's traditional free-running and combat systems to excellent effect, particularly when hijacking ships and taking forts.

To take a ship you have to first reduce it to a flaming wreck using your cannon, mortar, fire-barrels and various forms of shot. Your weapons are selected contextually based on the direction you're aiming. Point the camera out of the sides of your ship, and you'll deal damage with your broadside cannon using narrowing trajectory indicators that let you arc shots over the waves. Aim past the bow and you'll fire chain shot that tears up the enemy's sails and slows their movement. Aim rearward and you'll find yourself throwing fire-barrels overboard, which serve as floating mines.

If you pulverise a vessel without sinking it, you can draw alongside and board by ordering your men to use grapple lines to pull both ships into a single battleground. Then you're free to charge the enemy deck by leaping between their interlocking masts, or with an audacious Errol Flynn rope swing.

It's an impressive technical feat, and one of the most exciting things I've done in a game this year. Considering the feature bloat of their recent games, it's a relief to see Ubisoft successfully bringing formerly disparate systems into coherent events like this. From Far Cry 3's plant collection and animal skinning to the pointless homestead-improving minigames of Assassin's Creed III, successive sequels have shipped with additional irrelevant systems while the existing ones have gone unrefined. In Black Flag such systems, like the economics model that lets you improve the Jackdaw, are far more worthwhile.

In the latter, you improve your weapons and armour using the materials and money you earn pirating. That lets you take on larger ships, which present different challenges at the naval and close combat level. Bigger ships come with advanced weaponry, and carry captains, crow's nest snipers and other tough enemies on board. As you commit more acts of piracy, your wanted level increases and you'll be pursued by hunter ships, notable for their ominous red sails. At the highest level, you can take on huge 'legendary ships' hidden around the map. It's a good economics system, designed to gate a series of escalating challenges, not to provide unnecessary padding.

Black Flag will try to waste your time a little bit, however. The ship upgrade system is good, but the sidequest that lets you send captured boats on missions around the world for monetary rewards is rubbish, supported by a painfully weak turn-based ship combat minigame. The near-future sections make an unwelcome return, and are more pointless than ever. The gormless Desmond Miles is gone. Now, in first-person, you wander around the smug offices of evil corporation Abstergo, as an employee charged with digging through Desmond's genetic memories for fun pirate moments to go in their latest entertainment product, an entertainment product, it's implied, that you are playing right now. It isn't half as clever as it thinks it is, but these bits only take up about five minutes every few hours of main-mission progression. Far Cry 3's crafting system has also been air-dropped in, which means you're obliged to hunt animals in order to skin them and use their bones to upgrade your gear, or add extra pistols to your body-holster.

That busywork is easily sidestepped in favour of the dozens of available alternative tasks. Much the same can be said of multiplayer, which returns in familiar form. As in previous editions, you can take part in up-to-eight player sessions that cast players in predator and prey roles. In predator mode you have to hunt players as they attempt to disguise themselves and hide in small city-block arenas, scoring extra points for exotic kills. As prey, you take up a hidden position and hope for the best. It's still an interesting idea for a multiplayer mode, but there aren't enough ways to bluff and counter-bluff opponents to keep it interesting for more than an hour or so, and more traditional modes such as control-point capture are too chaotic to sustain competition. There's a cooperative 'Wolfpack' mode as well, in which up to four players charge around killing labelled foes to add seconds to a rapidly expiring timer. The rush to murder enemies before your allies removes any coordination or finesse you might want to bring to each objective, which means you're not assassins, you're just a stabby mob. Multiplayer is a novel diversion for a few hours, but there's plenty more entertaining action to be getting on with in the singleplayer portion.

Whatever Assassin's Creed was trying to be in 2007, it's now buried under generations of feature creep, but that's no bad thing. Black Flag is best regarded as a collage of the games and technologies Ubisoft have cultivated over the past decade. There are strong notes of Prince of Persia in the platforming challenges of the archipelago's Aztec ruins. You can put on hunters' rags and travel the world in search of rare prey. The sailing is a great element unto itself. Some of these aspects have been bettered in other games, but by brute force, Black Flag's varied components merge beautifully to create rich and constantly interesting world.

When the tutorial section is done, the game sets you free on the ocean and places a distant objective marker on the western edge of the map. It took me four hours to reach that marker. I was drawn into a dynamic naval battle between British and Spanish forces. I navigated a storm and looted trade ships wrecked by its water twisters. I harpooned a bull shark. I docked in a curious little cove and got into a fistfight in a bar. Forget the Assassins, the Templars and their nonsense war. Loot, pillage and steal instead. The rewards are so much greater.

The Verdict

Assassin's Creed 4: Black Flag

A gorgeous, relentlessly entertaining open-world piracy simulator packed with interesting 18th century rogues.

ABOUT THE AUTHOR Tom stopped being a productive human being when he realised that the beige box under his desk could play Alpha Centauri. After Deus Ex and Diablo 2 he realised he was cursed to play amazing PC games forever. He started writing about them for PC Gamer about six years ago, and is now UK web ed.

We recommend By Zergnet

Fable 3 is still coming to PC

Lionhead Studios spoke out today to reassure PC gamers that the fantasy RPG sequel is still on the way.

Lionhead Studios spoke out today to reassure PC gamers that the fantasy RPG sequel is still on the way. Lionhead had been silent about the PC version for several months, leading to fears that the game had been cancelled, but earlier today the studio spoke out on Twitter, saying: "Fable 3 PC Version is still in development here at Lionhead so PC GAMERS don't panic. We'll announce details when we're ready to do so." There's still no news on a possible release date, but hopefully it'll be soon. The game was released on consoles three weeks ago.

Shadowrun: Hong Kong trailer explores gorgeous futuristic streets

If you like a beautifully drawn cyber-fantasy cityscape then pour the Shadowrun: Hong Kong launch trailer into your eyes for 58 seconds before being faintly reminded of Max Payne by the outro cello.

This is the Kickstarted sequel to Shadowrun Returns (74 in our review) and its excellent standalone expansion, Dragonfall (81 in our review). As is typical of the series so far, the sequel relocates to a new setting with a new crew. The sequel also features "expanded magic and cyberware" systems and an upgraded editor that will let people set their own campaigns and share them on the Steam workshop.

It's out now on Steam, but seems to be cheaper on GOGand the Humble Bundle store.

Win a free key for the Nosgoth beta

Nosgoth offers brutal PvP action in an endless war between vampires and humans.

1 1407231059

Nosgoth offers brutal PvP action in an endless war between vampires and humans. You can join as either side—utilising unique class and race-specific abilities in an asymmetrical fight between the forces of darkness, and the forces of weapon-carrying meat sacks.

The closed beta is currently live, and we can grant you access. We've got 20,000 keys for the beta to give away. All you need to do is enter your email address in the widget below before the deadline on Wednesday, 19 November at 16:30 GMT. After that, we'll email the winners with their key.

As an extra special bonus, key recipients will also get an exclusive skin.

To redeem the key, enter it on the Nosgoth code redemption pageand follow the instructions provided. To play the beta, you'll need to have Steam installed on your PC.

In addition to what's currently in the closed beta, developer Psyonix has teased the game's upcoming features. Most recently, they've provided details on the Summoner class—a race of immortal, decaying necromancers. They've also provided an early look at The Crucible, a map set deep in vampire-controlled territory. For more details, head to the game's official site.

*If you have any problems redeeming your code, visit the Nosgoth support page .

Fable III is full of British talent

There's some dazzling star quality on show in the latest development video for Fable III.

Fable III

There's some dazzling star quality on show in the latest development video for Fable III. Ben Kingsley, Stephen Fry, Simon Pegg and John Cleese all make an appearance to give some insight into the characters you'll be meeting in your fight to overthrow the evil King Logan. Video below.

Ben Kingsley says that video games "have to become part of the actor's vocabulary. We have to join in or perish," which is exactly the kind of melodrama I'm looking for in my Fable characters. Meet the rest of the superb, if very British cast in the trailer below.

Shadowrun: Hong Kong is out next month

Shadowrun: Hong Kong—Harebrained Schemes' third Shadowrun RPG—has a release date, announced on the second anniversary of Shadowrun Returns.

The Shadowrun: Hong Kong Kickstarter was launched at the start of the year, and generated over $1.2 million for its developers. The project, and the many, many stretch goals it achieved, will now be delivered next month, on August 20.

The game is an RPG set in the cyberpunk Shadowrun setting—a place where magic and technology collide. Shadowrun Returns was a little rough around the edges, but it's follow-up, Shadowrun: Dragonfall, was a confident sequel. Hopefully this latest look at that world will continue to build on the series' strengths.

To mark the occasion, Harebrained has released a bunch of screenshots and gifs. You'll find them below.

Shadowrun1

Shadowrun2

Shadowrun3

Shadowrun4

Shadowrun5

Shadowrun6

Get free access to the Nosgoth beta

Not long ago we gave away 20,000 keys for the closed beta of Nosgoth—a multiplayer game set during an endless war between humans and vampires (which the vampires really ought to win, given their natural endlessness).

Nosgoth 2

Not long ago we gave away 20,000 keys for the closed beta of Nosgoth—a multiplayer game set during an endless war between humans and vampires (which the vampires really ought to win, given their natural endlessness). The keys went faster than black puddings in a vampire rave, so we're back with 10,000 more! Pick a side and kill the other for justice and lols.

To get a key, simply enter your email address in the widget below . The keys will be raffled off in three days on Friday December 5 to 10,000 randomly selected email addresses. They'll even unlock an exclusive in-game skin for you. Good luck!

If you win a key, you can redeem it by typing it into the Nosgoth key redemption page. If you have any trouble redeeming your key, find help on the Nosgoth support page.

In addition to what's currently in the closed beta, developer Psyonix have recently been offering fans a sneak peek at upcoming features including details on the Summoner class—a race of decaying necromancers. They've also provided an early look at The Crucible, a map set deep in vampire-controlled territory. For more details, head to the game's official site.

Jump to Section:Best Price

Comments
Our Verdict
A gorgeous, relentlessly entertaining open-world piracy simulator packed with interesting 18th century rogues.

need to know

Expect to pay: £40 / $60
Release: Out now
Publisher: Ubisoft
Developer: In house
Multiplayer: 4 player co-op
Link: Official site

Assassin's Creed 4: Black Flagdoesn't really want to be an Assassin's Creed game, and I don't blame it. It seems keen to shrug off the oblique, convoluted lore surrounding the eon-long Assassins vs Templar power struggle, which managed to reach new peaks of ludicrousness even after that bit in the second game when you punch the Pope into unconsciousness in order to access an alien hologram. Black Flag stuffs all that into a box labelled 'whoops', throws it down a deep, dark hole and sends you on third-person free-running murder missions on the high seas instead. By Blackbeard's bushy eyebrows, that is a welcome move.

You are Edward Kenway, a rogue who loves money enough to leave his girlfriend in port and sail to the West Indies in search of a vast fortune. In the opening scenes he steals an Assassin's hooded garb and wristblades and accidentally falls in with a crowd of Templars, a team of comedy evil caricatures led by a bearded grand master and backed up by a plate armoured man-ogre who throws axes at people. They're searching for the Observatory, an ancient device that enables its user to see the location of anyone in the world at any time. The Templars want it because it'll make coups easier, the Assassins want it to stop the Templars, and Kenway wants it because it's probably the most valuable thing on the planet.

If that sounds a bit removed from piracy and plunder, don't worry. After the two-hour hand-holding tutorial section – mercifully shorter than in previous Assassin's Creed games – the Observatory is relegated to distant long-term objective status, and the story refocuses on the building of the pirate paradise of Nassau: a lawless little utopia maintained by a collection of criminals seeking respite from the attention of the law.

That means Kenway isn't exactly an Assassin. He has all the free-running, jumping and killing skills of the sect – a genetic bonus, it's implied – but his relationship with the series' morally ambiguous order of murder monks is fractious. That keeps the plot's severest absurdities at arm's length and lets you just be a pirate and do pirate things. Hang out with famous brigands like James Kidd. Watch affable rogue Edward Teach become an unhinged, scenery-chewing Blackbeard. Sail across the ocean, rob ships, fight the British, take sea forts for yourself, harpoon whales, explore large coastal cities such as Havana and raid ancient Aztec ruins for treasure. All this in a beautiful tropical open world that's at its glowing, hyper-detailed best on PC.

On land, much is familiar. Hubs such as Havana and Nassau are large, but there are no urban spaces to match the size and spectacle of Rome or Constantinople. A shame, certainly, but there's still a huge amount to explore in scattered settlements across Black Flag's massive archipelago. You'll sail between stilted pier towns tucked away in rocky alcoves, tropical islands sprinkled with treasure chests and larger townships like the manicured, orderly haven of Kingston. As always, you have to climb to high perches to scout sections of town, revealing chests, stores and sidequests in the area, the latter including a welcome increase in open-world assassination missions and warehouse raids. These place targets in open areas patrolled by British or Spanish forces and invite you to solve the problem creatively.

Such missions feel closer to the original vision for Assassin's Creed than the scripted story segments which, while much improved over Assassin's Creed III's restrictive and buggy offerings, are still rather over-reliant on lengthy follow tasks. To raid a warehouse, you must first scan the area for the key holder, pickpocket it off him (or rob his corpse) and then make your way to the door without being shot dead by elevated musket snipers and roaming guards. Stealth has been tightened up to make this more interesting. Pervasive jungle foliage offers constant cover and targets can be marked using Kenway's magic 'Eagle Vision' mode, which lets you track guards through walls – a serious advantage, yes, but you no longer have access to the silent, ranged instant-kill throwing knives that made similar challenges trivial in previous games. Instead you have the blowpipe, which can temporarily knock enemies out, or send them into a berserk rage.

The snipers are a pain, perched on high guard towers that overlook most restricted areas. They have long-range muskets that can drop you to half-health in a single shot. The blowpipe is an obvious counter, though the short duration of its sleeping effect inspired several comical races to kick its victims back into unconsciousness before they awoke. You can also hug a nearby enemy to use them as meat shield moments before a sniper pulls the trigger – another trick carried over from Assassin's Creed III.

With the addition of explosive barrels that can attract multiple enemies, and outhouses as hiding places, there's some room to get creative with your approach to these open challenges. I particularly enjoyed turning guards against one another. I used guns dropped by friendly-fire victims to pick off the snipers that killed them, shoved brutes into their own tossed grenades and then scooped up their abandoned axes to butcher crowds of lesser enemies. Your foes aren't smart, but they're fun to massacre.

You'll want to take advantage of the environment in this way a little more than in other Assassin's Creeds, as Kenway's kit has been slimmed down from previous instalments. You can pick dropped weapons from the ground and wield them expertly, but you can't carry knives or broadswords around, sadly, which put an end to my favoured assassination technique of lobbing claymores at enemies across rooftops. Instead, Edward's hidden blades, a pair of sabres and a brace of pistols are his go-to close combat problem solvers. Your one shot mini-muskets can be fired rapidly mid-combo to loudly thin out surrounding enemies, the rest are easily put down with brutal instant-death counter moves. More skilled enemies and brutes – easy to spot thanks to their size and their tendency to casually roll grenades into a fight – must first be distracted with a block-breaking move before being infinitely stabbed. Very large numbers present a challenge, but combat is mostly there to make you feel deadly. I'd like to see more tough fights with more precise strikes, and to get rid of the pointless disarm move, but fighting remains an effective and violent power trip.

There's plenty to do on Black Flag's many islands, but you'll spend half your time on the waves, on your ship, the Jackdaw. The archipelago map operates in a similar way to the smaller city ones, in that you're unable to see all of the available activities in an area until you've conquered a region's fort. Once that's done you'll be able to identify whaling spots, British and Spanish convoys and sunken shipwrecks. You can use a diving bell to travel underwater to investigate these watery remains, dodging sharks to reach the treasure within.

Sailing is lifted almost wholesale from Assassin's Creed III, with some additional concessions to accessibility. By which I mean your boat handles like a bus. Wind direction has little meaning. You can stop without dropping anchor and can magically taxi sideways into ports when docking. I say this to pop any assumptions you might have about Black Flag as an authentic sailing sim, not to suggest that it isn't good fun. Furthering the boat-bus analogy, you shift up and down through four gear settings to determine your speed. At slower speeds your ship can take tighter turns, at its highest the camera pulls out to offer a majestic view of your vessel carving through the waves. Most of the UI fades so you can see more of the ocean, and your crew start singing echoing sea shanties. You'll see no bloody gums or men overboard here. This is a romantic vision of piracy in the early 18th century, and no less absorbing for it.

In Assassin's Creed III, sailing was an experimental section, quite separate from the rest of the game. Black Flag meshes naval exploration with Assassin's Creed's traditional free-running and combat systems to excellent effect, particularly when hijacking ships and taking forts.

To take a ship you have to first reduce it to a flaming wreck using your cannon, mortar, fire-barrels and various forms of shot. Your weapons are selected contextually based on the direction you're aiming. Point the camera out of the sides of your ship, and you'll deal damage with your broadside cannon using narrowing trajectory indicators that let you arc shots over the waves. Aim past the bow and you'll fire chain shot that tears up the enemy's sails and slows their movement. Aim rearward and you'll find yourself throwing fire-barrels overboard, which serve as floating mines.

If you pulverise a vessel without sinking it, you can draw alongside and board by ordering your men to use grapple lines to pull both ships into a single battleground. Then you're free to charge the enemy deck by leaping between their interlocking masts, or with an audacious Errol Flynn rope swing.

It's an impressive technical feat, and one of the most exciting things I've done in a game this year. Considering the feature bloat of their recent games, it's a relief to see Ubisoft successfully bringing formerly disparate systems into coherent events like this. From Far Cry 3's plant collection and animal skinning to the pointless homestead-improving minigames of Assassin's Creed III, successive sequels have shipped with additional irrelevant systems while the existing ones have gone unrefined. In Black Flag such systems, like the economics model that lets you improve the Jackdaw, are far more worthwhile.

In the latter, you improve your weapons and armour using the materials and money you earn pirating. That lets you take on larger ships, which present different challenges at the naval and close combat level. Bigger ships come with advanced weaponry, and carry captains, crow's nest snipers and other tough enemies on board. As you commit more acts of piracy, your wanted level increases and you'll be pursued by hunter ships, notable for their ominous red sails. At the highest level, you can take on huge 'legendary ships' hidden around the map. It's a good economics system, designed to gate a series of escalating challenges, not to provide unnecessary padding.

Black Flag will try to waste your time a little bit, however. The ship upgrade system is good, but the sidequest that lets you send captured boats on missions around the world for monetary rewards is rubbish, supported by a painfully weak turn-based ship combat minigame. The near-future sections make an unwelcome return, and are more pointless than ever. The gormless Desmond Miles is gone. Now, in first-person, you wander around the smug offices of evil corporation Abstergo, as an employee charged with digging through Desmond's genetic memories for fun pirate moments to go in their latest entertainment product, an entertainment product, it's implied, that you are playing right now. It isn't half as clever as it thinks it is, but these bits only take up about five minutes every few hours of main-mission progression. Far Cry 3's crafting system has also been air-dropped in, which means you're obliged to hunt animals in order to skin them and use their bones to upgrade your gear, or add extra pistols to your body-holster.

That busywork is easily sidestepped in favour of the dozens of available alternative tasks. Much the same can be said of multiplayer, which returns in familiar form. As in previous editions, you can take part in up-to-eight player sessions that cast players in predator and prey roles. In predator mode you have to hunt players as they attempt to disguise themselves and hide in small city-block arenas, scoring extra points for exotic kills. As prey, you take up a hidden position and hope for the best. It's still an interesting idea for a multiplayer mode, but there aren't enough ways to bluff and counter-bluff opponents to keep it interesting for more than an hour or so, and more traditional modes such as control-point capture are too chaotic to sustain competition. There's a cooperative 'Wolfpack' mode as well, in which up to four players charge around killing labelled foes to add seconds to a rapidly expiring timer. The rush to murder enemies before your allies removes any coordination or finesse you might want to bring to each objective, which means you're not assassins, you're just a stabby mob. Multiplayer is a novel diversion for a few hours, but there's plenty more entertaining action to be getting on with in the singleplayer portion.

Whatever Assassin's Creed was trying to be in 2007, it's now buried under generations of feature creep, but that's no bad thing. Black Flag is best regarded as a collage of the games and technologies Ubisoft have cultivated over the past decade. There are strong notes of Prince of Persia in the platforming challenges of the archipelago's Aztec ruins. You can put on hunters' rags and travel the world in search of rare prey. The sailing is a great element unto itself. Some of these aspects have been bettered in other games, but by brute force, Black Flag's varied components merge beautifully to create rich and constantly interesting world.

When the tutorial section is done, the game sets you free on the ocean and places a distant objective marker on the western edge of the map. It took me four hours to reach that marker. I was drawn into a dynamic naval battle between British and Spanish forces. I navigated a storm and looted trade ships wrecked by its water twisters. I harpooned a bull shark. I docked in a curious little cove and got into a fistfight in a bar. Forget the Assassins, the Templars and their nonsense war. Loot, pillage and steal instead. The rewards are so much greater.

The Verdict

Assassin's Creed 4: Black Flag

A gorgeous, relentlessly entertaining open-world piracy simulator packed with interesting 18th century rogues.

ABOUT THE AUTHOR Tom stopped being a productive human being when he realised that the beige box under his desk could play Alpha Centauri. After Deus Ex and Diablo 2 he realised he was cursed to play amazing PC games forever. He started writing about them for PC Gamer about six years ago, and is now UK web ed.

We recommend By Zergnet

We're in the midst of an explosion for arcade-style casual games for all kinds of audiences. But while

the massive mobile and social gaming platform was taking its time to proliferate, a small family of mainstays have been capturing millions for years: Even people who don't play games play Windows' Solitaire and Minesweeper . The iconic games come bundled with Microsoft operating systems, and it's hard to find a computer user who's never played one.

Reinventing Minesweeper : It was almost purple

The iconic games come bundled with Microsoft operating systems, and it's hard to find a computer user who's never played one. But with upcoming Windows 8, Microsoft decided it was time to bring its classics, along with the relatively more recent Mahjongg , up to date and into step with the changing face of games for everyone.

For that goal, the company turned to its longtime casual and social gaming partner Arkadium; earlier this year Microsoft announced a multi-year partnershipwith the company to work specifically on titles for Microsoft's platforms.

"We'd been working for Microsoft for years with The Zone and MSN Messenger," explains Tammy Manganello, senior vice president of Arkadium's Microsoft Games For Windows-dedicated group. "We were approached initially to update Solitaire, Minesweeper , and Mahjongg and give them a fresh new look... what an opportunity."

At first the team planned to do a simpler sort of refresh of the games for Windows 7. But further into the process, the team learned they'd actually have to think ahead to Windows 8. "You're faced with the challenge of making an ancient game fresh and exciting without taking away what it is," Manganello explains.

With Minesweeper , its little gray window and simplistic flags and happy faces are unforgettable. "But those graphics? As retro as they are at this point, we were like, 'wow... what can we do with that ?'" Manganello says. "Everybody wanted the same thing, something where you could look at it and say, 'Ooh, I want to play that.' It should be juicy, it should be engaging, and it shouldn't make your eyes hurt."

One issue on the table is that Minesweeper , with its stark numbers and gray palette, would probably be visually out of place in an industry of games designed to be tactile and appealing to an audience that developers now understand includes at least half women players. "It's so techy and geeky in some ways," Manganello says. "But we weren't going to go down a path where we were like, 'Oh, let's put unicorns and rainbows.'"

Though specific audience data isn't disclosed, the Minesweeper audience does skew more male, Manganello says, while Solitaire splits fairly evenly down the middle. There was a completely-purple version of Minesweeper under consideration, she tells us. It didn't stick: "It was just too purple," she reflects.


"One thing Microsoft really stressed in the beginning, and throughout the process, was we had to be true to these games and their core audience," she says "You're not going to change the game of Solitaire or Minesweeper , but we wanted to give the people who had been playing it all these years something new."

Arkadium's Minesweeper update aimed to keep the metallic, "techno" feel, but update it to something "sleek, techno, and shiny." But in part with the less traditionally-masculine demographic in mind, one thing the team did was add an additional visual mode: Ladybugs.

"It's ladybugs in a green grass field, and it's completely adorable," Manganello enthuses. "The ladybugs dance, animate and fly away, and it feels really special... it's beautiful and engaging, and we hope it'll expand the female audience."

Focusing only on the necessary design elements: Marking flags, undoing moves, and proceeding to the next level while keeping things simple helped streamline the overall "clean and fluid" experience the Arkadium team aimed for, she says.

The process began with company-wide brainstorms across all disciplines just to try to pin down the key elements that identify each of the three games Arkadium was tasked with renewing. There were also artist challenges, competitions to introduce unexpected new designs. That, in addition to extensive internal and external playtesting, helped with a slow and iterative discovery process, she explains.

In most ways Solitaire was an easier task. Interestingly, though, most people who casually play the card game are playing the version called Klondike. There are four additional variations, which in order of popularity are Spider, Pyramid, Free Cell, and Tripeaks. Arkadium's upcoming Solitaire version will offer all of them, along with tutorials -- a feature that hasn't been seen in previous updates.


The classic "bouncing cards" animation that greets players who win a game of Windows Solitaire ? It won't be there in the October release, but will be added in at a later date. It's so closely associated with the experience that a pair of Norwegian artists have recreated it in sculpture.

"No character is going to ride out or anything, but the cards are beautiful, the backgrounds are beautiful, and we have all the themes and variations," says Manganello. "We wanted to be really true to these games as they are and how people know them, and keep the important information."

This week's winners

That's all she wrote ladies and gentlemen, the fat lady has sung.

Might and Magic figure

That's all she wrote ladies and gentlemen, the fat lady has sung. I'm closing the curtain on two weeks of massive giveaways and declaring the winners of all four of our currently running competitions.

So if you entered into the competitions for the Cyborg Rat, the Steelseries keyboards, Battlefield 3 or the Might and Magic figure, check inside to see if you've been successful.


Cyborg Rat and Vindictus Cash

We offered youa brand new Cyborg R.A.T. 7 albino gaming mouse, a set of Cyborg ambX gaming lightsand a bunch of Vindictus cash, asking you to design an over the top PC gaming peripheral to enter. There were some fantastic entries in this one, and I'm sad I can't give you all a prize, but only two could win:

First prize went to Chumbaniya and his 'helping hand' which performs a gentlemenly handshake with your opponent, bringing respect back into the gaming arena, quite so! He who wins the mouse, lights and 10,000 NX cash, congratulations!

Second prize goes to SilentViolence for his APE Automatic Performance Enhancer, which sends hordes of monkeys in front of your guns to boost your kill/death ration and convince you all your expensive perepherals are worthwhile. He wins 10,000 NX cash to spend in Vindictus. Well done sir!

If you've won, send a message to our Competitionsinbox on the forums with your Address (in the case of NAME) and Vindictus username, and we'll see you money debited into your account.


Steelseries and Runes of Magic giveaway

We gave awaya bundle of Steelseries and Runes of Magic goodies, asking you how you'd use keyboard shortcuts in the real world. I learnt a lot of new shortcuts judging this one:

First prize went to Pynkfloyd , who plans to bash F8 on startup to enter safe mode. I can only assume he believes in re-incarnation, or he's already missed his shot. Thankfully he wasn't too late to win a Steelseries Shift Keyboardwith MMO Accessory, a Steelseries Siberia headsetand a Runes of Magic Mousemat.

Second place was fraznn23 who planned to use Ctl B to stand out from the crowd. He gets a all of the above, minus the headset.

Meanwhile runners up Zulu , ChickenMcFail , and penzziz win a Runes of Magic mousemat each.

Winners could send a message to our Competitionsinbox with their name and address so that we can mail you your prizes.


Battlefield 3 gaming lights giveaway

EA gave us a copy of Battlefield 3, a set of , a set of Cyborg ambX gaming lightsand a copy of the Battlefield 3 novel by Andy McNab to give away. In return we asked you to tell design us a battlefield to fight on.

A few people suggested turning the ongoing Battlefield and Call of Duty rivalry into a map, but RedTop89 's attempt, which sees players capturing retail outlets in order to generate sales from their fans was the most imaginative attempt.

Just drop us a line at the Competitionsinbox with your address and we'll put your prizes in the post.


Might and Magic Heroes VI figurine giveaway

We got an enormous angel figurine for Might and Magic Heroes VI, so we decided to give it away to you guys! We asked you to design us a game about angels, and your imaginations ran wild.

There can only be one winner however, and that winner was Southpaw , whose artsy game 'Free Will' sees you as an Angel sent to judge crimes on earth, facing the moral choice whether or not to use your powers to interfere with the freedom of mortals.

Congratulations Southpaw! Send your name and address to our Competitionsinbox and we'll send you massive prize.

That's a wrap folks, if you didn't win, unlucky. We'll be launching far more competitions in the coming weeks, so keep your eyes peeled and your wits sharp.

Assassin's Creed IV: Black Flag lead writer doubts series will take place in present day

Following the release of their tribute to the pirate life, a handful of Assassin's Creed IV: Black Flag developers took to Reddit and addressed a few burning questions from fans.

and addressed a few burning questions from fans. They avoided addressing where Ubisoft would take the series post-Black Flag, but that didn't stop them from sharing where they thought the series wasn't going.

Lead Writer Darby McDevitt had a hard time believing Ubisoft would set an entire AC game in the present. “I doubt we would do a modern day AC," he writes. “There are just too many mechanics we would have to develop to make it believable... vehicles, plausible modern cities, a huge array of ranged weapons, etc. The modern day will most likely remain as a 'context' for all future games, something to tie them all together.”

McDevitt also noted that recently delayed Watch Dogswould help “scratch the itch” for players interested in a modern day Assassin's Creed. We'll have to wait until spring 2014to see if that's actually the case.

Shadowrun: Dragonfall Director's Cut coming next month

Shadowrun Returns' Dragonfall expansion was a huge improvement over the main campaign, so it was a little frustrating that you were required to fork out for Returns in order to play it, particularly when it only shared a setting with the original game.

over the main campaign, so it was a little frustrating that you were required to fork out for Returns in order to play it, particularly when it only shared a setting with the original game. As mentioned last month, the situation is thankfully about to change, with a new standalone version of Dragonfall that will be available for free to existing owners (and Kickstarter backers). A few more details have just come to lightabout what the new version entails, and it sounds like there will be a fair bit of additional content on offer, plus changes to the combat system and interface. There is also a release date: 18th September.

New missions, new music, a revamped interface and combat system, and swisher visual effects are the order of the day here, along with a new armour system that will be detailed in a developer diary before release. You can see the new interface below, complete with sexy, sexy toolbars that no longer require you to click through to access your other weapons or abilities.

Another interesting titbit: the original, expansiony version of Dragonfall will be removed from sale (but not from your game library) when this new version releases, for the same price of $14.99. As such, there will also be a new Steam Workshop page to go along with it. Devs Harebrained Schemes will provide details on how to change your mods so they'll be compatible with the new editing tools—the Kickstarter's updates bitis likely where that info'll be posted.

Ta, Blue's News.

Vindictus - King of the Gnolls update out today [Giveaway]

Uncover the truth behind the Gnoll's attack in Perilous Ruins with Vindictus' newest update, King of the Gnolls.

vindictus gnoll king 01thumb

Uncover the truth behind the Gnoll's attack in Perilous Ruins with Vindictus' newest update, King of the Gnolls. Featuring new dungeons, enemies, armors, skills, and a higher level cap, hop onto the unlocked fourth boat and sail off to the new lands.

Contest : See how you can win one of three Vindictus Polar Bear hoodies below!


Level Cap:

The level cap for all characters has been increased to 44.


Two new dungeons:

Ruins of Sancity

The Ruins of Sanctity is overgrown with vegetation thanks to the frequent rain. Even the strongest warriors will feel a sense of dread from the perpetual gloom that haunts the ruins.

The Prairie Entrance

Wide-open spaces and dangerous traps fill the arid landscape of Prairie Entrance.


Skills: Large Shield Mastery - Allows you to equip large shields. Large shields are heavy but have very high defense. Smash attacks can be blocked by using Heavy Stander while equipped with a large shield. You cannot counterattack while equipped with a large shield. Lightning Fury - Destroys nearby enemies with an additional attack after Gliding Fury. Alchemy: Create Golem - Uses Alchemy to create Golems. Golems attack enemies for a fixed period of time. You take damage when your Golem is attacked. If you become incapacitated, your golem dies.

Enemies:

A new clan of Gnolls Deadly new spiders Giant toads Goliath Dim Gray Warchief Black Scar
Weapons:

The weapons system has been updated. All weapons now have 3 additional stats Balance, Critical, and ATK Speed.

Balance - This new attribute will determine the range of damage the weapon inflicts. In other words each weapon's damage will vary based on the Balance of it. For example, if a weapon's balance is 80, it will have a chance to inflict between 80% - 100% of total damage. Critical - Determines the chance for a critical hit. Critical rates for weapons will add to the existing critical rates characters have. Please note that critical rates can be increased by various means such as the “Critical Hit” skill and the character's “WIL”. Attack Speed - Weapons speeds will vary from Slow, Normal, and Fast.
Armor

New armors and under-armors gives players a new way to outfit their characters.

Chat Spam Prevention

A new chat system has been implemented. This system will temporarily block the chat of those trying to spam in the general chat window.

Vindictus Giveaway : We have three Polar Bear Vindictus hoodies to give away. They are quite warm, fluffy, and makes a bold fashion statement to everyone around you. Read below for how to win.

In the comments below, detail which monster and what part of their body you would wear in real life. Where would you show off your new glamorous atire? The best responses by 3pm PST, December 2, 2010 will be selected and notified by email.

This contest is open to U.S. residents only.

Assassin's Creed 4: Black Flag trailer targets multiplayer features

Over the course of the last few months, Ubisoft have released what seems like every single scene from Assassin's Creed 4: Hooray for Pirates!

in an unstoppable parade of trailers. Having run out of campaign chum to throw into the waters, they've turned to the multiplayer, providing a quick run down of its features, modes and customisation options.

Okay, so there's no open sea boat showdowns, and that's something of a disappointment, but the series' multiplayer has always been one of the better superfluous online attachments to a primarily singleplayer game. Taking the basic form of the Hunted game type - as seen in The Ship - you get to hide in plain sight among an assortment of AI identiclones, tricking fellow players and attempting to assassinize your chosen prey. This version seems to add more layers onto that, with the demoed mission involving some CTF fluff.

The ability to tailor your own game types seems like a nice addition, although whether it works in practice is another matter. While the showcased style - only guns - sounds insufferable, the opportunity to reduce all the extraneous abilities and weapons in favour of a purer stealth game type sounds appealing. Because, if you remember, this was once a series about stabbing people. Or about being a bartender strapped into a virtual reality history-'em-up. I forget.

Assassin's Creed 4: Black Flag is already out on the consoles. We'll be getting it on November 21st.

Harebrained Schemes reveals Shadowrun: Hong Kong

[ Remarkably, the Shadowrun: Hong Kong Kickstarter has achieved its goal in less than two hours.

Remarkably, the Shadowrun: Hong Kong Kickstarter has achieved its goal in less than two hours. It was sitting at $113,000 at last look, but given the speed at which that figure is climbing, it will almost certainly be well past that mark by the time you read this.]

The Kickstarter campaign for Shadowrun: Hong Kong, teasedby developer Harebrained Schemes over the holidays, is now underway. HBS co-founder Jordan Weisman said the new destination was an easy choice, since it lost out by just a hair's breadth to Berlin as the setting for Shadowrun: Dragonfall. It's also a very "different, dynamic place," with unique creatures, supernatural elements and other gameplay components that will set it apart from the previous games.

One of the most notable changes being made for Shadowrun: Hong Kong is the implementation of "wild magic," something Harebrained said will "dramatically change the gameplay, with some unexpected results" for players who wield magic while standing on ley lines—confluences of great power that, in the previous games, increased spell accuracy and damage, while decreasing cooldown times. Shadowrun: Hong Kong will also incorporate the concept of " guanxi," the player's network of influence, relationships, and "face," which Harebrained co-founder Mitch Gitelman described as "basically a meter of your reputation. Reputation is very important here, and we're going to be modeling that as well."

Shadowrun Hong Kong

He also emphasized that increased effort is being put into the storytelling and role-playing aspects of Shadowrun: Hong Kong over its predecessors. Dragonfall was a big improvementon Shadowrun Returns in that regard, and he said the new game will take it even further: The studio is focused on making it even less linear, and on opening the world up to exploration earlier in the game.

"Shadowrun Returns was a combination of building the engine, the tools, and the game. It was our first outing with our toolset," Weisman said. "I think the audience saw and appreciated the big step between Shadowrun Returns and Dragonfall, and then Dragonfall Director's Cut, and the process of maturing into our own toolset, and really how to tell stories with all these tools we've created. And now what we're excited about is being able to take advantage of everything we've learned in Dragonfall and raise the bar one more time."

Unlike the previous games, Shadowrun: Hong Kong is not being made for tablets. That will allow the developers to take more advantage of the power of PCs than prior efforts, and while Harebrained is "not targeting Dragon Age," as Weisman put it, we can expect a better-looking game.

Unfortunately for players attached to their Berlin crews, importing characters from Dragonfall isn't going to be possible: Each game in the series is designed to be a self-contained experience, and even with the difficulty turned up, bringing in a seasoned crew from Dragonfall would throw things wildly out of whack. Hong Kong will include a full-featured editor, however, giving players access to the same tools and resources, including new characters and tilesets, used by the developers.

Shadowrun Hong Kong

As much as the game has changed, so has the Kickstarter campaign. Shadowrun: Returns was funded entirely by fans, but this time the studio is funding the development on its own, and in fact Shadowrun: Hong Kong is already well into development. The Kickstarter campaign is essentially all stretch goals, although Gitelman said the studio isn't thinking of them as stretch goals so much as just "more stuff." Pledging works the same way as usual, with various tiers and attendant rewards, but the more the Kickstarter exceeds its base goal of $100,000, the more the base game will be expanded.

"What we're going to Kickstarter with is a collection of things which are outside the scope of our budget, that we think would be very cool to add, and if players do too, and back us, then we'll be adding additional features to the game. The game that we're currently budgeted for is about 12 hours and will have the same quality of gameplay and storytelling you saw in Dragonfall Director's Cut, but with this very unique Hong Kong flavour and a brand new story, brand new runners, and so on," Weisman said. "Depending on which additional features are added via the Kickstarter, the total length of the game could hit about 20 hours."

"We're making this game. We're passionately making this game. We've got a story we really want to tell, and the reason we're going to Kickstarter is just so we can do 'bigger and more'," Gitelman added. "More personal missions, we want to add in-game animatics to increase our storytelling repertoire, we have increased crewmembers that can be unlocked through Kickstarter – people reacted really positively to the crew that you got in Dragonfall, and we're going to be doing even more of that and making them really interesting, with motivations that may not always sync up."

The Shadowrun: Hong Kong Kickstarter is live now and runs until February 17. The game itself is expected to be ready for release by mid-2015.

Shadowrun Hong Kong

Vindictus trailer teases Xtreme Edition, EU closed beta landing in September

[bcvideo id="1100181411001"]
Free-to-play action MMO Vindictus is heading to Gamescom, where the faster, deadlier Xtreme Edition will be playable on the show floor.

Free-to-play action MMO Vindictus is heading to Gamescom, where the faster, deadlier Xtreme Edition will be playable on the show floor. Nexon have released the trailer above to prepare us for the Source-powered violence that will be hitting Cologne next week. Nexon also announce that they're planning to launch a European closed beta in September, shortly after the conclusion of the conference. To find out more about Vindictus, check out the official Vindictus website. Nexon will update the site with their closed beta plans closer to launch.

Giveaway: Win an Asus gaming notebook and Assassin's Creed IV

Want to sail the high seas in style?

Want to sail the high seas in style? We're giving away an ASUS ROG G75JH gaming notebook and a copy of Assassin's Creed IV: Black Flagto one lucky buccaneer. All you have to do to enter is fill out a quick survey, and like PC Gamer and Asus on Facebook. U.S. residents only.

You can submit your entry any time between now and November 8 at Midnight Pacific. The machine you could walk away with features a beastly 24 GB of RAM, a Core i7-4700HQ, and a 4GB GeForce GTX 780M. In other words, Captain Kenway is going to look mighty fine.

One entry is allowed per user. Abstergo employees are not eligible for this promotion. To read more about Asus' ROG line, check out the official site.

Shadowrun: Hong Kong Kickstarter ends, "second chance" campaign begins

The Shadowrun: Hong Kong Kickstarter blew past the magic million mark a couple of days ago , but pledges continued to roll in and ultimately pushed the "co-funding" effort to just over $1.2 million—more than 12 times its original goal.

Shadowrun Hong Kong

, but pledges continued to roll in and ultimately pushed the "co-funding" effort to just over $1.2 million—more than 12 times its original goal. Harebrained Schemes isn't walking away from the money fountain just yet though.

Gamers who weren't able to contribute to the Kickstarter for one reason or another, or somehow managed to not hear about it until right now , can still throw money at the game by preordering through Backerkit. Fewer reward tiers are available but there's still a decent range of prices, running from $15 to $150.

The "second chance" campaign doesn't offer stretch goals, but that's okay because there are no more stretch goals left: The Kickstarter campaignnailed all of them, and then tacked on a separate mini-campaign that will run four to five hours on its own. In fact, Harebrained Schemes effectively admitted that there was nothing left to add when it said that any funds over and above $1 million would be put toward "problems that crop up during production."

The Shadowrun: Hong Kong "second chance" campaign runs until March 13.

Curb-stomping baddies in Vindictus

Here in the gaming world, we live for the visceral thrills--backstabbing medics, snapping the necks of unsuspecting guards, and setting off mile-wide explosions are all but necessary to get our adrenaline pumping nowadays.

Skirt breaking

Here in the gaming world, we live for the visceral thrills--backstabbing medics, snapping the necks of unsuspecting guards, and setting off mile-wide explosions are all but necessary to get our adrenaline pumping nowadays. After my interviews and playthrough at E3, I'm convinced that Nexon's embracing humanity's savage instinct in their newest AAA free-to-play MMO, Vindictus.

Based on Celtic lore and developed on the Source engine, Vindictus felt strikingly more accessible to a Westerner like me than their previous games have. The gameplay of Vindictus is easy to get into and hard to let go (I ended up a few minutes late to my next appointment at E3 because I wanted to keep playing). Physics is the heart of this combat experience. Everything can be smashed or shattered and used as a weapon. A marble column toppled during a scuffle I was in with some baddies, so I did what I've seen in all the movies-- I picked up an oversized piece of that smashed column and started bashing my enemies' faces in with it. When I'd knocked bear-man attacking me off balance, I tossed the hunk of marble at him and bum-rushed him, grabbing him by the scruff of his neck. I dragged him kicking and screaming over to the ruined base of the pillar and then in one swift move threw him down on it and stomped his chest on the pointy marble fragments--instant kill.

It was so satisfying that I immediately stopped killing enemies any other way; their whole legion would be curb-stomped into oblivion. Of course, I toyed with the character early in the fight still--throwing spears (the game switches to an over-the-shoulder perspective when you aim the throw) to pin enemies against walls or bashing their faces with anything not nailed to the ground before ending their pitiful existence with a satisfying bone-collapsing crunch. This is the kind of combat that makes me want to listen to AC/DC.

Physics isn't just for smashing faces though: rolling logs and swinging battering ram traps provide another outlet for you to use physics in interesting ways. A levitation spell I saw caused everything in the room (enemies, boxes, rocks) to float up in the air, then come smashing down to the ground for what looked like a very painful landing. And if you're less of a fighter and more of a lover (particularly the kind inclined to panty shots), you're going to be very happy this game has physics as your character's armor gets ripped or battered off their figure during combat. My helmet went flying after the boss got a clean hit on my character's face and my female partner's skirt was definitely the worse for wear by the end of the battle, showing bits of her more delicate (and non-removable) underthings.

Talking with Eun-Seok Yi, Nexon's Director of Vindictus, I was really pleased to hear that they aren't relying entirely on physics to carry their game. "Physics combat can always be used, but it won't always be advantageous" he told me during E3. It might be worthwhile when facing large groups to pick up a log and chuck it at them, but the standard attacks and spell will still make up the core of your offensive abilities. Yi also explained to me that they don't want physics to simply be a gimmick, they want it to be a way of making the entire world feel more realistic and interactive--as seen in little things like collecting burning items and piling them together to start a campfire that will buff and heal nearby party members and the mage summoning a gollem by calling all the loose items in the room together (so that gollems look unique and appropriate for the setting).

Assassin's Creed 4: Black Flag trailer shows fancy PC-only effects

Assassin's Creed 4: Black Flag has been pushed back on PC to November 22, but why?

has been pushed back on PC to November 22, but why? Are PC push-backs so coded into Ubisoft's DNA that they can't physically stop themselves delaying things? Are they adding more beards to the piratey assassin adventure? Perhaps they're fine tuning the collection of smooth PC-only effects demonstrated in a new Nvidia video, invluding a TXAA mode that removes flickering jaggies during camera movements, and god rays. Caribbean god rays, no less, which surely need to mature in a luscious tropical paradise for a while before being allowed near a finished game.

There's also a HBAO+ mode, which means faster and smoother HBAO for the refined HBAO connoisseur. Oh, and PCSS, though it's better to watch the video below to see what that is. Now excuse me for a moment, I have bits of alphabet stuck in my teeth.

Call of Duty: Advanced Warfare Intel collectibles location guide

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Shadowrun Returns set for another campaign

Harebrained Schemes did pretty well for itself with the Kickstarted RPG Shadowrun Returns and its follow-up, Shadowrun: Dragonfall .

Shadowrun Returns

. Yet its next project, announced last week, is something entirely different: A sharply-stylized Roguelike entitled Necropolis. But there's apparently more Shadowrun on the way, too.

Back in early October, Harebrained posted a job listingfor a lead artist who will "guide art production on our next Shadowrun game." The position requires planning and executing "a riveting new story in the Shadowrun Universe, based on our existing franchise art direction"; applicants must have knowledge of the Shadowrun universe, or at least a "general love for sci-fi and cyberpunk," and must also have seen Blade Runner at least once. (Seriously, it's in the posting.)

Harebrained hasn't responded to a request for clarification, but "our next Shadowrun campaign" seems pretty black and white to me. It doesn't seem likely to be a mistaken post, given that it's been up since October 8. (It only just came to widespread attention over the weekend, thanks to an RPG Codexpost that was actually about the Necropolis announcement.) And really, given the generally positive response the first two games have received, why wouldn't they make another Shadowrun game?

If Harebrained does get back to us, we'll update you.

Vindictus has launched! Officially!

Source-powered action RPG, Vindictus has just recieved its official launch.

Vindictus thumbnail

Source-powered action RPG, Vindictus has just recieved its official launch. We've embedded the launch trailer below to prove it.

To celebrate a bunch of one-off in game events (complete with a lunch of limited edition items) are taking place. A new character, Evie, has also been added. She's a female magician who, according to the press release, will "bring a whole new dimension to the game. As the thumbnail highlights, she's a smiley lady.

To play, head over to the official siteand sign up. Click "read and comment" for said trailer and more Evie screenshots.

For more on Vindictus, check out their Facebook page, have a poke around the official site, or read Josh's preview.

Latest Assassin's Creed IV: Black Flag video catches you up on the other videos

The amount of videos Ubisoft has released for its latest tale of swashbuckling assassination is something of a running joke at this point.

at this point. The publisher has offered new videos on an almost weekly basis, leading to an almost exhausting amount of information about the game. With Black Flagcoming to current gen consoles next week (the PC version hits Nov. 19 in the US), The newest video stitches together the important bits of each trailer for your convenience.

If you've watched all of the previous trailers already, you likely won't get much out of watching this , but the wrap-up does a great job of catching up gamers who have so far stayed clear of the buzz. Of course, those who are fearful of spoilers and want to go into the newest Assassin's Creed blind should steer their pirate ships clear.

Shadowrun: Dragonfall Director's Cut detailed ahead of release next week

Shadowrun Returns expansion Dragonfall has been spun-off into a standalone version, which is arriving next week (and free for owners of the original).

(and free for owners of the original). This 'Director's Cut' comes with a bunch of new content and a few welcome changes, including a new user interface, enhanced visual effects, and a more fleshed-out companion system. We knew a little about all this, but not much, a few weeks back. Now, the new stuff has been detailed in full in a new.

If you're a fan of isometric RPGs and you haven't played Shadowrun Returns, it's pretty good! Especially since Harebrained Schemes introduced a newly un-rubbish save system and wrote a better, more open story for the much-improved Dragonfall expansion. The newly standalone Dragonfall implements some welcome changes and additions, including a more helpful, information-rich interface, the ability to enhance your teammates and take part in new companion missions, to visit more upscale environments, and, er, to pick from a more varied selection of hairstyles. Steam achievements and trading cards are included this time around too.

Shadowrun: Dragonfall is releasing September 18th; you'll find the full lowdown on the changes here.

Diablo designer David Brevik's full GDC post-mortem is now online

We learned some interesting things about the seminal action-RPG Diablo at this year's GDC, thanks to a talk by David Brevik, co-founder of Blizzard North and senior designer and lead programmer on the game.

We learned some interesting things about the seminal action-RPG Diablo at this year's GDC, thanks to a talk by David Brevik, co-founder of Blizzard North and senior designer and lead programmer on the game. For instance, Battle.net, the heart and soul of all things Blizzard, originally ran on a single PC, and Diablo itself was initially conceived as a complex, turn-based game, before evolving—against Brevik's vision—into an action-RPG.

We covered a few highlights of the talk, as you can see above, but there's nothing better than the real thing, and today the GDC folks posted Brevik's full talk on YouTube. He starts off with a brief recounting of how the name was actually inspired by Mount Diablo in the San Francisco Bay area, which he lived near as a teenager, and then moves into the nuts-and-bolts of the game's creation, from the early design doc—which you can see here—to the final days of crunch that led into the game's launch. He also shows off some footage of the alpha demo, which while very clearly Diablo, was nonetheless a good bit different from what was ultimately released, and touches on a few of the ideas cooked up by the “strike team,” some of which were clearly better than others.

It's a fairly lengthy video, clocking in at well over an hour, but a fun watch, especially if you have an interest in the intricacies of game design. Enjoy!

Assassin's Creed 4 dev says a game with "multiple worlds" unlikely, even for 900 people

The Assassin's Creed series has always had a knack for putting its imagined, simulated history at the center of its experience.

series has always had a knack for putting its imagined, simulated history at the center of its experience. It's taken us to the Near East, Italy, colonial America, and in the upcoming Assassin's Creed IV: Black Flag, to Blackbeard's Caribbean. But as we learn from an interview with AC4's game director Ashraf Ismail at Examiner, it now takes a small army of developers to craft just one of those game worlds.

Addressing the possibility of creating an entry in the series some day that would include multiple, globe-spanning locales for the conflict between Assassins and the Knights Templar, all Ismail had to do to put that idea to rest was point out the size of his team.

"From a pure production standpoint, it would be very, very difficult to do something like that," Ismail said. "On this game, we've had over 900 people working on it. With the Assassin's Creed machine and being the game director, even I am sometimes amazed. It takes 900 people to create the content for this game, so to try to do multiple worlds that are all big and fleshed out with unique characters in them, I'm not sure it would bring that much to the player."

While Ismail did hint that future games might include the ability to play as multiple assassins in the same general setting, he said putting together some sort of Abstergo reunion of "America with Connor, Ezio in Italy, and the Caribbean with Edward" isn't feasible given the dev resources that are now needed to realize a single, "high quality" game universe.

For more on piracy, assassins, and the obviously massive project that is an Assassin's Creed game, check out our recent in-depth interviewwith Ismail. AC4 releases for PCNovember 19 in North America.

Final Fantasy XIII-2 trailer, now in English

We’ve been pretty excited about Final Fantasy XIII-2 at the old GR corral since it was revealed earlier this week . The only downside was the game was revealed at a Japanese event and many of us just don’t understand the language, so all we could do was look at the pretty pictures. But no more! Square-Enix UK just released an English Language version of the trailer. Behold! Obviously this has some

The Keys To The Batmobile – Designing Batman's Iconic Vehicle

The Batmobile has been an integral part of Batman since the character’s earliest days.

The Batmobile has been an integral part of Batman since the character’s earliest days. He’s used it to scour the streets of Gotham City before he ever encountered the Joker, in fact. The Batmobile has been central to some of Batman’s most memorable movie scenes, too, from cutting stilt-wearing clowns off at the knees in Batman Returns to splitting into an armored motorcycle in The Dark Knight . The vehicle has been incorporated in games, to varying degrees of success. With Batman: Arkham Knight, Rocksteady Studios is finally giving the Batmobile the attention it deserves. We spent a lot of time during our cover-story visit discussing the vehicle. Read on to learn more about its creation and how it will fundamentally change the way the Dark Knight fights crime.

Rocksteady’s Arkham trilogy has incrementally added ambitious new elements. For its inaugural entry, Batman: Arkham Asylum, the studio introduced audiences to its own unique take on familiar settings and characters. The sequel, Arkham City, expanded the world beyond Arkham Asylum’s padded walls, giving Batman a chance to patrol the streets of the city-turned-prison in an open-world environment. Arkham Knight adds additional freedom – and power – thanks in large part to the Batmobile.

The team had always wanted to include the Batmobile in its games, but aside from a cameo in an Arkham Asylum cutscene, it never happened. That was due in large part to technical constraints. “It’s scary doing the Batmobile,” says creative director Sefton Hill. “It’s a big thing that we haven’t done before. And I think that was at the same time we made the decision to go next gen, because we are next gen only. … We didn’t want to reel in our ambitions for the Batmobile.”

Those ambitions go deeper than its sleek carbon-fiber surface. The Batmobile isn’t a traditional car; as you can see in the game’s CG trailer(and as we saw during a gameplay demo), it’s seamlessly integrated with Batman’s traversal. He’s able to speed along the streets of Gotham City and then launch out at will, ejecting hundreds of feet in the air and hurtling down in a controlled glide. Or Batman can call upon it in an instant, leaping into its cockpit as it races to him. Reducing those kinds of mobility barriers was critically important – whether it’s getting inside of it or keeping track of it once he’s out.

“It’s never a burden,” says Hill. “That’s the idea. We don’t want it to be something that you’re ever thinking, ‘Oh, where’d I park the Batmobile? Is it going to take ages to get here?’ The idea is it’s always sort of tracking Batman so it’s always just around the corner for you to call in if you need it. You really get used to the fact that you’ve got one button press on L1, press it at any time. … It’s always adding to the experience. That’s really important to us. It’s not a protection mission to protect the Batmobile.”

After all, despite his armor plating, Rocksteady’s Batman is far from bulletproof. He’s more than capable of handling himself in fights – the series’ free-flowing combat system is proof of that – but he doesn’t fare as well against multiple armed attackers. The Batmobile offers a counterpoint to that vulnerability. Players can switch between exploring Gotham City as a deadly, but mortal creature of the night, and a far less subtle version, cocooned inside an indestructible shell. Behind the wheel, Batman is able to crash through most of Gotham – lampposts, retaining walls, and fences be damned. Scarecrow is threatening to unleash a deadly toxin into the city, which is one reason why Batman isn’t concerned about stepping on the gas. “[T]his is a pretty drastic situation, so the Batmobile has to be fairly uncompromising in the way it’s dealing with them,” Hill says. “So smashing through things is what Batman needs to do to get the job done.”

Gotham’s thugs aren’t oblivious to what this wheeled wrecking ball is capable of, either. They amass in crowds and riot in the streets, but they have a tendency to scatter when Batman arrives. “All you need is the Batmobile,” says A.I. and combat programmer Tim Hanagan. “You turn up in the Batmobile, and they might not stick around. That’s basically it. They’re scared of the Batmobile – you would be, if you were a lone man with a baseball bat, at most.” Anyone foolish enough to mess with the car when Batman’s busy will get a shocking surprise, too; the Batmobile is equipped with a defensive taser unit to protect it from would-be carjackers and thieves.

On the offensive front, the Batmobile is equipped with a vehicle immobilizer, which fires a nonlethal missile at fleeing cars. After all, Batman’s official policy is that he doesn’t kill – but he does need to stop fleeing enemies in their tracks to interrogate them.

During our visit, we asked if players would be able to use some form of fast travel to get across Gotham. The response was simple: “You’re looking at the fast travel system,” Hill said. “I think we felt that it would take away from the experience rather than add to it because moving through the city is definitely part of the game.”

Rethinking Gotham City Early in development, Rocksteady dropped a prototype of the Batmobile in the existing Arkham City map as an experiment. The results were disastrous. The team immediately learned that what works on foot doesn’t translate to a satisfying vehicular experience. Streets needed to be widened, so players could turn without bonking into too many walls. Building heights were increased as well to accommodate the Batmobile’s ejection seat and Batman’s improved mobility. “Arkham City was quite claustrophobic, so if you were really good at the grappling and gliding you could nick between the small buildings. But here we have a lot more negative space between the buildings, so it’s much easier and more enjoyable to glide around,” Hill says.

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The moment the action-RPG was born

​The moment the action-RPG was born
Diablo wasn’t the first real-time RPG.

Diablo

Diablo wasn’t the first real-time RPG. Games like Ultima VII preceded it by years, as did console ancestors like Castlevania II, Zelda, and stuff like Xanadu. But Diablo birthed the ARPG as we know it today—its hotbars, levels of generated dungeons, and other features that still stick. At GDC last week, co-founder of Blizzard North, David Brevik (who's now at Graybeard Games) gave a deep look into the making of Diablo, bringing with him an original design document (which he uploaded over the weekend).

One of the most interesting parts of Brevik’s post-mortem talk focused on Diablo’s origin as a “complicated turn-based game.” As the lead programmer, Brevik was completely committed to this design. His colleagues at Blizzard weren't. “Eventually Blizzard South approached us and said, ‘We’d really like to make this a real-time game.’ And I said, ‘What are you guys talking about? Real-time? No, no, no, no, this isn’t one of your strategy games,” he said, referring to Warcraft.

Brevik

David Brevik was lead programmer on Diablo, and one of the founders of Condor, which became Blizzard North.

Brevik said he wanted Diablo to capture the anxious decision-making that games like Wizardry and Rogue produced: “I really loved that tension, I really loved the sweaty palms of ‘I’ve been working on this thing and I’m about to lose two weeks of work.’ So I didn’t want to lose that at all. [Blizzard] said ‘Yeah, but, you know, real-time will be better.’ Finally one day we decide to bring it to a vote. So we all met in the kitchen and we voted, and I voted no and everybody else voted yes. And so I said, ‘All right, well, I guess we can do this.”

As he agreed to change the design, though, Brevik says he negotiated for more money to complete the project. “I called up Blizzard South and said, ‘This will be a huge delay in the project, it’s going to take us a long time, we have to re-do all sorts of things, it’s going to take me forever to [program] this. We need another milestone payment out of this, but we’ll go ahead and do it.’ They agreed to this. So I sat down on a Friday afternoon and in a few hours I had it running,” Brevik said, laughing.


The ARPG epiphany

Brevik described the moment Diablo transitionedfrom turn-based to real-time as one of the most vivid moments of his career. The fix was surprisingly simple, but its impact was big. “I just made the turns happen 20 times a second, or whatever it was, and it all just kind of worked, magically,” he said. “I remember taking the mouse. I clicked on the mouse, and the warrior walked over and smacked the skeleton down. And I was like, ‘Oh my god! ...That was awesome!’ And the sun shone through the window, and god passed by, and the angels sung and sure enough, that was when the ARPG was kinda born, at that moment. And I was lucky enough to be there, it was an amazing, amazing moment, I’ll never forget it.” Brevik said this change, which happened about six months into development, was a turning point in the project.


Where's our credit?

Diablo’s marketing was also mentioned during the talk, and the positive impact that being featured on the PC Gamer demo disc had for Blizzard. The Diablo demowas bundled with the issue that went out in October 1996, about two months before the release of Diablo, but it was surprisingly different from the final release. As Brevik demonstrates in the video above, the Diablo’s first boss appeared on the first level of the demo, and much of the dialogue appears to be placeholder. Primary UI was also incomplete, but feedback that Blizzard received from the demo helped them invent the hotbar in the final months of the project. We can’t take all the credit, though: the demo was also distributed on a DirectX CD that Microsoft distributed widely.

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