The best CS:GO custom maps

As I hoped, CS:GO's appearance on Steam Workshop eased the map drought irking Global Offensive players since launch.

eased the map drought irking Global Offensive players since launch. About 700 Defusal, Hostage Rescue, Deathmatch, Arms Race, and other maps now populate Steam Workshop, and all are available for easy download (and auto-updating) through Steam. I've played a bunch of them with our communityover the past week.

All the maps I'm recommending can be played on our official CS:GO server, “The Psychedelic Den of Map Experimentation,” hosted in St. Louis. Thanks to GameServersfor being a helpful provider of our community servers. Download everything that our server is running in a single click by subscribing to our CS:GO map collection on Steam Workshop.

I haven't tried everything the community's produced, of course, but I'll continue to update this list as I encounter CS:GO maps worth your time. By all means, recommend maps that I should take a gander at. ( de_library, which released on Monday, is at the top of my list.)


de_seaside

Compact and straightforward, this is CS:GO's best custom map. The CTs are steps away from covering both bombsites, so the onus is on the Terrorist team to find creative ways to draw attention, distract, or outright outgun their opponents. I love the waterworn surfaces that cover the dock setting—they remind me of The Parishfrom Left 4 Dead 2.

Bombsite B itself is a miniature siege—a long wooden bridge (and another that passes underneath it) are the most direct routes for the Terrorists, and any would-be bomb-planters taking this path need to be covered from the dock, where snipers can protect themselves behind large boxes as they line up shots on B. Separating A and B is a hazardous middle lane that represents a high-risk flanking route for both teams.

Shadowrun Returns delayed — but its belated release will include editing tools

Sure Shadowrun is going to return , but it's a bit tardy, like.

Shadowrun Returns

, but it's a bit tardy, like. While we originally reported a June-ish releasedate for the Kickstarter-approved tactical RPG, Harebrained Schemes have apparently since changed things a little, yesterday announcing a new release date of July 25. But hey—the latecomer its own party is at least bringing some extra party favors, in the form of game-editing tools.

Harebrained founder Jordan Weisman says it's the first time a developer's release an entire, editable campaign upon launch. He attributes the unique decision, weirdly, to musician Trent Reznor, with whom he worked on an alternate-reality game.

"Trent empowered his fans to re-mix his music any way they wished," Weisman explains. "With Shadowrun Returns we are doing the same thing; players can start from what we have created and build on it, revise it, or use it as a starting point for completely new stories."

July 25 sees in the release of the cyberpunk fantasy game for PC and Mac through Steam, as well as on tablets (a Linux version will come later, according to Polygon). Though it'll be a little slowpokey in reaching us, maybe you can fantasize about how you'll tinker with the editing tools in the meantime. Take these screenshots from fan-made mission The Lost Lamb, for example, in which you can have characters oh-so-realistically complain about lagging public transport. And here's another cheery example: how to create a hostage mission!

Max Payne and Alan Wake writer delivers answers in Reddit AMA

The creator and writer of Max Payne and Alan Wake , Sam Lake, shared a few words with the internet denizens of Reddit in an “ Ask Me (Almost) Anything ” thread.

” thread. There, he shared his process for game writing, what changes he would make for Alan Wake 2, and what he had for breakfast that morning

Lake said Alan Wake had a long list influences, one of which was a screenplay he wrote.

“I wrote a film screenplay called Undertow and that's where the cabin by the lake, the Clicker, the Anderson brothers, Barbara Jagger and a few other things came from," Lake said. "It was a different thing, but I stole these things into Wake from that.”

He also said he was proud of Alan Wake and its DLC, American Nightmare, but wants a proper sequel for the franchise—something that's a lot more ambitious. If he were to make Alan Wake 2, Lake said there'd be “less dark forests and more gameplay variety.” However, he also addressed Alan Wake fans in a recent video, saying the team simply didn't have the funding to create Alan Wake 2—yet.

Lake didn't say much about Remedy's recently announced game, Quantum Break, or whether a PC version will accompany the Xbox One version, so we'll just have to wait and see what happens. Still, given Remedy's history, it's not totally unreasonable to hope its next game eventually hits the PC. We just might have to wait a bit.

Oh, and oatmeal. He had oatmeal that morning.

IGM Freebies Giveaway! (February 27, 2014)

Welcome back everyone, to another edition of IGM Freebies .

. If you’re new to the giveaway and haven’t seen the Rules of Entry before, they can be found here. Just to remind everyone of the new format, here is how the contest works from now on:

We will ask four Trivia Questions every week, but each participant must choose and answer only one . The first five participants from each question category who answer correctly will win. So if five people have already answered one of the questions, don’t despair, just choose a different question to participate. Questions can be answered out of order, so strategize and pick whichever one you like. (Remember to add #IGMFreebies to your comment.)

This week, we’re giving out 20100 codes for the iOS RTS 137 BC , courtesy of tonight’s sponsor GamerNationX. (If you haven’t seen IGM’s coverage of the game, you can check it out hereafter the contest.) Since we have so many codes to give out, this week’s giveaway will extend through the entire weekend! (Well, until we run out of codes anyway.) We’ll also be accepting the first 25 correct answers for each question, instead of the usual five.

Alright, without further ado, let’s get this giveaway rolling (giving?). Here are this week’s IGM Freebies Trivia Questions (Remember to only answer one):

1) About how many people dropped everything to start new lives as a “gold hungry prospector” during the California Gold Rush of 1849?

2) Developer Gordon Little was inspired by what game while developing Lost Space ?

3) According to our coverage of Tilt to Live 2 , there was “only one way to celebrate” One Man Left Studios’ release of the game. How?

4) In TOMES: Layne’s Return , what is the name of the project that protagonist Layne is a part of?

Good luck to all our participants! Thanks again to our sponsor! Winners will receive a direct message from us shortly – via the social network they used to log in – with a download code for this week’s giveaway. Thanks for playing! Tune in next week for another round of IGM Freebies. Same bat-time (usually!), Same bat-channel (definitely!).

Why cs_office is an awesome map

Through more than 12 years of Counter-Strike, I continue to play cs_office tirelessly. Here's why I consider it one of the best multiplayer maps ever.

Thanks to Tylerfor editing this video, he's a hero.

Shadowrun Returns' Jordan Weisman on the "double-edged sword" of crowdfunding

Harebrained Schemes' Shadowrun Returns saw a successful Kickstarter campaign last April, and since then the developer has been busy crafting the cyberpunk tactical RPG it promised to backers.

last April, and since then the developer has been busy crafting the cyberpunk tactical RPG it promised to backers. Dealing with the "crowd" in crowdfunding, though, means directly exposing yourself to an audience that's already given you their money and facing the challenge of earning attention in a sea of nostalgia-powered proposals. Shadowrun (and MechWarrior) creator Jordan Weisman examines these issues directly in a new GamesIndustry interview

"It's been an exhilarating process working with the audience," he says. "It's a total glass house—very different than the usual development. It's like a high-wire act with no net; it keeps us very focused and scared to death."

Weisman believes the "democratization of distribution" that's emerged through self-publishing platforms like Steam Greenlight, Indiegogo, and the Apple App Store can make it hard for a single project or idea to stand out among their ocean of competitors. "It's not an easy thing for the consumers to find you in what is an incredibly noisy marketplace," he states. "The democratization means there's 500,000 apps out there, and x thousands of games, and thousands of games come out every year. The consumer is overwhelmed with choice."

The viability of pitching games through Kickstarter has certainly worked out well for projects that've made appeals to gamers' nostalgia, as the funds poured into reboots and remakes like Planetary Annihilation, Wasteland 2, and Torment: Tides of Numeneracan attest. The darker side of this gold rush is that crowdfunding carries the risk of an extremely public failure, and making all the preparatory work needed to announce a project a wasted effort. It's risky, and everything can fall apart in less time than it takes to say " Wildman."

Weisman explains his own thoughts on the particulars of Kickstarter's users, saying, "It tends to be an older audience, one you can afford to take a little risk and who have an emotional attachment. This is something they passionately care about, and they are risking their money a year or more ahead of time with you to make the game they hope you're going to make.

"When you're working for a publisher, there's a very small number of people whose expectations you have to meet in order to get to the consumers and hopefully meet their expectations," he adds. "In this case, we have 37,000 people who likely have different expectations, and I think the only thing we can say universally is they have very high expectations. That is both really gratifying and enormously scary."

Get the rest of Weisman's interview over at GamesIndustry.

Windows 10 Anniversary Update coming August, Xbox Play Anywhere included

Windows 10's Anniversary Update will arrive on August 2, bringing with it a host of gaming features.

Windows 10's Anniversary Update will arrive on August 2, bringing with it a host of gaming features. Chief among them is Xbox Play Anywhere, the initiative that'll let you play any Microsoft Studios game on both Xbox and PC, complete with saves and achievements.

If E3 is anything to go by, that'll soon be a formidable catalogue: Gears of War 4, Sea of Thieves, Scalebound, Forza Horizon 3and more.

Joining Play Anywhere is a set of security updates, including improvements to Windows Defender. Windows Ink will let you scrawl over anything and everything, while Cortana will stick her beak into your business more often than ever before. Delightful.

Perhaps the best feature of the Anniversary update is the end of Windows 10's free upgrade offer. Windows has stopped trying to trick youinto upgrading, but soon it'll just shut up about it.

The broad strokes of the update are available on the Windows 10 blog.

Ice-Bound Preview – Books into Books

Ice-Bound is a mind-bogglingly complex and convoluted narrative.

is a mind-bogglingly complex and convoluted narrative. Those who have played Blue Lacuna (also from one of the same writers, Aaron Reed) might recognize a similarly enormous amount of narrative choices in Ice-Bound. To understand how huge this game is, you’ll have to understand how it works. Firstly, there are two major components to the game: An app for the iPad, and a physical book. The majority of the game is played on the iPad, but the narrative is also influenced through the use of Augmented Reality components attached to the book. At certain points in the game, the narrator will ask you to use the iPad’s camera to locate ephemeral scribbles and diagrams within the book that you can only fully see through the iPad’s lens.

Ice-Bound focuses on the completion of a book – the eponymous “Ice-Bound” – whose creator died before he couldcomplete the work. As a part of his publishing deal, the publishing house has the right to create a Digital Simulacrum of the author to finish the book. The problem is that technically, as a nearly perfect recreation of the author, the Simulacrum is sentient. While sentience is not in and of itself a problem, it means that the company is essentially enslaving a non-corporeal person, which can definitely be considered a moral issue. But legally, the publishing house is allowed to treat their reconstructed authors as property. The point of having the Simulacrum finish the book is to get something as close to the real book as possible, but the publishing house seems to be working against itself at first: KRIS, the name of the Simulacrum of the deceased Kristopher Holmquist, has been working on completing “Ice-Bound” for awhile, but he has gaps in his memories – things that have been inexplicably and, quite obviously, deliberately removed.

Your job, as a newly-minted employee of Tethys House publishing, is to decide which of the many iterations of “Ice-Bound” that KRIS has written is the best, and how it should be organized. The book that you’re helping to write is a series of narratives of people who have gone to investigate the almost mythical Carina Station, an arctic research station which grew continually larger over the years due to a particularly Venetian problem: The station sinks. The heat from the station melts the ice, and so it sinks, and so the people working in Carina Station have to build new levels on top of the old ones. The resulting structure is a labyrinthine affair, most of which can’t even be seen – not unlike the ice on which the station is built.

In the actual app, you play primarily in landscape mode, with various small windows acting as your controls. The topright window is your communication with KRIS, who will offer comments and opportunities to discuss certain topics as you play with the story. On the left side of the screen are all of the narrative choices you’ve selected, the events they have brought into being, and the endings that those events lead into. The bottom right is the meat of the game. This window has a small map of whatever portion of the station the story is taking place in, along with “sockets” in each room.

These sockets represent items, which act as the impetuses for the story. Activating one socket by dragging a small light into it will activate an item, and either a single item or a combination of items will build events. Enough events will in turn generate an appropriate ending. You can rearrange these until you have a combination of items that you like, and then you can tap each item on the left side of the screen for more information. Each item will be representative of a certain theme, while each event is because of certain themes. After you’ve found a combination that seems interesting, you can turn the iPad and get a bit more depth.

When you rotate the device, it turns every box from the left side of the screen into a paragraph of actual writing. This is my favorite part, because I get to see how my choices play out in more context. On top of this, there is what the developers call “shimmer text,” which allows players to choose which description of a particular item, person, or event they feel fits the best. This may turn out to be one of the most powerful portions of the game, as even changing a single description of how a single character talks about something drastically changes the feel of the story. Once the player has decided on which items, events, shimmer text, and ending they want to go with, they can resolve that portion of the book and move on to a lower level of the station.

Soon enough, the book is brought in. KRIS has learned about the Ice-Bound Compendium, but printed books are specifically disallowed to Simulacra since, as the information isn’t digital, Simulacra have no way of accessing it. This brings in a choice for the players: Whether or not to show KRIS the Compendium. This also raises the question of whether or not KRIS can finish the book without the Compendium, but I haven’t been able to explore that potential narrative yet. Should you decide to show KRIS the book, as I did, you will be able to use the iPad’s camera to hunt for portions of the book that support your interpretation of how the story should go. The camera augments the book, allowing you to see ethereal images on each page; notes from the real Kristopher Holmquist, information about the book, and more that I haven’t discovered yet. Once you’ve found something useful, you press a button, capture that page, and “send” it to KRIS.

Through the choice of Compendium pages and your own choices within the app, you begin to shape the story. Eachchoice will begin to compound with choices made further down, and those choices will of course compound to change things even more. The result is, even in the short term, a feeling of agency. One of the most confusing and wonderful things I’ve found in my time with even this small part of Ice-Bound is that, though I obviously have done no writing, it feels as though I’m the one writing the book. It’s very, very cool (no pun intended, for once).

Ice-Bound is currently being developed by Down to the Wire, and is a finalist in this year’s IndieCade. In addition, they will be launching a Kickstarter fairly soon to fund production of the books needed to play Ice-Bound , and we will have coverage of that in an interview very soon. If you’d like to learn more about Ice-Bound , you can visit its website, and you can talk to the developers on Twitteras well.

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Our Verdict
Doesnt overdo unit counts and under-engineer AI, unlike most East Front wargames.

Doesnt overdo unit counts and under-engineer AI, unlike most East Front wargames. Wargame of the Year material.

This game doesn't come with conventional AI. Buy it, and the Croatian devs mail you two giant, powder-filled jiffy-bags, one labelled 'Ferdinand Fuchs', the other 'Boris Bastardov'. Open these, add five gallons of vodka to the Boris bag and five gallons of schnapps to the Ferdinand, then stand back as two super-sly Ost Front generals materialise in front of you.

OK, that isn't 100% true, but there are times playing this exceptionally ergonomic hex wargame when you do have to remind yourself that you're not up against a real-life Zhukov or Manstein. When you're blitzkrieging towards an objective and realise the enemy has just sidestepped your assault, nipped into your rear, and severed your supply line. When a row of pummelled foes pulls back to man more tenable positions. When Ferdinand pickaxes a neat hole in the weakest section of your front, then pumps Grossdeutschland supermen through the breach... at humbling moments like these, the years that have gone into this two-man indie effort really show.

Unity isn't just smart, it's also flavoursome. There's an unmistakable Eastern Front tang to the 18 scenarios that make up the two campaigns. As the CO of Army Group South you'll have to learn to put up with partisan hassles, air superiority-negating blizzards, and fragile Romanian, Hungarian and Italian allies. Serving Stalin means accepting the innate inferiority of Ivan infantry corps. Whichever side you select, no advance is likely to commence without a long hard look at the supply map.

The barrels that automatically radiate from controlled railways and supply hubs are the lifeblood that keeps Tiger tanks tigerish, Katyushas kataclysmic. Much of the time, generals aren't looking to smash enemy units in one fell swoop, they're out to encircle and suffocate them over two or three turns. Unity – like the 1942-43 operations that inspired it – is all about turning bulges into pockets, salients into corpse-strewn kessels.

More in tune with its subjectmatter than recent peer Panzer Corps (PCG 231), the game has a similarly trim interface and old-fashioned approach to campaigning. Because 2x2 have plucked their pleasingly petite battles chronologically from history, early campaign episodes aren't necessarily easier than later ones. Continuity is provided by a simple victory points mechanism: winning quickly in early outings means more funds for reinforcements later. It works, but you may find yourself picturing the battle engine married to something bolder – a strat-map perhaps.

Wherever this evocative engine heads next, discerning grogs are likely to follow it in droves. Wargames this fresh and friendly, featuring opponents as formidable as Ferdinand and Boris, tend to inspire deep loyalty.

The Verdict

Unity of Command

Doesnt overdo unit counts and under-engineer AI, unlike most East Front wargames. Wargame of the Year material.

We recommend By Zergnet

Shadowrun Returns developer talks character archetypes, "classless" system

Harebrained's cyber-sorcery RPG Shadowrun Returns handily slew its Kickstarter goal last April, securing the funds needed for a "graphically rich 2D turn-based single player game with deep story interaction, meaningful character development, and highly-contextual tactical combat." Project lead and Shadowrun creator Jordan Weisman spoke to Game Informer recently about the "foundational character types" to start from in a "classless" system.

Weisman explained that the lack of defined classes gives players the freedom "to grow their character as they wish, spending Karma points to choose any skill or ability available in the game." If you're feeling a tingle in the back of your head, that's The Secret World tapping gently as a recent game using a similar system.

The six archetypes—Mage, Street Samurai, Decker (no, not that Decker), Shaman, Rigger, and Physical Adept—represent basic templates for molding custom characters, and Weisman shared a brief primer on each of their roles. Did you know Mages shoot acid from their hands? Or that the Physical Adept's mastery of the martial arts finally allows for an Ork character named "Brute Lee"? How about fashioning a Decker data-thief who's also a hulking Troll?

Game Informer's report contains the rest of Weisman's input on roles and skills. And though Shadowrun Returns won't arrive until a tentative release date sometime between May or June, plenty of additional concept art sketches are available on Harebrained's website.

Windows 10 UWP gets crucial PC gaming updates

Microsoft's Universal Windows Platform enjoys its share of controversy , but it has some way to go towards basic functionality before it thinks about conquering the PC ecosystem.

, but it has some way to go towards basic functionality before it thinks about conquering the PC ecosystem. Today it has made some progress with a set of PC-specific new features.

Thanks to the magic of modern technology, you can now toggle v-sync, unlock your framerate, and get the most out of your G-sync or FreeSync monitor if you're lucky enough to own one. That ought to help out Quantum Break no end, so if you've been holding off until the port is knocked into shape, now could be your opportunity.

Art Direction Bootcamp: An expert roundtable Q&A

Andrew Maximov is a senior artist at Naughty Dog.

Art direction is not just something art directors do. Art direction is in every brush stroke we lay down and in every vertex we move. It is the idea that you're trying to communicate and the emotion you put into it. It is the dialog that you're having with your audience, while the tools are just means for delivery.

If you care about art, we would be privileged to see you join us in San Francisco on March 2 for an entire day of deep and thought-provoking art discussion from the absolute best in the business, during GDC's Art Direction Bootcamp. If you're going to Game Developers Conference-- don't miss it!

In the meantime, I've gathered some of the most experienced and talented senior artists in the game industry to answer a few questions from Twitter, Polycount, and from one another:

Andrew Maximov, Senior Artist - Naughty Dog Neil Thompson, Director of Art & Animation - BioWare Grant Duncan, Art Director - Hello Games Keith Self-Ballard, Principal Artist - Deep Silver Volition Robh Ruppel, Art Director - Naughty Dog

Let's begin!

- Twitter user Kickpixelasked:


Is it better to develop story from concept or develop the concept art from the story?

Robh: It's better to work on both at the same time and let one inform the other.

Neil: We start with the main narrative beats and work from there. Writing can be utterly unconstrained in its initial form and isn't bound by any perceived technical parameters that could be imposed by prospective visuals… that comes later! As soon as the outline is there and the concept team is working, then it becomes an iterative back-and-forth process.

- Twitter user Gabe Gedarovichasked:


Are full-­time concept artists widely used, or is that work done mostly "as­ needed"?

Neil: BioWare has a team of full-time concept artists who have grown with the franchises and understand them intimately. We do use contractors in addition; but the signature content of characters and key architectural pieces are handled by the internal team.

Robh: Personally having the team on site as staff yields better results. Better interaction, better communication, better rapport.

- Twitter user Bacioiu Ciprianasked


What's the state of organic model procedural generation in the industry right now? Is it, to your knowledge, worth looking into?

Grant: Procedural organic modelling is still very niche, but it's slowly starting to be used more and more. Like most new tech, it usually starts by being accessible to only a handful of very smart coders, often working in larger studios. They then create in-­house tools, and these tools and techniques slowly spread into the mainstream for the rest of us normal­ folk to play with. We aren't quite there yet, but I fully expect to see more organic procedural tech creeping into tools like Maya, ZBrush, etc. The more developers playing with procedural technology, the better the tools will become, and the more fun we'll all have!

Andrew: It is definitely worth looking into but probably not as your main area of expertise. Procedural generation in general is fairly limited in mainstream games, but who says you can't be the person to turn it all around?

Right now most of "procedural" generation boils down to geometry shaders randomly placing foliage and props on terrain, and a few outstanding games like Spore, Minecraft and No Man's Sky . But if there's one thing we know for sure it's that it's only going to go up from here, and the moment someone finds a usecase that solves a problem or speeds up a process, that particular usecase will become ubiquitous and the whole thing will start getting traction way,­ way faster.

- Twitter user Ken Hendersonasked:


What's the tougher task to manage: Junior team/contractors who need to be brought up to speed while on a deadline, or a "creative" executive who has some ideas about the project?

Neil: Great question…the second scenario is much tougher to manage! Often these situations arise because everyone has an opinion and often “executive” opinions carry added weight while being less informed of the technicalities of implementation.

Calm and reasoned discussion is the only forum to find a solution…

Andrew: I'd have to say a "creative" executive. For one,­ a junior can't really steer a project off course.

I do want to stress that despite the horror stories, most executives are competent and well-meaning professionals. But as with any profession, sometimes things can go a bit askew.

And the only thing you can do about it is keep the dialog going. You are hired to act based on your best professional sensibilities and argumentatively disagreeing is part of the job -- a very important one at that. People will routinely throw solutions at you when all they are really trying to do is solve a problem. So ask for their problems first. When everyone is on the same page about those it is way easier to find a solution.

Keith: Both situations are challenging, even if for different reasons. Rather than give you my impression of which is the "worse" scenario, which would provide little in the way of insight, I'd like to provide some guidelines on how to handle each one.


" Procedural generation in general is fairly limited in mainstream games, but who says you can't be the person to turn it all around?"

First, on dealing with junior team/contractors who need to be brought up to speed: This situation arises usually in the heat of production. The good news is that, if you have planned properly, you likely already have documented your art style and development pipeline. The bad news is that as production wears on, the likelihood of such documentation having grown antiquated increases.

In this situation, you will find yourself relying on experienced artists (perhaps even senior staff) directly reviewing and mentoring the new team members. This will be a hard fight, as producers will see this as a drain on your most talented staff. Stay the course. This is a textbook lesson in short-term pain for long term gain. No one is going to like it, and you should be prepared for the senior staff to fight it as the training wears on. Stay the course. Once some of the junior staff have proven themselves reliable (and you've taken the steps to weed out those who aren't going to make it), the improvement to the team should be noteworthy.

Now, for managing a "creative" executive who has some ideas: First of all, I want to reject the notion that executives are not "creative." Naturally, their creativity is different, but they also can bring a unique perspective to the development process. However, the tone of the question suggests that the executive in question is not helping the creative process. The only effective management technique in these scenarios is to help the executive to understand the "cost" of their creative decisions. Cost comes in many forms (manpower, money, sacrificed features, sacrificed quality). Rather than get into a debate over the merits of the idea (because the executive likely has the authority to push their decisions through), it is a far more worthy pursuit to help the understand the trade­offs that such a decision will incur. In addition, it is highly advisable to get other creative stakeholders involved in such decisions. Finding yourself as the mouthpiece of executive oversight is an unenviable position and can result in erosion of the confidence of your project's leadership group.

- Twitter user SickAmongTheStupidasked:


What are your tips for artists hoping to work in the industry?

Keith: It's hard to give a greater tip than "develop tenacity." It's hard to land that first gig. The bad news for aspiring game artists is that they're competing with veterans. The good news is that as soon as you finish school (or self­-schooling) you HAVE A JOB . Your job is this: replace everything in your portfolio. That may sound harsh, but I'm dead serious. The artist's portfolio is an ever­-evolving creation; at no point is it "done." For the new artist, your goal is to replace your oldest pieces with new work that demonstrates where your skills are right now.

The other tip I have is to develop a specific goal. I still see too many "generalist" portfolios. Pick one thing and become very good at that. Diversify later. Also, pick the company you want to work for (or at least pick a couple of companies whose work is in the same general aesthetic camp). Develop your portfolio to target those studios' projects. Most students are unaware of this, but studios develop core competencies in the same way that artists do. Figure out what the core competency is of your prospective employer and make your portfolio demonstrate your understanding of this and how you can add to it.


"The artist's portfolio is an ever­-evolving creation; at no point is it ‘done."

Grant: The best advice I can give to aspiring game artists is to get involved! Join online forums, post your work, work on mods, anything! The sooner you start showing your work the better, take all the criticism you can get, develop a thick skin. You'll learn so much and it'll make your portfolio far more interesting to studios. Surround yourself with artists you admire and respect. I think it's fine to approach industry artists over Twitter, just remember not to pester!

Showing your work is so important. Create a simple, easy to navigate portfolio showing your very best work. Finish more! I see a lot of portfolios now and nothing beats a good finished, polished, piece of art. It shows you are capable of sticking with something, and that you have a good eye for detail.

Neil: Work tirelessly on your portfolio. Make sure it is available, attractive and easy to navigate online. If you are a student or yet to work professionally, compare and critique your work to professional examples and be honest in your assessment.

If you have a specific studio or team in mind, do a custom piece for your reel or portfolio that is connected to the work that they do. It shows that you have a deeper understanding of their art and are willing to put in the effort to get the role that you want.

- Twitter user Mert Husseinasked:


How early in the development cycle is the artistic style selected for a new IP?

Grant: It depends on the studio really, at Hello Games we tend to have a fairly organic process, which is only really possible because we're such a small team. We experiment with visuals a lot during the early prototyping stage; this usually gives us a pretty clear vision of the kind of artistic style we plan to aim for, but we are happy to drift in different directions as we make happy discoveries (mistakes) during development.

Andrew: In my experience the look usually shapes itself organically based on the target audience, development budget/time, story and gameplay. Even for a seemingly stylized game like Mirrors Edge, the look is very much gameplay driven and strongly supports free­running. Sometimes games settle on a look early, sometimes very late. There's really no formula.

So no, I don't think a style is chosen, really. I think the game tells you slowly what it wants to be as it evolves. Whatever stylized game you take there's usually a very good reason for it being that way apart from somebody just liking it stylized.

Robh: That evolves, it's never a matter of picking "one" like picking a shirt.

- Andrew Maximov, senior artist, Naughty Dog asked:


How much does art direction rely on talent, and do you think it can be formally taught?

Robh : Parts can be taught, drawing can be taught, but curiosity and tenacity...not as much.

Grant: The best art directors I've worked with have always been talented artists themselves. Usually they've worked in a variety of art roles and worked their way through the ranks, so they have a thorough understanding of all the different areas of game art. There are certainly aspects that can be formally taught -- people management, time management, things like that. Though to me, the biggest part is having a good eye, and being able to get a team of artists to work in unison, while maintaining the freedom to be creative.

Keith: Ha. At the risk of giving away too much of a my presentation prior to GDC, I'll say that art direction relies on experience. I don't believe that an art director can be taught explicitly. There is no lesson plan, there are no shortcuts, but there are exercises that can help you along your way. I feel strongly that art direction does rely heavily on good mentorship, and developing a range of talents from artistic to communication skills. It is infinitely challenging to codify the art director path, but there are always steps that can be taken.

Neil: There are rules around composition and color theory that it are obviously useful for any artist and aspiring art director to understand and make use of. However, a natural talent and passion can take you a long way!

Depending on the size of the team or project, art direction in games is about leadership, and thus a test of personality and character as well as aesthetic learning.

- Andrew Maximov asked:


Is there anything you see in the potential future of our industry that scares you? Or at least gets you worried?

Keith: Experience has taught me to worry heavily about those things that are beyond my sphere of influence. I do grow concerned about skyrocketing costs of development, due in part to growing complexity and scope of games. As these costs increase, the willingness to take creative risks start to diminish. Failed projects represent a much more significant hit to a company than they were 10­ or 15 years ago. As such, I expect that publishers and studios will take fewer risks each year, which in turn will mean that our industry advances creatively at a slower pace than it would otherwise. This is my pragmatic perspective.

Robh: Since everyone already walks around with their face stuck in a screen, I think games will continue in some form for awhile.

Neil: Not really… I’ve been through enough hardware transitions now to understand the nature of the problems that we will face, if not the specifics.

- Andrew Maximov asked:


How much do you expect emerging technologies like Hololens and Oculus to change the way art gets directed for games?

Grant: In some ways, it perhaps won't change much. Visuals will still be visuals after all. But the good thing about new technology is that we'll get new gameplay experiences, and these will bring with them a whole host of new artistic challenges. It's an exciting time to be working on art in games, and I can't wait to see what people create.

Keith: I have yet to work with these technologies directly, so I can't comment.

Neil: It’s certainly interesting…but the central tenants of art direction: composition, color and form remain true no matter what the visual medium.

- Keith Self-Ballard, Principal Artist, Deep Silver Volition asked:


How do you develop and communicate style choices with limited resources? What if you don't have enough time? What if you don't have enough concept artists?

Andrew: Conveying underlying motivations instead of solutions allows your team to make more predictable decisions with less upfront investment. You sort of have to create a ruleset that would give similar answers to similar problems that individual artists will face, thus allowing them to arrive at the closest thing to your art direction themselves every time. Now this will inevitably differ in details from what you had in mind, but you can only go so detailed with your direction when you have very little resources.

Letting go of smaller things, trusting your team and making sure that everyone on the team is constantly seeing and talking about what other people do allows a more unified language to emerge organically when there is no time for preproduction.

Robh: Yikes! You're screwed and have to copy something already existing...so why bother?

- Keith Self-Ballard asked:


How do you develop a strong collaborative relationship with programmers? With designers? With producers?

Grant: There's no great secret, just a healthy dose of respect and understanding. Making games is a collaboration of so many skills and disciplines, taking time to learn how "the other side" work is super useful. It means when you hit snags and problems, you have a much better chance of understanding why. Games studios where there is no mingling between the different disciplines always struggle. I guess the short answer is -- make friends with them!

Andrew: Communication and respect is paramount. This means learning about what other departments do. Don't hide in your little bubble. Show some interest, be considerate. It will make you a better game developer in the end.

Every department sometimes gets preoccupied with their tasks at hand, so it's always helpful to keep the scope of the entire game in mind -- which could mean realizing that your particular problem is not really that important right now and that it could wait!

Now, a bit more of a radical step would be to actually be able to do what they do to some extent. And with flexible engines like, say, Unreal, it's not unrealistic for an art department to do some scripting, shader work or even programming. It might sound surprising, but when instead of always giving people extra work and asking when it's going to be done you can actually help out, it is always really appreciated.

- Polycount user "dustinbrown" asked:


What do you feel is a solid path to becoming an art director these days, and how does it differ from your own career path? Barrier to entry in the industry has gone way up, and the roles that people play in development have also changed over the years, so the paths that current art directors took perhaps wouldn't work in today's gaming industry. People now tend to be much more specialized, by necessity. That doesn't really lend itself to grooming future art directors.

Neil: Excellent question! The Art Directors from my generation tend to have come from a time when the CG generalist was much more the status quo. This gave you the experience of seeing a broad spectrum of game development on any given project (generally because the team sizes were much smaller), and it becomes a question of scale.

It’s been my experience that artists who come from an environment art background tend to exhibit the technical knowledge and holistic development skills that suit the art director role. It’s obviously not exclusive, but the nature of environment work means that artists in this field rarely work in isolation or are responsible for single assets.

Most of all, I would encourage any artist in any discipline to show an interest in the development process in general and in particular how the disparate art and animation disciplines function and contribute to the game as a whole.

Beyond this, an interest in art in general from a wide variety of sources is crucial in order to develop a broad inspirational palette that will inform your creative decision making.

Robh: Be a great artist, be a great communicator, stay positive and find solutions. There's no one way and no best way. Have a vision, be able to articulate it! Don't tell me you hear music in your head and you can't write it down! That's not being a musician.

Grant: I'm not convinced there is or ever was a solid path to becoming an art director really. I cheated and founded a studio! I think it's definitely good for aspiring art directors to try and avoid specializing too much (or at least for too long). I was lucky that I was able to work as lead character artist and lead environment artist at two different studios before­hand. Smaller studios are great for allowing artists to really push themselves. Having to concept, model and animate, and generally being forced out of your comfort zone is a fantastic way to improve as an artist ­also it's really fun!

Gamasutra and GDC are sibling organizations under parent UBM Tech.

The PC games to watch at Awesome Games Done Quick 2016

Another year brings another AGDQ event .

. The 2016 charity speedrunning marathon is now under way, and will run until Sunday, January 10. It's a packed schedule of some great (and some totally awful) games, all being played at maximum speed. You can see the live stream below. Under that, you'll find an explanation of what AGDQ is, and a list of the PC games scheduled to be played.

What is it?

AGDQ—or Awesome Games Done Quick—is a massive speedrunning marathon, featuring some of the world's best speedrunners playing games very quickly for money. Specifically, for money for the Prevent Cancer Foundation.

Why is it good?

It's a chance to not only see some of your favourite games being played absurdly fast, but also to learn their fascinating idiosyncrasies. Speedrunners, by and large, know the games they play inside out, including how quirks in an engine can be manipulated to achieve shortcuts and workarounds. Take Half-Life 2 as an example. By repeatedly grabbing and jumping off an object, players are able to effectively fly outside of a map's boundaries. Even better, by jumping backwards, players can infinitely accelerate. This is known as Accelerated Back Hopping, because of course it is.

Point being, this stuff is cool and—in a live environment where every mistake matters—incredibly tense to watch.

What should I watch?

You can see the full schedule on this page, which lists every game by your local timezone. If you've no interest in the many console-focused parts of the show, I've dug out every PC relevant game being played. You can find them below.

Monday, Jan 4

11:15 GMT – Left 4 Dead 2 12:50 GMT – Darksiders II 14:05 GMT – Devil May Cry 3 or 4: Special Edition 15:45 GMT – Transformers: Devastation 16:50 GMT – Resident Evil HD Remaster

Tuesday, Jan 5

01:10 GMT – BattleBlock Theater 03:10 GMT – Ori and the Blind Forest 04:20 GMT – Velocity 2X 06:15 GMT – Super Time Force Ultra 06:55 GMT – Fez 07:35 GMT – Axiom Verge 08:45 GMT – Hotline Miami 09:25 GMT – Iji 10:15 GMT – Hero Core 11:00 GMT – Teslagrad 11:45 GMT – A Hat In Time (Beta) 12:25 GMT – Cloudbuilt 12:50 GMT – Kero Blaster 13:30 GMT – Snapshot 14:05 GMT – Spelunky 15:40 GMT – Lara Croft and the Guardian of Light 23:05 GMT – Half-Life 2

Wednesday, Jan 6

01:10 GMT – Portal 2 02:30 GMT – Alien Swarm 03:00 GMT – The Talos Principle 04:50 GMT – Wrack 05:20 GMT – Wolfenstein: The Old Blood 06:40 GMT – Tag: The Power of Paint 07:00 GMT – SOMA 08:35 GMT – Amnesia: A Machine for Pigs 09:20 GMT – Outlast 10:00 GMT – InkUraj 10:20 GMT – Prince of Persia* 13:35 GMT – Sonic Lost World**

*I'm not sure if this is the original Prince of Persia, or the 2008 one.

**Sonic Lost World is not a good game , but that rarely matters when it comes to speedruns. Many of the 3D Sonic games make for fascinating runs, because they're so broken that they're full of glitches and other unintended shortcuts.

Thursday, Jan 7

10:35 GMT – Age of Empires 11:45 GMT – Dragon Age: Origins 13:05 GMT – Grand Theft Auto III 19:35 GMT – Mirror's Edge 20:40 GMT – StepMania

Friday, Jan 8

14:45 GMT – Diablo 15:20 GMT – Diablo II: Lord of Destruction

Saturday, Jan 9

16:45 GMT – Shovel Knight

What are the animals, and why do people want to kill/save them?

As part of AGDQ's money-raising efforts, viewers can donate towards specific in-game actions. Some of these are competitive, with viewers donating money to one of two possible actions. The biggest of these is for Super Metroid, where viewers will donate towards either saving or not saving the animals found at the end of the game. Not saving them saves time on your run, hence why you'll often hear the phrase "kill the animals; save the frames". This really hasn't got anything to do with the PC, but you'll hear it often enough that it seemed worth mentioning.

Can I watch the runs after they've been broadcast?

Yup. Here's the AGDQ 2016 YouTube playlist, where VODs will appear after broadcast. That channel also features playlistsfrom previous events, including from the sunnier Summer Games Done Quick. If you just want to find a bunch of interesting speedruns, that's always a good place to browse. This Reddit threadalso links directly to the VODs on Twitch, and is usually updated quicker than the YouTube list.

Hideo Kojima Discusses His Career, MGS V's Story, And More

This interview was originally published on February 21, 2014.

Game Informer traveled to Kojima Productions' headquarters in Tokyo, Japan in preparation for our Metal Gear Solid V cover story. In addition to playing through MGS V: Ground Zeroes’ main story modeand chatting with key Kojima Productions developers like lead artist Yoji Shinkawa, we also sat down for an extended interview with the series’ mastermind. In this full interview, Hideo Kojima discusses his career aspirations, development limitations, and The Phantom Pain’s plot.

Note: Parts of this interview were used in our Metal Gear Solid V cover story and our month-long exclusive coverage.

Metal Gear Solid V: The Phantom Pain takes place in 1984. What were you doing that year?
I was probably around 20 years old. I was in college back then, in my second semester I believe. I think that’s when I started playing the Famicom. I was at rock bottom in my life. It was a bad time. The thing is, I originally wanted to make movies and I wasn’t in an environment that I was able to do that, so I had kind of given up hope. I was going to regular college. I had a lot of mixed feelings inside me.

I think that year I was playing Urban Champion. I’m not sure if it was that exact year but it was around that time. I didn’t have too much contact with arcade centers at the place I was living. All there was were a couple arcade cabinets at the tops of shopping malls, but not too much. During this span of time, about 1982 to 1984, I eventually started going to more arcade centers. Before that I hadn’t had too much contact with video games. So I started going to the arcades more, and the whole reason that the Famicom came out is that all these games you were playing at the arcades were supposed to be able to play at home. It was around that time I believe I bought my Famicom and I started playing. Around those years I started going to arcades around the same time I was playing Famicom at home. I didn’t have a PC, but I did go to a friend’s place to play PC games.

What are off hours like for you?
Whenever I have time I watch movies, whether that’s at the theater or at home on DVD or Blu-ray. Other than that I try to read a lot of books, too. I also try to go to the gym as much as possible, and I also try to dedicate a lot of time to play with my kids.

What are some movies or TV shows that have sparked your imagination recently?
Well I try to watch stuff every day, but I’m coming into Breaking Bad a bit late. I just got done with season two of Breaking Bad and that was pretty depressing. I got depressed for like a week. I was very pissed off, because I wasn’t the one to think of that story. That depressed me. The kind of topics they’re handling in Breaking Bad, the way they express them and put them on screen, let’s say I tried to create a game with similar topics and similar expressions, it would be hard to get approval in the company. The way these guys are putting the planning for this project and making it a commercial success – that’s somewhere I feel very jealous as a creator.

Other than that Gravity is another movie. It’s a movie about space. There’s no sound, there’s no light. There are only two actors. They have full-face helmets for a big part of the movie. The other part of the movie is they just get lost. That’s something that would be really, really tough to pass here in our company. I’m sure it was a similar situation in Hollywood. Despite that, Alfonso Cuarón got into that project, convinced everyone to move along with it, wrote the story with his son, and made a huge commercial success out of it. That’s something as a creator really impacted me. Making something out of the ordinary, that you wouldn’t think of or be able to do, and making that happen while making it a success. That’s something that I can empathize with and I’m also very jealous of it as a creator. It stirred something in me.

Gravity

Tell me about your writing process.
In principle, I think in parallel between the gameplay elements I put in a game along with what kind of story will be there. I put those together in parallel. Once that is done I try to think of the setting, put together the plot of the story, and what kind of environment the game world will have. From there I start discussing with the team. Back then I used to write all the story myself. Right now it’s kind of impossible for me to do that. For example, the codec conversations: I think of the topics the codecs will have and I hand that to the team of writer that we have. They write it and then I check it after. Ordinarily I try to write as much as possible myself.

The story of the Metal Gear series is infamously complicated. Is this a byproduct of having such a long-running series, or does complexity excite you?
Having a complex story is not my intention at all. It’s nothing I ever shoot for or try to do. Ideally what I want to do is, for example, make a story that’s seems very simple, it’s very easy to understand on the surface, and once you zoom in there’s a lot of details and a lot of things that you can see there. But overall, ideally I try to stay within a story that once you zoom out the main story is rather simple. After each game I begin to think of the story for the next. I didn’t have the whole story put together at once when I created the first game. When you do that sometimes the veins [of stories] get lost, change, or get stuck. From there I need to create new bloodlines so the story can keep going. One thing that I try not to do is sacrifice certain things just so I can keep the original story intact. Sometimes I need to accept these inconsistencies in order to be able to achieve what I want for the story.

Does Kojima Productions keep a lore bible handy in order to keep everything straight?
We don’t have anything like that, but there are core members that have been here for a long time at Kojima studios. Core members that know how things work. We don’t have anything as a text, but the core members that have been here for a while know how we try to create things in our studio. What we need to keep consistent for the users and what things we always want to try to offer. I’ve been creating games in a way that I try to keep staff that knows the things that we’re trying to create. I’ve been trying to hand that down from person to person. In the past we’ve tried to create a bible like the one you mentioned, but no one reads it. So I decided it was better to just pass it on from person to person. The one thing is that when you’re creating a game, in that end what you do every time is pass notes like book reports that say you have clear notes that the player will be doing this or that.

You’ve unsuccessfully tried to hand over the reins of the Metal Gear series, but despite this the franchise has been headed by you for over 25 years. While this comes with its advantages, do you think having one man guiding the entire Metal Gear franchise has disadvantages? For example, if Ridley Scott never left Alien, we would have never gotten James Cameron’s Aliens.
Well, then after James Cameron the series kind of went… [laughs] I understand what you’re saying. At Kojima Productions, if our studio were a kitchen and the head chef changes, then it changes the flavor and it changes. The world franchise usually becomes more open, as in Alien. To be honest, I’ve actually wanted to do something similar just to change it. I don’t know if the Metal Gear brand sometimes is a bit heavy to carry. The franchise is difficult to handle. But so far I’ve had no success [passing the torch]. Metal Gear Rising [Revengeance], fortunately that was a spin-off so that went well. Ideally I would like to step out from the Metal Gear franchise as a producer and dedicate myself to other games. So far that has proven to be a bit difficult. Alien is a very successful example [of a new director coming in]. Unfortunately in our case it’s more like Terminator, that once Cameron steps out of it there was kind of a mess. [laughs]

What personal pursuits do you have beyond games?
First of all I want to create games. Within the game industry I would like to make more games that have that indie game taste or some completely different type of game with a big budget. Something in a completely different direction. If I wasn’t doing games, well of course I’d like to get involved in movies or write novels. I’m almost 50-years-old so I don’t have that much time left. If I were to write a list of things that I want to do before I die, it would be a very stuffed list. Because of my age I’m starting to think of the other things I have to do before I die.

James Cameron has said previously that his Avatar universe is flexible enough for him to tell any story he’d ever like to tell. Do you feel similarly about the Metal Gear series?
I’m not exactly sure what James Cameron’s intention was, but one thing is whatever you create you will always find boundaries. There will always be more things that you want to say. I’ve been working in the Metal Gear franchise for over 25 years. This world has allowed me to tell a lot of the things that I wanted to say. That said, it has a very specific worldview and a very specific set of game elements. I’ll probably be saying this until I die, but there are still more things I want to tell, more things I want to communicate, and more things I want to experiment with.

The Metal Gear Solid series is incredibly important to Konami and they allocate you the appropriate resources to make it a hit, but do you still butt up against development limitations?
One thing is that within Kojima Productions I’d love to put all my efforts and time into creating a Metal Gear Solid that’s kind of what [Rockstar] does with GTA. Unfortunately, that’s not the case. It’s still a business. In parallel we have to work on other projects and make things balanced towards Konami as a whole. Finding that balance with how to work on all our projects proves to be a little difficult.

Metal Gear Solid 2: Sons of Liberty

The Metal Gear Solid franchise is one of the most consistently successful, widely praised Japanese-developed video games. Do you ever feel like you’re carrying the torch for quality Japanese games?
I try not to think like I’m a Japanese game developer. I try to not think about that. Because in Japan Metal Gear only has so much success, in terms that people don’t like that much Metal Gear here. The kind of things you mention as carrying the torch and all that passion, that’s not something you hear often in Japan, so I try not to think of myself as doing that. It’s a similar case for Japanese movies. If you make a Japanese movie that is only intended for a Japanese market, then it has a very specific size, so you will have a very limited budget. Also, if you write a novel intended for a Japanese audience then you can only expect so much reach and distribution. But if you write a novel in English for other markets, then you can focus on one novel. Writers in Japan usually write four or five novels in parallel and release sequentially by chapter in a magazine and whatnot. Oftentimes they can’t think of the ending. That’s a huge problem we face in the Japanese market. Back in the day games didn’t have spoken dialogue, nowadays there’s a lot of talking and a lot of expression. So within that we have to think of how to impact the whole international market. How to make a game towards that market. So for example, let’s say in a Japanese movie you use a very famous Japanese character. You cannot expect to relate to a global market, so we’re trying to think day by day how to address this. How to make something that relates to the whole world.

What do other Japanese developers need to do to succeed this generation?
In the past video games didn’t have spoken dialogue. Like a Charlie Chaplin movie or a silent movie there was no words. You don’t need to put any cultural background related to the whole world as it was. It’s the same case with Mario. Now you can put in all this language, slang, facial expressions – even the color of the skin and eyes. Cultural elements and even racial elements. From there a character that’s famous in Japan might not relate to an American market. It comes down to a choice. If you want to have a successful game only in Japan, then you have Japan as the only place the story takes place. Then Japan will be the only place that gets it. Or there is another option that it could go somewhat like what Hollywood does, with aliens attacking the world which is something that relates to the world.

Do you have a circle of Japanese game developer friends?
Just recently many of the Japanese developers are looking towards different directions from where I’m looking, so I’m not close to anyone. I haven’t really been close to anyone in Japanese game development. It’s kind of hard to talk about our dreams together because they’re different. Honestly, within the Japanese game industry I mean Platinum Games. I’m close with them. I have good friends there. Other than that I guess people that make indie games. Actually for these days, it’s easier for me to talk about my dreams with movie directors. I feel a little bit more comfortable talking about my dreams and personal goals with them.

What are some movie directors that you’ve become friends with?
The guy I feel really comfortable talking to, and which is very exciting, is Guillermo del Toro (Pan’s Labyrinth, Pacific Rim). I had a fantastic time talking with him. Last time I was with Guillermo we went to karaoke, and next time I’m looking forward to doing karaoke again. Del Toro wanted to adhere to all those Japanese anime songs. That’s what we were singing.

Would you ever like to collaborate with del Toro?
Yeah, that would be great

Keep reading for more information revolving around Metal Gear Solid V: The Phantom Pain

Save The Comet Launches Through The Cosmos

Save The Comet launches today, reaching multiple mobile touchscreen devices.

launches today, reaching multiple mobile touchscreen devices. The Indie Game Magazine recently reviewed MogaMecha Game Studio’s game in this month’s digital issue, offering a good look at the then-near-end product. Feel free to check out the gameplay trailer above.

Save The Comet is an infinite gravity action game that puts players in control of the trajectory of a comet as it soars through the cosmos. It runs very similar to an infinite running game, with the exception that players have to move the planets and other large objects in space close to the comet, using gravity to turn and increase speed. Players must also avoid different obstacles and hazards as they move through space, such as asteroids or hypernovas.

The game was initially created through the 48-hour development process of Global Game Jam 2012, with a team of three designers and one programmer. They then spent a long 18 months in development before today, working on a more detailed and visually appealing game with 3D models and animated explosions; all while following their core game mechanic.

The game is available for iOS, Android, and Windows devices for free. The game will offer in-app purchases that provide power ups and other advantages for the player. To learn more about the development process, and the team that created Save The Comet , visit MogaMecha Game Studio’s website.

Deus Ex: Mankind Divided releases in early 2016

At Square Enix's E3 conference, we got another look at Deus Ex: Mankind Divided and learned more about its story.

Deus Ex

and learned more about its story. The game takes place two years after the events of Human Revolution during a "mechanical apartheid" where augmented humans are forced to live in heavily-guarded slums. Adam Jensen is now working for an anti-terrorism task force and also serving as a covert double agent.

Deus Ex: Mankind Divided is coming in early 2016. Have a look at the trailer below.

Free Shadowrun: Hong Kong expansion will add five hours of play

It's been all quiet on the Shadowrun: Hong Kong front since the fantasy-cyberpunk RPG was released last summer.

Shadowrun Hong Kong

front since the fantasy-cyberpunk RPG was released last summer. But developer Harebrained Schemes announced over the weekend that a Shadowrun: Hong Kong Extended Edition is in the works, and that everyone who already owns the original release will be updated for free.

There are no details at this point, but Harebrained said on Facebookthat the update will another five-plus hours of gameplay, and more than 100 minutesof developer commentary. A sample of the commentary, discussing some early concepts of NPC Kindly Cheng, is posted on Soundcloud.

Shadowrun: Hong Kong earned a solid score of 70/100 in our August review, in which we declared it “the best Shadowrun to date,” but noted that the franchise as a whole is getting a little long in the tooth. Even so, there are few genres that hold up to the years as well as RPGs, and more of a good one is always welcome.

Thanks, Destructoid.

Heads-up: Windows 10 may be sneaking onto PCs without permission

It's not enough for Windows to inform me daily how many people have upgraded to Windows 10 and how much happier I would be if I would only stop resisting and submit—reports are coming in of Windows 10 taking matters into its own hands and installing itself on Windows 7 and 8.1 systems without permission.

Windows 10 Media Tool

This Reddit threadwith nigh-on 5,000 upvotes is chock full of tales of people going away from their desks and later walking in on Windows doing something it shouldn't, finding it minutes or even seconds away from an auto-update. The lazy among us will be all too familiar with being unexpectedly kicked from a game at a crucial moment as Windows restarts, the update warning having hidden behind the fullscreen application. Turning it back on to find a new operating system is another level of rage-inducing altogether.

The problem, it seems, can be traced back to a Microsoft blog postof October 29 titled 'Making it easier to upgrade to Windows 10'. Oh boy. Making it easier translates to re-categorising Windows 10 as a 'Recommended Update', causing it to download and install automatically, depending on your settings. But don't worry! According to the blog, "Before the upgrade changes the OS of your device, you will be clearly prompted to choose whether or not to continue."

Windows 10 Wallpaper

That is not what many are reporting. In some instances, the OS update follows the default Windows 7 upgrade process, providing you with a 15-minute warning before it assumes consent, and that warning, as we know, is easily missed. Others claim they received no warning at all. More curious still, an experiment by Woody Leonhardfor InfoWorld using a Windows 7 virtual machine found the Windows 10 update in the 'Optional' category. Unchecking it had no effect—Windows Update would re-check it each time it was run—and Windows 10 attempted to install itself anyway.

This contrasts with Microsoft's official line: "Customers continue to be fully in control of their devices, and can choose to not install the Windows 10 upgrade or remove the upgrade from Windows Update by changing the Windows Update settings."

This saga has unsettling echoes of the aggression Tim Sweeney recently cautioned against in his attack of the Universal Windows Platform. Until this gets resolved, maybe install a hidden camera to keep tabs on your computer when it thinks it's alone?

Jelly Defense’ Review – Clean And Polished, But Is Really Difficult

‘Jelly Defense’ Review – Clean And Polished, But Is Really Difficult
In a black and white world, the only colors are you, your crystals, and your enemies.

In a black and white world, the only colors are you, your crystals, and your enemies. Obviously, most creatures aren’t exactly possessions you want to risk a lot for, so your enemies will want your precious gems. Your job is to stop those treacherous creatures and enemies from stealing the crystals, while commanding where your support “towers” go.   In this modern styled, classic tower defense game, you have three available towers and your have to save Diploglobe and the Jelly Nation from doom. There’s an obvious abundance of tower defense games, including both high and low quality games. I’ll get into this stylish tower defense, breaking down each aspect one at a time.

Immediately after starting the game, I took note of the cartoonish style of the game, rather than other tower defense games where they feature “realistic/futuristic” enemies and towers. As I watched their intro animation and cut scenes, I was impressed with the smoothness of the game. The animations were sharp and polished, which was a bonus. The level selector/menu was a nice 3-D (Google Earth-like) globe, where you can easily select the level, or you can browse through the Jelly’s “Earth”. I can certainly conclude that the user interface was quite clean and minimalistic, but at the same time,  very detailed and impressive.

The gameplay following, was the only issue I had with the game itself. The most important aspect of almost any game is how well the game plays or how much fun/entertainment you can get out of it. Before I actually say some of the issues I had, this game is absolutely not for perfectionists.  If you’re any bit similar to me, I almost always have to complete a tower defense game with all my lives. This game just won’t let you, no matter how many times you try. The game is hard and frustrating when you try to keep all your 10 initial gems. In fact, after the first few levels, the game just loves to get you angry and mad, just like a troll. I am a self-proclaimed iOS gamer, and I’ve played probably over 20 tower defenses, and have gotten through quite difficult levels. This game is much more challenging than any of those other games.

There are three towers for you to choose from, a typical rapid-fire, but weak tower (red/blue), an explosive cannon tower (red), and a minigun tower (blue). The color corresponds to what enemy the tower can fire at, if it isn’t the correct enemy, the Jelly Tower will take a nap (won’t fire). Red enemies are known to be fast and bunch up in groups, and the blue enemies are distinguished to take more damage and are a little slower. The trouble with the towers are that they don’t have enough range, leaving enemies to get by extremely easily. All towers are able to have basic upgrades, increasing damage and range, while also changing appearance.

The game is addicting and has a decently long campaign. The replay value is decent, however it probably won’t be as much, unless you’re a tower defense perfectionist. The sound effects are materialistic as well, but sometimes get annoying, because they often repeat a certain SFX for many things.  The game is fun for a while, but depending on your patience, you will probably get as flustered as I did. Jelly Defense a good tower defense game, and really polished, but needs levels based on difficulty.

For more information on Jelly Defense visit their official website. The iOS version can be found at the App Store, universal for the iPhone and iPad for $0.99.

[review pros= “Great graphics, really polished and awesome animations” Cons= “Too hard, needs option to replay a single wave and needs more towers” score=80]

Square Enix teasing an interactive game reveal via Twitch

Square Enix will begin the first of three days of an interactive reveal event over on its Twitch channel later today.

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Known only as 'Project CKP', the game is from one of Square Enix's western development studios and will be teased through the multi-day event. Early bets are on it being the next Hitman or Deus Ex title, though naturally there's no confirmation on that at the time of writing.

Join us on Twitch on Monday for a unique 3-day interactive experience from one of our Western studios. Don't miss it! pic.twitter.com/tRqEBxSkS4

It's been over a year since we last heardsomething about IO's next take on the Hitman series, while we went into detail much more recently on what we wantfrom Eidos Montreal's second 'proper' Deus Ex game.

Battletech Kickstarter breaks $2.5 million in funding with one day remaining

The Battletech Kickstarter that Harebrained Schemes launched in September has now surpassed $2.5 million in funding.

Map of the Inner Sphere

has now surpassed $2.5 million in funding. That's more than ten times the original $250,000 goal, and it means that the final stretch goal of PvP multiplayer has been achieved. And that will in fact be the final stretch goal: The studio said that any further funds raised will go toward "polishing the features and content we've already committed to."

At the same time, Harebrained does have plans to expand the game further after it's come out. "After that, any additional funds will go toward funding a Post-Launch Live Team that will continue developing additional features and content," it wrote in a. "First among them will be Cooperative Multiplayer, which will allow you and a friend to face-off against AI opponents."

Harebrained's Battletech is a turn-based tactical game, rooted in games like FASA's Mech Commander(Harebrained co-founder Jordan Weisman, by the way, was also co-founder of FASA) and, prior to that, the Crescent Hawkgames. It's set in the "classic Battletech" era of 3025, at the end of the Third Succession War and prior to the Clan invasion, when the Great Houses were still scrambling and scavenging to simply maintain effective Mech fighting forces. As the game stands, it will have a complete single-player campaign, as well as open-ended "mercenary" gameplay that will let players carry on indefinitely by accepting procedurally-generated contracts.

The Battletech Kickstarter campaign has a little less than a day left in it, wrapping up at 3 pm ET on November 3.

Vigilante: Speak For The Dead’ Review – Rule The Roost

‘Vigilante: Speak For The Dead’ Review – Rule The Roost
There’s a few reasons why I left my review of Vigilante: Speak for the Dead ( VS4D ) until today.

) until today. Firstly, starting this week Divisive Media’s social game launches internationally across a number of platforms, having built up a local following in Australia and New Zealand these past few months. Secondly, I’ve created a few different accounts and watched the game evolve over time, so now I can confidently state my opinion on this little experiment.

Any game that involves social interaction and a constant need to follow the situation requires time, more so than most. In the case of VS4D , based on the upcoming feature film ‘John Doe’, time plays a large part in how the game operates. From taking down small time criminals to building a clan worthy of wielding power, you’re going to need to put in as much effort as you can to get the most out of it.

You’ll start by creating a character, choosing from a number of facial characteristics and clothing for your mugshot. In my case I started by searching out my own image (the lads at Divisive were more than happy to include my unusual mug in the game … I can only imagine how many people have used my nose!) before trying out a few more outlandish matches later on. The likelihood of coming across another player with the same features as you is highly unlikely, though you can always choose to cover your entire face with a mask or similar at a later date.

VS4D is split into a number of different areas. You’ll start by taking out small timers and local citizens who you believe are causing trouble. The game will do its best to describe each situation, but it’s completely your decision whether you take any action and, if so, what action that may be. A warning here or there might sway a few people, but taking bigger risks or causing more damage may result in bigger XP or cash rewards.

Your character will continually upgrade over time, improving certain statistics that will later decide how effective your decisions may be. But your vigilante means nothing unless you choose a clan, which is where the social aspect of VS4D comes into play. Once you’ve requested to join a group, you’ll then be able to talk amongst yourselves within a separate clan only chatroom. If you do get lucky and join a talkative team, you can then arrange between yourselves what you’d like to do.

Rival clans, i.e. other players, will then try and take you out if you find yourselves growing in stature, so maintaining a level of communication is vital to your clans success. If one of your team is under threat, he can shout out to the rest to defend him against he incoming attack. Everything is timed, from a few seconds for earlier quests to a few hours for the more difficult challenges, such as taking out a higher level character or indeed defending against a rival gang.

VS4D feels more like a text based adventure mixed with a non-fantasy tabletop RPG. Interactions are played out through simplistic but well drawn menus, from choosing your clan colours to purchasing new equipment or targets within the map screen. When you do decide to take action, the event will play out in a short animation mimicking a motion comic before displaying your results. Your choices change the way your character survives and evolves, along with the kind of success your clan can achieve.

Impressively, you can continue the same game across different platforms (although the Facebook edition has yet to be released). This allows a continuous level of interaction, as soon as something happens in the game your phone app will relay the message during work hours, before you sit down and coordinate your next move at home on the couch via your iPad. Once the Facebook version comes online, the possibilities of the game are numerous.

VS4D’s setting mixes its comic style art with partial realism (you’ll see information popping up ranging from lowly drug dealers to family members caught in the crossfire and lives struggling to survive every day events) and some times it can be a little unnerving. It’s important to note that you can’t just take everything you see out, otherwise the chief gang will quickly put you in your place. There’s a sense of right and wrong here, you can’t just rely on random attacks. Choosing your targets wisely and using the right methods will gain the right level of awards without drawing too much attention from the in-game rival, though real world players won’t see things the same way.

That’s the beauty of Vigilante: Speak for the Dead . Each experience will vary depending on how deep you go down the rabbit hole. Join the right gang and you could climb up the ladder or be part of an endless war, back and forth. Though there are a few technical glitches here and there, with a little instability depending on your internet connection, there’s nothing here that’s game breaking or annoying.

My time with the game has so far been within Australia itself, but it’ll certainly be interesting to see the what player interaction the world over might do to the landscape. Divisive have also built a strong support base so far, with the hope that fresh content and updates will constantly stream through. As it stands now, Vigilante: Speak for the Dead is a well thought out and intelligently designed social experiment with the potential to grow significantly.

[review pros=”Intelligent RPG/text adventure design, Impressive motion comic art, Compelling social interaction” cons=”A few bugs crop up but nothing game breaking, Load screens can be a little long at times, Experience will vary greatly if you fail to join a strong clan” score=88]

Deus Ex: Human Revolution boss fights were outsourced

"We did the boss battles" announces the president of G.R.I.P.

"We did the boss battles" announces the president of G.R.I.P. proudly in the Deus Ex: Human Revolution behind the scenes video above. The footage, highlighted by Gameranx, reveals that Human Revolution's awful boss encounters weren't made by Eidos Montreal, but instead outsourced to a different company headed by a chap who admits "I'm a shooter guy, coming into this not knowing a lot about the Deus Ex world." The video gives a pretty good indication as to why Human Revolution's boss battles were such a horrible flop.

Thankfully, almost everything else was fantastic. Discover what we thought of Deus Ex: Human Revolution in our Deus Ex: Human Revolution review.

Harebrained Schemes hints at something new from an old franchise

Harebrained Schemes has done pretty well for itself with the Shadowrun franchise, ringing up $1.8 million on Kickstarter for Shadowrun Returns in 2012, followed by the Shadowrun: Dragonfall expansion (and later, a stand-alone Director's Cut) and Shadowrun: Hong Kong, which is still in development.

Mechwarrior Online Atlas

in 2012, followed by the Shadowrun: Dragonfall expansion (and later, a stand-alone Director's Cut) and Shadowrun: Hong Kong, which is still in development. But in a recent interview with Game Informer, Harebrained co-founders Jordan Weisman and Mitch Gitelman suggested that the studio may move on to something new, that's based on something old.

"There’s a very real chance of us pushing the size of the studio just a little bit more," Gitelman said. "What’s great is that we greenlit this original IP, Necropolis, but there are other IPs that we’ve created in the past that we are very interested in. Maybe soon."

"We’re not going to say yet, but one of my old children may be coming home to roost," Weisman added.

Those "children" almost certainly refer to either Battletech/Mechwarrior or Crimson Skies, and the smart money looks to be on the former. Harebrained tweeted a link to the Game Informer story shortly after it went up, which is no big deal, but then so did Russ Bullock, the president of Mechwarrior Onlinestudio Piranha Games. A Piranha Games rep declined to comment on the matter, but confirmed that the studio still holds the publishing rights to the Mechwarrior franchise, which it acquired in full last yearfollowing its split from former Mechwarrior Online partner Infinite Game Publishing last year.

It might not mean anything—but then again, it might. We've reached out to Harebrained Schemes for comment, and will update if and when we receive a reply.

Unsurprisingly, Harebrained has also declined to comment. "We aren't prepared to talk about anything right now," a rep said, "but we are excited about the future and the chance to bring another one of Jordan's classic IPs into Harebrained Schemes where we can give it the love and care we've given to Shadowrun."

Puzzlejuice’ Review – Certainly Does Punch My Brain In The Face!

‘Puzzlejuice’ Review – Certainly Does Punch My Brain In The Face!

Puzzlejuice creates a whole new genre by combining two very popular games, Tetris and Words with Friends/Scrabble , into a new, innovative game. The game takes on the sides to please players who enjoy crossword puzzles and word finder games, then puts some stress, panic, and action into play. The game itself is creative and stylish, but if your looking to buy a shoot’m up or a racing game, keep reading anyways. Puzzlejuice takes Tetris and mixes it up a little.

The gameplay is easy to learn with their quick introduction/tutorial, and it sends you straight into the game. The objective of this game is to get as many points as you possible can before reaching the top. In order to remove blocks, you have to match letters (keep reading), to make them disappear. Letters will show up as soon as you make a “tetris” or a row of pieces. You can also match 3 or more touching blocks of the same color and turn them into letters as well. By matching  blocks or spelling words, the multiplier/combo bar will increase. As the game goes on, the pieces will fall faster and faster down the grid. If you make a mistake, the game has an awesome gravity feature, where if you spell a word, the blocks above will fall like sand in Minecraft .

To add more replay value, there are unlockable powerups which you can unlock by completing achievements such as making a 6 letter word or clearing 3 lines with one piece. There are 6 available powerups (of which you can only equip 3), each having different effects. The powerups include: Kabomb, Freeze, Driller, Twister, Slammer, and Letter Nuke (which unlock in order respectively). The devs must have thought this game out pretty well because they also added different game modes. The two core modes: hard mode and euro extreme mode, pretty much covers what I’ve just explained. In hard mode, any word match will create an ‘explosion’ around the surrounding blocks (including adjacent blocks) and removes them off the board. In euro extreme mode, the ‘explosion’ is only created when a five or more letter word is spelled. Zen mode is almost the exact same thing as the core modes, but it is timed (90 seconds), there are no ‘explosion’ for every word, and the pieces don’t fall down on their own.

The interface is unique, and I thought it was really interesting how you can select the mode by swiping your finger across the word. The game was really easy for me to learn and simple to grasp. Also, the tutorial was really accessible and was placed onto the main menu for those who forgot how to play or missed a detail. The music was interesting enough; the music had a sense of rush but was relaxing and calm at the same time. The music is ultimately one of the most important part of any game, video, or movie, and their music gave off a nice retro feel but encapsulating something magical at the same time. This game is amazing, and probably one of the best puzzle/action games I’ve seen in a while. Puzzlejuice all the way.

For more information on Puzzle Juice visit their official website. The iOS version can be found at the App Store, universal for the iPhone and iPad for $1.99.

[review pros=”Intuitive menu, excellent music and sounds, leaderboard function, easy to learn, action packed, and overall, it’s really fun” score=100]

MLG and joinDOTA team up to create a new Dota 2 league for 2015

MLG and joinDOTA have announced plans to team up next year to create what may be the largest Dota 2 league in the world.

MLG joinDOTA

league in the world. The planned league will span three separate seasons, each leading to a LAN playoff and then a World Championship final slated to take place near the end of 2015. All joinDOTA Division 1 teams from last year's season will be invited to compete for a spot in the finals, and other top teams from around the world are being invited to join as well.

The new system will also be open to other players: The two leagues are working to incorporate MLG Pro Points into the joinDOTA League, which will allow players "from across the board" to compete for a qualifying position in the finals. A total prize pool of more than $565,000—a minimum of $475,000 in prizes and $90,000 in travel support—is up for grabs.

“We have always wanted to create something big with MLG and it doesn’t get much bigger than this,” joinDOTA Project Manager Jacob Toft-Andersen said in a statement. “By linking the joinDOTA League together with MLG we can create consistent LAN finals with a big grand event the scene can be proud of.”

Details about qualifying tournaments for the new MLG-joinDOTA League system and the incorporation of MLG Pro Points will be revealed soon.

Shadowrun: Hong Kong breaks $1 million on Kickstarter

Kickstarter, eh?

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Kickstarter, eh? Depending on what you may or may not have backed, your opinion of it can likely be summarised as: :D , :( or :/ . Maybe even :s , although, real talk, what even is that supposed to be? How do people make their mouths do that?

Harebrained's Shadowrun RPG series has, from the outside, always appeared to be in the :D to :) camp. Its community is clearly pleased enough with previous games that the third standalone entry—Shadowrun: Hong Kong—has just broken the $1 million mark on Kickstarter. That's despite the campaign only needing to raise $100,000.

With the milestone, fans have secured an extra Shadows of Hong Kong mini-campaign. It'll provide an extra 4-5 hours of play time, and will allow you to import your high-Karma character from the game proper.

There's still just over a day left before the Kickstarter's end. Rather than additional stretch goals, the team have announcedthat any extra funds will go towards "dealing with problems that crop up during production."

How to quickly set up a new gaming PC with Windows 10

If you haven’t installed Windows lately, you may remember it as a frustrating ordeal.

Windows 10 Setting Up

If you haven’t installed Windows lately, you may remember it as a frustrating ordeal. But things have changed since the optical drive era, and installing Windows 10 is faster and smoother than it was even a few years ago with Windows 7. With a bit of prep and a quick flash drive or two, you can be cruising with Microsoft’s new OS on your new rig less than an hour after you click the install button.

Here's the fastest way to get Windows 10 installed on a new gaming rig.

All you need

Fast drives at 16+ GB will make your installation easier.


Pick a pair of speedy sticks

You’ll need media to install from, and USB flash drives are the perfect choice. Pick two in USB 3 flavor and get the fastest ones you can. It makes a difference during installation. It’s also smart to shoot for larger sizes, at least 16 GB. While the OS files themselves don’t take up much space, there will be other important uses for those free gigabytes before installation is over. The Lexar drivesused here clock in with a real-world 50 MB/s read speed and run $25 a pair, although they are bit on the fragile side.


Start with software

You won’t need to find Windows 10 installation media or get a retail product from a store; Microsoft offers a media creation tool via free download directly on their website, which creates an installer for you. Grab the version compatible with your system and, this is important, have your Win10 product key ready, as you’ll be entering it in eventually.

A note for those upgrading: If you don’t already have a product key and plan on using Microsoft’s free upgrade offer, you are required to install Win10 over an already existing and activated previous Windows version to obtain the key you’ll need for bare installations like the one we’re doing here . The version of Windows you can pick for the free upgrade is based on what you were running beforehand. Systems running Win 7 or 8 Pro and Ultimate versions can pick Windows 10 Pro, while everyone else gets Win 10 Home. Cumbersome and a little confusing, but you can’t complain about the cost!

To get your free upgrade on a brand new rig, install Windows 7 or 8 first, using your existing product key. Then you can follow the steps below. If you need the Windows 7 installer, download it here. Download the Windows 8.1 media creation tool here.

MSMediaToolDownloadPage

Select “Create installation media for another PC” and click “Next.” Language, edition and architecture options follow. Pick the appropriate edition for your product key and stick with 64-bit variants unless you absolutely require 32-bit for legacy reasons. Some games, such as Cities: Skylines, require 64-bit Windows versions to run while others need more than the 4 GB of memory allowed on 32-bit versions of Windows.

If you haven rsquo t been running the 64 bit version of Windows now would be a good time to upgrade Even phones run 64 bit operating systems now

If you haven’t been running the 64-bit version of Windows, now would be a good time to upgrade. Even phones run 64-bit operating systems now.

Picking the right media type on the next screen is less obvious than it seems, as there are merits to both direct USB installer creation and the more flexible Win10 ISO images. The flash drive method is usually the best way to go, but if your system has problems booting with them, there are speedy alternatives using the ISO and third party utilities like Rufus, which offers a wider variety of options for creating bootable USB media. The ISO version also comes in handy when installing Windows 10 to a virtual machine for a test drive using software like VirtualBox.

SelectMediaandDrive

Select the USB flash drive option and pick the attached device you’ll be using as the installer. While the installer itself is less than 5 GB, the extra space will come in handy for the next step. For now, the media creation tool will format the flash drive, download and transfer the installer, and make the USB bootable.

DownloadingWin10andFlashDriveReady


Driver Directions

The first use for that extra space is a folder housing all the drivers for the motherboard, graphics card and whatever other components you have installed, along with a few choice utilities to keep handy on any system.

Avoid using any drivers that shipped with your hardware, and download the newest version from the manufacturer instead. Otherwise you may end up installing them all over again. The software that comes inside the box with most hardware is usually outdated before it leaves the factory.

Keep in mind the OS is only half the battle You might need to wait a few weeks for your hardware rsquo s drivers to catch up with Microsoft rsquo s release

Keep in mind the OS is only half the battle. You might need to wait a few weeks for your hardware’s drivers to catch up with Microsoft’s release.

Go to the manufacturer’s website and find the product support page for your hardware and operating system, then download all relevant files for your system. Since these are probably compressed, do your future-self a favor and decompress them now into logically named folders you’ll be able to read at a glance. Folders with names like APRP_Win7-8-8-1_V10028 aren’t very helpful.

While you should install all the necessary drivers for your system, you don’t need to install all the software available for every component. Many manufacturers include optional, bloated versions of their drivers, third-party utilities and other extras that aren’t required for operation and occasionally cause trouble. Keep your system lean and mean by avoiding software kruft and fluff.


Tools for the road

That said, there are a few tools no new system should be without. Include installers for your preferred virus scanner, malware protection, system information utility, and any third party browsersyou use. It’s smart to have all of these in place before connecting a new system to any internet-aware networks. You also might consider a benchmarkor twofor quick system tests to make sure everything is running properly.

Once you’re done, a 32 GB drive will be about a third to halfway full. As usual with Windows, there’ll be more space devoted to drivers, utilities and updates than to the operating system itself. Having all this at your fingertips during the initial install is one reason why it pays to prep beforehand.


Time to drop the dime, aka installing Win 10

Now that your speedy flash drive is packed full of Win 10 goodness, it’s time for installation. Don’t worry, it won’t take long. Plug the drive into a USB 3 port and restart your rig into BIOS. Arrange the boot order so that UEFI mode USB comes first, and while you’re here, check to make sure you’ve got the latest BIOS version and the target drive is recognized and ready for OS installation. Since the latest BIOS is already downloaded and uncompressed on the flash drive, this should be a piece of cake. When you’re done, restart and the system will boot into the Win 10 installer. Select your language, click Next, and start the installation.

Win10 LanguageandInstallNow

At this point you’ll be prompted for your Product Key. Enter it or click Skip if you prefer to do this later. Keep in mind that you’ll be running an unactivated version of Windows if you install without the product key, and some features will be disabled.

Win10 Key Entry

Next up is installation type. You can either install over an existing version of windows and keep your settings, or go for a clean install with the Custom option. For a new system you’ll be picking Custom, but don’t forget to use Upgrade first if you’re redeeming the free Win 10 offer.

You’ll need to pick the target drive where Windows 10 will be installed, and there’s the usual set of drive tools available to assist, including deleting, formatting and extended partition options. In most cases, it’s best to start with unallocated space on a bare drive and let Windows perform the partitioning during installation. Once you’ve selected the drive, click Next and Win10 will finish the initial installation, reporting progress via the status screen.

Custom Install and Partition

Once the installer is finished, you’ll be presented with the Express settings screen. Even if you’re in a rush, take a moment and pick Customize settings anyway, since there’s plenty here you’ll want to know about, including a lot of phone-home options Microsoft leaves on by default. It’s a good idea to review these, even if you intend to leave them on.

Win10 Customized settings

Options include location, advertising ID, browser page prediction, error reporting and the now infamous automatic network connectivity settings. My recommendation is to turn all of these options off unless you have a specific reason to leave them on. There’s little to gain by sharing this information with Microsoft or people on your contact list.

Win10 custom settings pages

The last part of the customization process is picking your sign-in method, usernames and password. Since Windows 8, Microsoft has provided an online, Google-like sign-in ID that ties together Office, Outlook, OneDrive and other functions with your Windows username, but you can also skip this and create a standard local account as well.

Win10 Online and local signin

After a few moments configuring apps and settings, the system will boot to the new Win 10 desktop. You’ll notice a few changes immediately, like the new Start Menu and search bar, while others will reveal themselves as you browse deeper into the control panel and other areas.

Now it’s time for the final step. Copy the driver folder from the USB flash drive to your local disk and start installing your drivers. Begin with the motherboard’s chipset drivers and prioritize other low-level, high-function software such as graphics cards and storage controller drivers, before going on to utilities and tools. After some clicking and a reboot or two, you’ll be done. Welcome to Windows 10!

As a precaution during wrap up, consider using the built-in Windows System Image Tool tucked away in the File History controls to back-up your new OS install to that second USB flash drive, so next time you install Win 10 it’ll take 10 minutes, instead of 45.

System Backup

Otherwise, you're good to game. Make sure you've got the latest updates from Nvidiaor AMDinstalled, download Steam, and start queuing up some games.

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