World of Tanks video introduces upcoming physics system, destructible buildings

Wargaming have announced a new series of development diaries that will outline their planned features across the next year of World of Tanks.

Wargaming have announced a new series of development diaries that will outline their planned features across the next year of World of Tanks. Where their update videos are often thumping, brash affairs that take to the internet, screaming "TAAAAAAAAANKS!", these videos are altogether more considered. The first, detailing an upgraded physics system, sports a contemplative frown, a raised eyebrow, and a metaphorically muttered "hmm... tanks?". It is likely the first time in history that Sigmund Freud has been used as the justification for destructible building physics.

While crumbling buildings are the obvious highlight, the game's tanks are also receiving an overhaul. Wheels and treads will be more heavily affected by the shape of the terrain, and the turret will become a separate model - one that can fly off and even damage other tanks.

There's no firm release date for these additions, but at least some of the changes will debut in the game's upcoming 9.0 patch.

Building Your Nightmarish Dream Car In Mad Max

One of Mad Max's defining characteristics is that he's a man
who was tragically separated from his family.

One of Mad Max's defining characteristics is that he's a man
who was tragically separated from his family. Without a wife and child in this
post-apocalyptic nightmare, the only other constant in Max's lonely life is his
black-on-black Interceptor. This enduring, powerful car is tragically stolen
from Max early on in Avalanche's game, and he's left with no other option than
to build something better. Thankfully, he's got the help of a master mechanic,
and ultimately the tinkering player, to guide him.

We had extensive hands-on time with Mad Max during our cover
storytrip to Avalanche Studios' office in Stockholm, Sweden.  We customized the Magnum Opus and tore around
the Wasteland plenty, but also spoke with the team about the daunting task of
taking away Max's signature Interceptor and asking players to build something
new.

Avalanche compares the concept to creating a Star Wars game
about Han Solo, then taking away the Millennium Falcon at the outset. "That's
exactly what it is," says Frank Rooke, game director.  "It's a wonderful thing to do, I think.

"For us, it's just having fun with that kind of concept,
saying, 'You had something incredible, but now go out and make something even
more incredible.' It's up to you to make that thing. What you define as
incredible is your own vision."

Speaking of vision, the creation of the Magnum Opus is the
religious crusade for Max's oddball mechanic partner, Chumbucket. This
deformed, Igor lookalike approaches auto customization with potent zeal, to the
point where he refers to Max as "Saint."

Two chassis options for the Magnum Opus

"Chum definitely has this religious respect for vehicles, so
he treats [the Magnum Opus] that way," Rooke says. "He worships vehicles. He
worships anything mechanical, actually. For him to create something like the
Magnum Opus, that is the ultimate thing to do for some sort of vehicular god
out there."

Max's connection with vehicles isn't as fanatical as his greasy
ally's, but they've always played a pivotal role in his journeys throughout the
Wasteland.

"For Max, I think he has a special bond, not with vehicles,
but with his car," Rooke says.
"That's why you don't see him eyeballing some other car. He doesn't see those
cars as his home, as his connection to who he is, what he's invested in, or
where he wants to go."

Where Max wants to go is an enigmatic place beyond this
chaotic section of the Wasteland that he calls The Plains of Silence. Before he can get there, he's going to have to build the best vehicle possible
to endure the other lunatics tearing across the sands in their own souped-up
rides.

Up next: Get to know
the intricacies of the Magnum Opus, bumper to bumper...

Need for Speed video shows five ways to earn "rep"

In the new Need for Speed reboot, money isn't everything.

In the new Need for Speed reboot, money isn't everything. You also need reputation, or as the woman in this trailer keeps calling it, "rep" (or as EA styles it in this, "REP"). Rep is how you attract the attention of real-world car celebs like Magnus Walker and Risky Devil, and also unlock new events and cars.

You gather rep for five different activities, each of which has a conveniently snappy one-word label: speed, style, build, crew, and outlaw. You can focus on taking part in drift contests to get style rep, or use the "most authentic car modification in Need for Speed history" to get a reputation for building. If you drive really fast, with a few drifts thrown in, in a car you modified yourself, with your crew, and there are cops chasing you, you'll get rep in all five categories.

The Need for Speed reboot is out in November, and can't be played offline. It does feature some very pretty urban nighttime settings, though.

Riot Just Banned Three Teams From Playing Competitive League Of Legends

Riot Just Banned Three Teams From Playing Competitive League Of Legends Developer Riot Games has just barred three teams from participating in future competitive League Of Legends contests. Two professional teams from the North American League Of Legends Championship Series (NA LCS), Team Impulse and Renegades, as well as Challenger Series’ Team Dragon Knights, were dealt the news following a pair

World of Tanks set to upgrade graphics, physics this year

World of Tanks is looking to up its game in the coming year, and we'll be lucky enough to have front row seats: the Wargaming developers will be releasing a series of new developer diaries to catalog improvements to the game.

is looking to up its game in the coming year, and we'll be lucky enough to have front row seats: the Wargaming developers will be releasing a series of new developer diaries to catalog improvements to the game. Changes will include new graphics, new vehicle physics, and more destructible and challenging environments.

The trailer below, titled “World of Tanks Refined,” shows off some of the team's ambitions and early test models. “The goal of introducing new materials modeling is to show the tanks as big, heavy chunks of metal,” one developer says in the video. The trailer shows tread elements moving independently over rough terrain and walls splintering into individual chunks of brick.

The team is also hoping to add atmospheric elements that will affect view range and structures that break apart using the Havok physics engine. The overall effect should be a more realistic, immersive simulation for World of Tanks' massive playerbase to enjoy. It's great to see that Wargaming's more recent release of World of Warplanesisn't slowing down innovation for the series standard-bearer.

Check out the World of Tanks websiteto start playing. If you're new to the game, you can also check out our guide to World of Tanks here.

Mad Max, Just Cause, And Avalanche Studios' Biggest Year Ever

Rising from the ashes of a failed studio, chief creative officer Christofer Sundberg and chief technical officer Linus Blomberg founded Avalanche Studios.

Rising from the ashes of a failed studio, chief creative officer Christofer Sundberg and chief technical officer Linus Blomberg founded Avalanche Studios. Most widely known for the Just Cause franchise, this studio in Stockholm has grown ( and expanded with a New York branch) and is now releasing four games in 2015. While visiting the team in Stockholm for our cover story on Mad Max, I spoke with Sundberg and Blomberg about the origins of the studio, experimenting with mobile games and dinosaur hunting, and the slightly confusing history of Mad Max's development. To learn more about the turbulent history of Avalanche Studios, click here to watch our previous interview with Sundberg during our month of coverage for Just Cause 3.

Watch the interview below to learn more about the studio behind the upcoming Mad Maxand Just Cause 3.

For more on Mad Max, click on the banner below to enter our hub of exclusive content that will be updated throughout the month.

Need For Speed will require an internet connection, and here's why

You can't play Ghost Games' forthcoming Need For Speed reboot offline, the game's executive producer has confirmed.

Need for Speed

reboot offline, the game's executive producer has confirmed. It's no surprise, considering how central social connectivity has been in the last two instalments. The studio confirmed as much back in May, but there's also a new hook: rewards for impressive in-game snapshots.

"We’ve been pretty big with Autolog throughout the years and, as we know, it’s a really powerful feature," executive producer Marcus Nilsson told OXM. "This time around we’re going to give it more of a human voice. It will treat your friend’s play as if it is part of the narrative experience."

"We also have a new snapshot system as well," he continued. "Which is taking pictures of a lot of different moments – [they go] out to the Need for Speed network where people can ‘like’ them, and those likes are being pushed back into the game as currency. So you get progression from sharing your photos."

So there you go – fishing for social media 'likes' has finally penetrated the world of night racing. Whether the feature will have any stick or not is yet to be seen, but one thing is certain: you'll need to be connected to the internet to play Need For Speed.

Has BioWare been training us to be the villain?

Has BioWare been training us to be the villain? Commander Shepard had to make some tough decisions during the events of the original Mass Effect trilogy. From wiping out entire species to toppling sovereignties, chemically castrating a race through inaction, and too often steering the crew of the Normandy into deadly peril, it was a torturous journey. But Shepard isn’t to blame, not really, because

World of Tanks' Confrontation mode launches this week

Multiplayer mechanised battler World of Tanks is getting a new update this week.

Multiplayer mechanised battler World of Tanks is getting a new update this week. The memorably named 8.11 patch brings a new map, new crew management features, and, most notably, Confrontation mode. In this, tanks forego the usual inter-nation free-for-all, instead becoming divided along territorial lines, with countries fighting countries in a match-up that's directly inspired by actual wars, probably.

The update is slowly rolling out across the world this week. It should be available in Europe and Russia today, in Asia on the 12th, and in the US and Korea on the 13th.

Yesterday, a post on the World of Tanks siterounded up the key features of Confrontation mode:

"The probability of playing “Confrontation” is the same as for "Encounter" or "Assault" "The game maps available in "Confrontation" are the same as in any standard battle "The new battle type will be open for all vehicle tiers "Teams in “Confrontation” are built by nations. Battles cannot be fought by two teams built from vehicles of the same nation. For example, a French vehicle team can battle against the British, Americans, Germans or Soviets, but not against another team of French vehicles "The Chinese and Japanese nations are excluded from this battle type. The reason is that these nations do not have all vehicle types available "The new battle type can be played in Platoons, provided that all Platoon members are driving vehicles of the same nation (excluding China and Japan) "This battle type can be manually disabled in the game settings menu, just like the “Assault” and “Encounter” battle types"

The new map, Windstorm, takes place around a European city, and features narrow streets and indestructible buildings. That last point definitely isn't inspired by actual war.

Exploring The Deadly World Of Mad Max

If you've played Just Cause 2 from Avalanche Studios, you understand the team's passion for creating gigantic worlds for players to explore.

from Avalanche Studios, you understand the team's passion for creating gigantic worlds for players to explore. With their new game, Mad Max, players will be set loose in the Wasteland ( which kinda sorta isn't Australia) and tasked with finding the resources to create their ideal customizable death car. We spoke with game director Frank Rooke and lead artist Daniel Persson about the process of designing this brutal environment and what you'll encounter in the final game.

Watch the video interview below to learn what features and enemies Mad Max will come across in the Wasteland.

For more on Mad Max, click on the banner below to enter our hub of exclusive content that will be updated throughout the month.

EA's new Need for Speed will require an internet connection to play

The first gameplay trailer from the rebooted Need for Speed won't be released until mid-June—that would be at its E3 presser—but ahead of that, Electronic Arts is dropping bits and pieces of information about the game on Twitter .

Need for Speed

. The reboot will have a proper single-player mode, the publisher said, but it will also require an internet connection to play.

"We can confirm that, yes, a connection will be needed to play the game," EA revealed. "To deliver the best experience possible and make playing with friends more rewarding, an online connection will be required."

In separate tweets, EA expounded upon the benefits of online play, including "more variety and a more rewarding experience with friends," who will be "part of your narrative experience." The new Need for Speed will also make use of the AllDrivesystem, first seen in Need for Speed: Rivals, that seamlessly blends the single and multiplayer game modes.

And there will be a single-player mode, although nothing is known about it beyond the fact it exists. One thing there won't be, somewhat surprisingly, is a cockpit view. "You'll be able to choose from multiple camera angles, but the cockpit view didn't make it in this time," EA tweeted.

Further information relating to cars, customization options, physics, music, and a possible beta will be revealed "in the coming weeks." Electronic Arts' E3 press conference will take place from 1-2 pm PT on June 15; the full schedule of pressers is available here.

Does PlayStation VR have what it takes to dominate?

Does PlayStation VR have what it takes to dominate? With reports of an improved PS4 console on the way, as well as the full reveal of PlayStation VR, this could be one of the most tumultuous years of the generation to date Sony has found itself in quite the precarious position. Thanks to the unprecedented success of the PlayStation 4 – and an enthusiastic reveal of PlayStation VR – Sony is now in a

EA's Need for Speed reboot will hit the road in November

The open-world game, described by EA as "the definitive Need for Speed experience," takes place in Ventura Bay, and will be roughly twice the size of Need for Speed: Rivals.

EA has announced that the rebooted Need for Speed, first announced in May, will be out on November 3.

The open-world game, described by EA as "the definitive Need for Speed experience," takes place in Ventura Bay, and will be roughly twice the size of Need for Speed: Rivals. It features five overlapping stories "built around real-world icons," and progression through the five requisites of racing mastery: Look good, go fast, drift hard, stay true to your crew, and stay away from the cops.

More info about what's coming is up at NeedForSpeed.com.

World of Tanks' upcoming 8.11 update to introduce combat between nations

In its regular game modes, World of Tanks models an alternate history in which sovereign states engage in an armoured warfare arms race, only to deploy their tanks in an evenly balanced inter-country free-for-all.

In its regular game modes, World of Tanks models an alternate history in which sovereign states engage in an armoured warfare arms race, only to deploy their tanks in an evenly balanced inter-country free-for-all. All in all, it's a pretty inefficient way to run a war, which could be why the multiplayer tankfest's upcoming update introduces the more nationalistically beneficial Confrontation mode. It unites vehicles of the same country of origin, and pits them in a team against an opposing national force.

In addition to the new mode, 8.11 will bring Windstorm, a new winter-based map set in a European city. Also included are alternate versions of two existing maps, with Ruinberg on Fire introducing the opposing forces of flame and rain to Ruinberg, and Winter Himmelsdorf being exactly what it sounds like: Himmelsdorf in the winter.

While Wargaming have yet to release 8.11, it is available to try through the game's public test client. For details on how to trial the mode, head to this instructional blog post. While players won't be able to make purchases while in public test mode, they will be given a one-time stipend of gold, credits and XP to use in testing the game.

Go shoot some stuff out of the sky in World of Warplanes, now available

World of Warplanes , the free-to-play air combat game from the creators of World of Tanks , is now officially online.

, is now officially online. The game currently features the planes of five nations and over 100 different planes, but the real key to watch will be Wargaming's ongoing updates and support. As was the case with World of Tanks, World of Warplanes can expect frequent updates and balances and a steady stream of new content.

“You can choose to fly iconic aircraft such as the Supermarine Spitfire, Messerschmitt Bf. 109, and the P-51 Mustang across a wide variety of landscapes,” an announcement blog post reads. Also interesting is the way that World of Warplanes will interact with World of Tanks. Since both games use the Wargaming premium account system and unlockable cash, you'll be able to shoot a tank in Tanks and use the in-game currency you earn to unlock items in Warplanes.

You can now head over to the World of Warplanes siteand give the game a try. It's free, after all, and Lucas had a good time with his preview. We'll have a full review up shortly.

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Our Verdict
Lacks balance and grows repetitive, but provides a handful of good puzzle chambers if you're willing to pay for them.

Aperture Tag is a mod for Portal 2 that removes the portal gun and replaces it with one that fires gel: repulsion gel, which makes you bounce higher, and propulsion gel, which makes you move faster. Jumping and running, in other words, replaces portals as the main tools to solve puzzles with. Unfortunately, there's no replacement for Portal 2's other elements, like enjoyable voice acting, excellent writing, and a well-balanced level of challenge. And, unlike most mods, Aperture Tag adds a price tag, meaning the first puzzle to solve is: should you pay for this?

There are just over two-dozen test chambers in Aperture Tag, though a couple are recycled from the original game, spiced up by having no portal gun to solve them with. The early game is slow to evolve, giving you only the repulsion gel to play with for a long while. I understand the modders wanting to ease me into the mechanics of the gels, but you can't play the mod without owning Portal 2, and if you own Portal 2, chances are you've played it and already know how everything works. A shorter refresher course would have been welcome.

Once both gels are unlocked, the game ramps up the complexity, though unevenly. I found a couple of early chambers surprisingly vexing while some endgame puzzles were so easily solved I felt like I'd missed something. Even when puzzles are good, they can be spoiled by poor design choices: in one chamber, I'd solved the room in my head but it still took a while to beat solely due to the way a faith plate-launched weighted cube landed, which seemed unfair. I'm happy to have my brain and reflexes tested, but not thrilled to have to repeat a sequence because a cube took a few bad bounces. A small handful of test chambers, however, are genuinely satisfying to solve, utilizing gels, blocks, buttons, mirror cubes, force fields, and yes, even portals (they do show up from time to time, but can't be placed by the player).


It ain't the paint

Repetition is an issue. One of the first tricks we learned playing with gels in Portal 2 was that laying down a line of speed gel and ending it with some bounce gel gives you an awesome, rocketing leap. Aperture Tag requires this on so many of its levels that it feels like a pointless added bit of work, as if the modders just ran out of gel-related challenges and kept reusing this initially enjoyable gimmick. Also, while it takes just a mouse-click to reposition a portal in the vanilla game, slathering walls and floors in paint takes time and isn't particularly fun to do repeatedly in the same chamber. This becomes a problem since the mod's later chambers almost exclusively feature toxic floors, meaning that missing a jump is punished by death, often undoing all your careful (or sloppy) painting and discouraging haphazard experimentation. That said, the auto-save system works pretty well, saving your game at multiple steps throughout some of the longer and more elaborate puzzles.

One nice addition is the "Fizzler," an energy field that switches one or both barrels of your paint gun on and off, and figuring out how to properly paint areas when your gun has been partially or completely disabled adds another level to the puzzle-solving. The mod could have used a few more new ideas like this. I was hopeful after spotting what looked like a new brand of sentry turret early on, but it didn't act any differently, and by the end of the game the turrets revert back to their original appearance—not to mention that with unlimited bouncy gel at your disposal, turrets are easily beaten. I didn't notice much in the way of custom art assets, either, and there's no real use of cinematic physics (such as Wheatley mashing enormous test-chambers together in Portal 2) meaning the mod is mostly a static series of connected test chambers, with one exception.

The centerpiece of the mod is a time-based speedrun that requires you to zoom down a series of twisting corridors and launch yourself off ramps at breakneck speed, projecting gel ahead of you to keep up your momentum and bounce at just the right times. While exciting and satisfying to beat, this sequence is hurt by the lack of preparation for it, featuring only one brief sequence of gel-racing earlier. Also, when you're rocketing along at top speed, the gel you're splattering ahead of yourself actually lags a bit behind, making it tough to tell if you're painting the landscape ahead properly. Even the modders seem to recognize this sequence is overly difficult: they've provided a big red button that lets you skip it entirely.

Several attempts at a story, misdirection, surprises, and humor are made, but all fall flat. The personality core leading you through the test chambers isn't exactly irritating, but his jokes certainly aren't funny, and apart from "generally upbeat" it's a struggle to even pin down what his personality is. I wasn't expecting anything approaching Valve's level of writing, story, or performance, but if a mod is going to include lots of talking, its character should have something more interesting to say.

This mod is for sale on Steam. I'm all for modders getting paid for their work, and clearly a lot went into this mod, but I'd say their price is a tad optimistic for what you get. In the Steam Workshop, there are a few hundred thousand custom test chambers to explore for free.

Details

Expect to pay: $7/£5

Release: Out now

Developer/Publisher: Aperture Tag Team

Link: http://bit.ly/1qkNvz7

For a breakdown of our review methodology, check out the PC Gamer reviews policy.

The Verdict

Aperture Tag: The Paint Gun Testing Initiative

Lacks balance and grows repetitive, but provides a handful of good puzzle chambers if you're willing to pay for them.

ABOUT THE AUTHOR The first PC game Chris owned was Choplifter in 1982, and since then our staff writer has played at least three other games. He has a love/hate relationship with Early Access survival games and an odd fascination with the lives of NPCs.

We recommend By Zergnet

Need for Speed reboot is a "nocturnal open world" street racer

Electronic Arts has announced that the Need for Speed franchise is being completely rebooted as an open-world game built around an "authentic urban car culture." The new game, called simply Need for Speed, is being developed by Ghost Games, the studio behind the 2013 release Need for Speed: Rivals .

"Need for Speed is one of the most iconic names in gaming, and we're returning it to greatness in this reboot," Ghost Games Executive Producer Marcus Nilsson said. "Pulling on our 20 years of history, and then taking a year out from releasing a game, we are making the game we’ve always wanted to. We're listening to the fans and delivering an experience that will capture their imagination and unleash their passion for cars and speed."

EA said in the announcement that it is collaborating on Need for Speed with Speedhunters, "an international collective of photographers, writers & drivers with a shared passion for digging up the most exciting stories surrounding Car Culture happening anywhere in the world," to ensure a high-level of detail and authenticity in the game.

The announcement isn't entirely unexpected: You may recall that around this time last year, Nilsson said EA had decided to skipreleasing a new NFS in 2014, "so we can work towards a highly innovative Need for Speed in 2015." Interestingly, there's nothing about it posted on the Need for Speed website, but there is some noise being made about it on the Facebook page. The new Need for Speed is currently slated to come out this fall.

Behind the scenes of Urban Chaos

Behind the scenes of Urban Chaos Urban Chaos is a forgotten part of gaming history. With open worlds now more popular than ever, two British designers reflect on what could have been Wolfenstein created the first-person action game, Resident Evil invented survival horror, Grand Theft Auto 3 established the 3D open-world.  Right? These are the widely accepted markers in videogame history, the monumental

Mod of the Week: Aperture Tag, for Portal 2

Without his gravity gun, Gordon Freeman is just another geek.

Without his gravity gun, Gordon Freeman is just another geek. Without his grappling hook, Rico Rodriguez is just another agent. And, without her portal gun, Chell is just... fine? As it turns out, removing the portal gun from Portal 2 isn't that much of a detriment, provided you replace it with a gun that shoots endless streams of science gel. That's what the Aperture Tagmod plans to do, and now you can get a little preview of how it'll work.

Typically I don't write about mods I haven't personally played, but in this case I have little choice: the Aperture Tag mod hasn't been released as it is currently attempting to get onto Steam Greenlight. Luckily, though, we can cobble together all the test maps and concept proofs into a little Aperture Tag campaign of our own. Here's the Steam Workshop collection page: just subscribe to all five items, and start splashing the walls.

What's it like playing Portal without portals? Just fine. It honestly doesn't feel that different than playing Portal with portals. You're still flinging yourself through a 3D puzzle while trying to avoid plunging into poisonous floor-water. This time, instead of a portal gun, you've got a paint gun, capable of squirting repulsion gel or propulsion gel to bounce you higher or speed you faster. No portals? No biggie. It seems like you'd miss them, but you really don't.

Having a portable paint gun in your hands makes gel feel a lot more like a dynamic and useful tool, too. Typically, in the vanilla game, you slathered gels here or there using a combination of leaking pipes, gushing nozzles, and some well placed portals, and then ran through the chamber. If you didn't smear the right spots with the right gel, you'd make a couple adjustments with your paint, and try again. Gels, really, were part of the planning phase of solving a chamber, not something you used reflexively or on the fly.

With the paint gun, though, that changes. As with portals, you might suddenly realize you need one when, say, you're plummeting toward a wall or the ground after a faith plate launches you in a direction you didn't expect or a bounce vaults you over the surface you were planning to land on. Being able to dispense a dollop of goo while hurtling through the air makes the gels a lot more fun and exciting. Not to mention, the added enjoyment of being able to slather an entire room like you're wielding a gooey machine gun. It may not lead to the chamber's solution, but it's still viscerally satisfying to make a big dumb mess.

The test chambers available start off simply: a few proof of concept puzzles that mostly involve bouncy gel to launch you onto taller and taller objects. But even in the small sample available to us, puzzles get more and more complex, involving lasers, mirror cubes, faith plates, poison floors, and even some turrets. Of course, now that you can spray turrets with bouncy gel at will and from any distance, they've lost some of their adorable menace.

The mod, when fully released, promises 26 levels to solve with splatter, as well as a new personality core with custom voice work, who you can hear in the trailer on the Greenlight page. I'm not sure what the new core's name is, but my guess is "X-Games Snowboarding Announcer." (As far voice work in these demo levels go, there's only a couple of Cave Johnson clips.) Speaking of the trailer, you can play through the exact map that's showcased.

Will it really be fun to play through a massive amount of Portal levels without a portal gun? If the chambers are creative enough, I think it could be. I had a good time with the few maps available, and I'm definitely looking forward to seeing more.

Installation : Subscribe to the demo levels here on Steam. You can vote for the mod on Greenlight here. And it's got a moddb pageas well.

Criterion founders leave Burnout/Need for Speed studio to form new games company

Criterion co-founders Alex Ward and Fiona Sperry have left the Burnout/Need for Speed studio to pursue careers in the high-octane underground street racing scene - or to form a new company, if you prefer the truth.

Criterion co-founders Alex Ward and Fiona Sperry have left the Burnout/Need for Speed studio to pursue careers in the high-octane underground street racing scene - or to form a new company, if you prefer the truth. Ward tweeted yesterdaythat "the news breaks. Along with @FionaSperry I have left @CriterionGames. Welcome to the REAL #tothefuture". Sperry later tweetedthat "so I guess its now official! The future starts here..."

It turns out all that talk of "the future" was referring to the new games company Ward and Sperry are setting up, as revealed in this further tweetby Ward. Will the pair make games about driving/smashing up beautifully shiny cars? Only time will tell, but Criterion were/are rather good that, I seem to recall.

EA (who, you'll remember, bought Criterion in 2004) confirmed to Polygonthat "Alex Ward and Fiona Sperry have decided to leave EA. We appreciate their many contributions through the years and wish them well in their future endeavours.

"The incredibly creative and talented team at Criterion are hard at work on a new project for next-gen consoles as new IP continues to be a major priority across EA. Matt Webster is leading development of the new game and the Criterion studio moving forward. Matt has been part of Criterion for years and has an exciting vision for this new game."

Criterion had developed a couple of games in EA's Need for Speed series, before the majority of the company (80% of it) was moved to EA's new Ghost Games UK studio to work on the recent Need for Speed Rivals. Criterion Games still exists, as noted above by an EA spokesperson, but it's not been revealed what the newly slimmed down studio is working on yet.

Thanks, Eurogamer.

World Of Warcraft: Legion – the new crusade

World Of Warcraft: Legion – the new crusade It can often feel as if Blizzard is living in a world of its own. That can often be misinterpreted as a defiant show of arrogance, but as far as we’re concerned the studio has earned itself a little leeway. World Of Warcraft is entering its twelfth year of dedicated, time-slaying service, and it shows no signs of letting up. Even as subscriber numbers continue

EverQuest Next Landmark trailer reveals desert environments

SOE have released a new Building Blocks video, rounding up the foundations of their construct-'em-up MMO alpha.

SOE have released a new Building Blocks video, rounding up the foundations of their construct-'em-up MMO alpha. This time, it's to introduce the desert environment; "environment" being the oldey-timey word we used to use before "biomes". As you can see from the video, deserts are big fans of cacti and weird looking trees. I'm sure it won't take long for players to put their own spin on the theme. As I type, someone's sure to be drawing up the blueprints to a raggedy RV, to be placed inconspicuously in the badlands.

EQN Landmarkis out now, accessible through purchase of a pricey Foundation Pack. You can see our preview on the precursor to the full EQN MMO here.

This article originally appeared in the November 2005 issue of Game Developer magazine.

While building Half-Life, which shipped in November 1998, Valve created a method of decentralized design called the Cabal Process (described in this article on Gamasutra), which used a small cabal of a few people from various disciplines to tackle the design.

Classic Postmortem: The making of Half-Life 2

on Gamasutra), which used a small cabal of a few people from various disciplines to tackle the design. Needless to say, when design began on Half-Life 2, we had great interest in applying the same structure and principles to its development, too. However, the greater scope of the sequel posed some problems for the Cabal Process, so we had to tweak it until it worked for us again. This article discusses the revised Cabal Process used to make Half-Life 2.
PROJECT SCALING

Half-Life 2 was a project with ambitious goals. We nearly tripled the team size, and embarked on a huge technology push on all fronts. Acting, physics, AI, sound, rendering, and networking systems were all built from scratch. During the technology push, an expanded version of the original Half-Life cabal met for months, attempting to create a complete design document similar to the first one. Design work during the early phase of development progressed very slowly because we found it difficult to predict what kinds of designs our technology would enable once it was finished. To make matters worse, the resulting design relied on many game elements that were purely theoretical.

By the time the Source technology had matured, we found ourselves in a position similar, in some ways, to where we were at the start of the Cabal Process for Half-Life , but very different in others. In terms of design, we were better off. We had a full story timeline, detailed story snippets, all the major character profiles, a set of locations and drawings, and a fairly clear idea of what technology we would have for the final game. In terms of production, though, we only had a bunch of raw material in the bank: some weapons, some cool monsters (and some not-so-cool monsters), and pieces of interesting levels. However, as with Half-Life , at this stage of development, the technology was not being taken advantage of. You couldn’t play the game all the way through, and none of the levels were tied together in a coherent fashion.

Once we knew what our engine could do and had enough raw material in the bank to use as constraints to drive the design, the Cabal Process began to work as efficiently for us as it had during the development of Half-Life .

The problem now was, given the much larger scale of the game and larger number of people working on the project, the Cabal Process itself became a bottleneck. It couldn’t produce content fast enough. As a result, we created three nearly independent design cabals, each responsible for designing and producing roughly one-third of the game, plus dedicated cabals for art, sound, and acting.


BACK IN THE SADDLE AGAIN

Each cabal consisted of four or five people, half level designers and half programmers. While developing Half-Life , we decided that this was the ideal size. Larger cabals resulted in diluted design meetings and smaller ones risked a dearth of ideas. We included both programmers and level designers because most design iteration occurred through changes to AI, game code, or levels. Each cabal also included one engine programmer who would develop new technology required by the designs. For productivity reasons, we wanted each team member to have a “demanding customer” on the same cabal, someone who consumed that person’s work. Level designers were customers of programmers in that they used the gameplay elements and AI created by the programmers. Programmers were customers of level designers in that they needed levels as a venue to refine their code. The members of each cabal shared an office to reduce communications overhead and, as we discovered, improve prioritization. People were far less likely to get sidetracked by non-critical tasks if their teammates sat nearby to serve as instant triage.

The Half-Life cabal included artists and a writer, whereas Half-Life 2 ’s multi-cabal structure prompted us to treat artists and writers as shared resources. We created an art team, an acting team, and a sound team (actually just a single sound designer). The art team collaborated with the design cabals on the look of the environments, monsters, and characters in the early stages of development and made the levels look great once the gameplay in those levels was stable. The sound team worked with the design cabals to produce stand-in sounds during gameplay prototyping and to create a final sound treatment of the levels after the design stabilized. The acting team collaborated with the design cabals to seed levels with mission goals and story rewards, and they produced any animations the levels required. The acting team also served as an independent fourth design cabal for the storyheavy sections of the game, such as Kleiner’s Lab, Black Mesa East, and Breen’s chamber.

Despite the large structural changes to the Cabal Process, there still were many aspects of the original process (as described in our previous article) that remained intact. The way each cabal generated designs remained largely unchanged. We preserved our edict, “He who designs it, builds it,” in the belief that the best designs are influenced by the realities of production. People who are very cognizant of all the tradeoffs inherent to a given implementation are going to make better design choices. We continued to discourage a sense of sole ownership because we believe that having more hands on a given section of the game ultimately produces higher quality. Our playtesting techniques remained the same, and we continued to use them as a way to settle design arguments. As with Half-Life , the cabals were completely responsible for meeting the quality standards in the levels they owned.

The result was that we had six teams, all of whose work—models, materials, sound, animation, lighting, story, and game design— had to come together in the levels themselves.Clearly, managing this process was going to be tricky but essential for us to succeed.

There were some obvious problems, of course. How would we manage and reduce the cost of the many interdependencies between our six teams? How would we allow every team to apply important constraints to the design? How would we create a consistent design and level of quality in the face of three independent design teams? These problems were eventually solved on a case-by-case basis.


KEYFRAMING PROSE

Half-Life 2 contains more than three hours of acting, and recording the dialogue for these scenes wasn’t always easy. In some cases, it required flying to Los Angeles, exploiting a limited window in an actor’s busy schedule, and using a fixed number of studio sessions, after which we would be on our own. In an ideal world, we would have gone through a more traditional screenwriting process, but that would only have been possible if we knew in advance where our game design process was going to take us. We couldn’t leave all the acting until the end because then there wouldn’t be enough time to improve it; so story and gameplay had to develop concurrently.

At first, the two seemed inextricably linked, which presented an interesting challenge: How would we give the gameplay cabals, whose process (and result) was fluid and unpredictable, the freedom to experiment while presenting a stable enough framework on which we could hang a story? We eventually settled into a process whereby story provided keyframes that served to constrain the game design. For example, in designing the Route Kanal and Water Hazard chapters, we knew the player would start on the run from City 17 forces outside Kleiner’s Lab and finish at Black Mesa East, far from City 17. The story elements that fell between those two story keyframes were purposely left vague until later in the process when the gameplay had solidified. As long as the gameplay cabal satisfied the constraints of the story keyframes, the cabal was free to take the gameplay in whatever direction seemed most promising without fear of leaving the story in an untenable position.

Once a chapter’s gameplay was finalized, the responsible gameplay cabal and the acting cabal met to draw up a list of places within the chapter where story elements could be added. Some were required by the gameplay, such as the delivery of short-term mission goals or the explanation of a game mechanic. Others were important for the story or for player motivation, such as the reinforcement of a larger overarching goal (like reminding the player that they had to get to Eli’s during Route Kanal). Finally, some were story-based rewards that served to enrich the player experience. Even with this process, the story still had to be supple enough to respond to unexpected gameplay demands, such as when Ravenholm moved from before Black Mesa East to after, once the potential of the gravity gun to enhance Ravenholm was realized.


INSIDER ART

The art burden of Half-Life 2 was an order of magnitude greater than that of Half-Life . Half-Life 2 used more than 3,500 models, nearly 10,000 materials, and individual maps as big as 20MB (compared to Half-Life ’s 300 models, 4,000 materials, and 3MB map files)—a tremendous investment in visual quality. In order to produce this many art assets with a relatively small team of artists, we had to optimize the art production pipeline and insulate it from gameplay changes as much as possible.

The art production for a chapter began with the creation of concept sketches, which were developed early in the cabal’s design process once the general setting was established. In many cases, the concepts were developed even earlier based on the broad story design, in which case they served to inspire the game design. Once the concepts and gameplay were deemed compatible, the concepts were developed into styleguides— maps devoid of gameplay that would serve as a template for building final production maps. The styleguides both influenced and were influenced by gameplay prototypes that were developed simultaneously. For example, the buggy’s handling characteristics influenced the scale of the coastal landscapes in which it was used and vice-versa.


AGENT ORANGE

Initial gameplay prototyping for each chapter took place on orange maps. Orange maps use an orange grid texture for walls and a gray one for floors and ceilings, and using them solved a number of issues we ran into early on.

First, it prevented level designers from investing in the art for an area before the core game mechanics had been validated through playtesting. Effecting this practice dramatically reduced the iteration cost and avoided any early commitment to the look of an area. It also solved the problem of prematurely critiquing art when team members were supposed to be critiquing a gameplay prototype. Finally, it allowed the art team more freedom to experiment with visual themes, since they could do so independent of the gameplay prototypes.

Successful gameplay prototypes and styleguides were used as the basis for building the final levels. Once those playtested successfully, they were handed off to the art team for an art pass. During the art pass, all level designer-created stand-in geometry was replaced by final models. Final materials were applied to the level, lighting was adjusted or recreated from scratch, and auxiliary elements, such as fire, fog, and skyboxes, were added.

Through this process, the playable level was made to more closely match the vision of the original concept art without breaking the gameplay. In practice, though, gameplay did sometimes break in unexpected ways, such as when playtesters refused to walk on a large suspension bridge once a realistically thin-framed model replaced the chunkier, level designer-created predecessor. Because of this inherent dependency between visual design and the communication of game mechanics, the design cabals always held playtests after the art pass to verify that gameplay still worked.


SYMBOLIC LINKS

To allow multiple teams to work simultaneously on a single level without causing stalls, we tried as much as possible to structure our tools around independent files that were connected by a system of symbolic links. Symbolic links are human readable references, resolved at runtime, that both code and content use to refer to another code or content resource. For example, we replaced direct references to raw sound files in our maps with names of entries in a sound script file instead. Each entry in the script file specified such variables as pitch, volume, and random file selection for the sound. This allowed our sound designer to replace or modify sounds without affecting level designers. Before we had symbolic links, level designers had to hand off maps to the sound designer and not work on them until the sounds were finished. Also, by using level-specific sound names for level-specific sounds, the sound designer could change sounds without disturbing other maps.

Our acting sequences used symbolic links to indicate where actors would walk or look in a level. Facial animation, animation blending, and sequencing of a scene’s events could then be authored while another person worked on the world geometry. This technique was also used to script citizen dialogue, allowing our writer to quickly iterate it.

Though these are just a few examples, we pushed symbolic links into as many areas of the pipeline as possible. The general strategy was to increase the number of iterations by specialists by reducing iteration cost, since we believe that more iteration results in a higher quality product. Lower iteration cost also reduced the cost of experimentation, which is really just another kind of iteration. This technique also allowed us to make changes far closer to shipping than previously possible because the interdependencies were removed.


GLOBAL CONSISTENCY

All our chapter designs began with the same core set of design principles, many of which were derived from Half-Life , but some were new. The team wanted to extend the direction of HALF-LIFE without losing sight of what we felt were the things that made it successful. The overarching goal was to create an immersive first-person experience, so we accepted some principles as constraints up front.

Despite the fact that each design cabal followed the same high-level principles, design inconsistencies were a natural consequence of the multi-cabal structure. The designs of the individual cabals reflected the strengths and weaknesses of the various members—therefore each group developed different game mechanics and made different decisions about, for example, the level of difficulty, density of experience, and the relative proportions of combat to puzzles. Our toolset was so large that cabal members tended to prefer designs that used tools they were most familiar with. One team had a rendering specialist, while another had an AI specialist. Some level designers were great at developing combat, while others excelled at optimizing performance. Some were great at authoring terrain, others were best at working with entities, and still others had better artistic sensibilities than the rest. So how did we produce a cohesive game despite all these disparities?

Concept art: Poison zombie

First, we tried to achieve an economical design. Each cabal was encouraged to ask the question, “How well does this element leverage our other gameplay elements?” as a framework for evaluating design choices. This led naturally to a more cohesive experience, since the same elements tended to be used throughout the game.

We used team-wide playtests to expose game mechanics created by one cabal to the other cabals so that they could identify and share the successful game mechanics, spreading them throughout the game. For example, the Ravenholm cabal enabled the gravity gun to interact in specialized ways with particular objects (such as the sawblades). This inspired the Citadel cabal to make the super gravity gun. The energy balls resulting from that work were later used by the Follow Freeman cabal to open the Nexus gates. Later still, they were incorporated into the alternate-fire for the Combine assault rifle.

These team-wide playtests also helped highlight the inconsistencies in other areas, such as quality of visuals, combat, and puzzles and so forth. When one cabal saw that another was producing better work, the two groups were quick to come together and discuss the techniques they were using.

Because certain design elements, such as weapons and monsters, crossed cabal boundaries, it was sometimes hard to change those elements without breaking another cabal’s levels. We solved this problem for weapons by forming a weapons cabal, which comprised representatives from the three gameplay cabals and included both hardcore FPS and less expert players so that the needs of both player types were considered. The weapons cabal’s goal was to produce a varied and balanced palette of weapons, wherein each had a unique function but no obvious best weapon emerged (at least not until we wanted it to). The weapons cabal tuned weapon placement within the game timeline to eliminate clumping and droughts, so players would get a steady flow of new weapons as they progressed through the game. The weapons cabal also worked with each design team to make sure the weapons had an interesting introduction, with enough incentive shortly thereafter for players to use learn how to use the weapon.

Many of our project management decisions were also made with global consistency in mind. The gameplay cabals had weekly reviews with cross-cabal resources (management, art, animation) to help propagate design decisions. These reviews had the goal of helping each cabal operate with similar scope, schedule, deliverables, and methods.

We used comparative metrics where available (how many maps per level-designerweek are you trying to ship?) to analyze each cabal’s output. Code was constantly published—in order for one cabal to use it, it had to be made available to all—and shared as another means of propagating design choices. We did our best to synchronize the deliverables across groups, which increased the effectiveness of team-wide playtests and other cross-cabal feedback mechanisms. It forced the teams to solve similar problems at the same time, and it fostered positive competition. No cabal wanted to be behind or have lower-quality levels when it came time for the playtest.


A SECOND GO AROUND

Even before production began, we planned to do a quality pass over the entire game once we hit alpha to evaluate all our choices within the global context of the game. It quickly became apparent that we would also need to use this second pass to solve consistency problems that had not been solved during the first pass over all the levels. This second pass, which ended up taking only about four months, resulted in a huge improvement in the quality of the game.

At the start of alpha, the game’s quality was fairly variable, and it had wildly varied pacing. Transitions between chapters were often nonsensical, as it was hard for one design cabal to predict what another was doing at the beginning of the adjoining section. There also were fairly large inconsistencies in the level of difficulty from chapter to chapter. Some of these problems were fairly straightforward to fix. Chapter transitions, for example, were trivial to smooth out once each cabal could see what was on both sides of the transition. Of all the inconsistencies, the most difficult one to solve was ensuring consistently high quality across the entire game.

To evaluate the game as a whole, at the beginning of alpha, the entire team took a break from building the game to play through the entire experience, sending feedback for general discussion. As a means of distilling the disparate feedback into a consistent actionable message, a new group called the Cabal Cabal was formed, a team that included one member of all six teams, as well as a few others, and which met daily throughout the weeklong, teamwide playtest to critique, chapter by chapter, the entire game.

The Cabal Cabal’s goal was to provide feedback to the other teams so each could maximize overall quality. The final decision of how to respond to the feedback was left up to each responsible design cabal, with each cabal allocating its resources where it felt the best results could be achieved.

The Cabal Cabal focused its discussions on the high and low points of each chapter. The high points were identified for polish and amplification, as these presented the easiest opportunities to maximize quality. Opportunities for crosspollination of highly popular game mechanics or experiences were noted, which helped us not only leverage our best elements, but also improve our design economy and consistency.

Low points were typically sections of the game that were frustrating, confusing, empty, or simply very rough. Sections of the game that were relentless to the point of being fatiguing were broken up with puzzles or downtime while sections that felt empty were filled with additional content. Some low points were too costly to fix, which led to a final round of cuts. These amputations were really painful because anything cut this late in the project had been invested in heavily. This taught us that the only thing more painful than an early cut is a late one, so it’s best to be decisive in the beginning. But we reminded ourselves that we cared far more about that content than our customers would, since they would only see the final product. It was also comforting to remember that cutting content meant the rest of the game would receive more attention and thus achieve a higher quality.


MULTIPLE ITERATIONS, MAXIMUM GAINS

Many of us were surprised at the large improvement in quality between the game at alpha and the game after we finished our second pass, given the relatively short amount of time it took. We now consider multiple iterations to be a key to Half-Life 2 ’s success and a mandate for future projects, the major benefit being that it allowed us to make far better decisions.

During the development of both Half-Life and Half-Life 2 , we found that decisions made later in the project were always better than decisions made earlier. Some were better simply because they were better informed by the experience we had in making the game up to that point. For example, work on the Citadel began only six weeks before alpha, and unlike the rest of our chapters, we didn’t already have a plan for what major gameplay element was going to be used. The prototype of all gameplay elements in the Citadel levels took a single day, and our first pass on that chapter was finished in three weeks. The reason the super-gravity gun was created was that we knew at that point in development that the gravity gun was a highly successful element in our game. Development was extremely efficient because we knew the engine well enough to choose game mechanics we could implement very quickly.

Other decisions couldn’t possibly be made until later in the project because they required more of the product to exist around them before they could be made. For example, the qualifier “good enough” (and its dreaded opposite, “not good enough”) proved especially elusive during the early production phases of Ravenholm and Nova Prospekt (the first two chapters produced), but became clear and well understood once the game was assembled as a whole. Balancing the level of difficulty as well as maintaining an appropriate pace were two other problems that couldn’t even be addressed until we saw the game as a whole.

Obviously, making certain decisions too late in development can wreak havoc with a shipping schedule. We used time as the primary constraint on how issues could be resolved to avoid this problem. The closer we were to shipping, the less acceptable it became to make changes with broad dependencies. For example, in the prototype phase, new technology or AI could be added, spaces could be defined, and levels could be reordered. After the art pass, changes to the world geometry and the general lighting scheme were constrained. After alpha, the game mechanics, art assets, level progression, characters, and most dialogue were fixed and could only be altered for cases in which the repercussions were isolated and well understood. Our investments in symbolic links really paid off during this phase because it allowed us to make a large number of fairly significant changes with low cost.


FRUITS OF LABOR

Creating Half-Life 2 was a tremendous learning experience for everyone on the team. Behind commercial success, perhaps one of the more creditable signs that our process succeeded is that everyone on the team is genuinely proud of the product we created, and excited to repeat the process. Hopefully some of the many lessons we learned creating Half-Life 2 are generally useful and could be applied to other projects. Here are some of those lessons that we feel are most important:

Decentralize your design. Make rough, but global decisions early (weapons, story, basic monster behaviors). With investment comes constraints; minimize investment until you hit critical mass of quality, then iterate until good becomes great. Don’t design using theoretical mechanics. Validate designs first using prototypes. It doesn’t have to look good at all (use “orange” maps) and perhaps can be prototyped in your previous generation technology. If you have a one-year schedule, try to reach alpha in eight months to give yourself a few months to iterate your design anew. In our experience, every week of work after alpha is worth well over four weeks of work prior to alpha. Create demanding customers for everyone on your team—it’s a great technique for improving efficiency and prioritization. In the traditional tradeoff of scope, quality, and time, reduce scope to get better results through iteration. Attempt to reduce pipeline stalls by carefully thinking about where those stalls occur in your production pipeline. Use symbolic links to eliminate pipeline stalls and allow as many low-cost late changes to your work as possible. Processes are cheap and disposable— try to measure how they are succeeding or failing to achieve game and company goals. Don’t be afraid to change a process if it stops working.

Need for Speed: Rivals announced, PC version will "look easily as good" as next-gen

Another twist in the increasingly soap opera-like will they/won't they story of love and indifference between EA and the PC.

Another twist in the increasingly soap opera-like will they/won't they story of love and indifference between EA and the PC. Previously on "The Next Gen": FIFA 14 decides we won't get to play with its new Ignite engine, and EA's own CTO says hurtful thingsabout their relationship with a supposedly more powerful squeeze.

But now, speeding across the highway comes Need for Speed: Rivals, the latest in the publisher's never-ending racer series. It's being released for PC, as well as current- and next-gen consoles. More importantly, developer Ghost Games' executive producer Marcus Nilsson has told Joystiqthat, "Need for Speed Rivals will look easily as good on PC as next-generation consoles."

Let's just hope that revelation isn't followed up with a potentially troubling caveat... Damn it, that revelation was followed up with a potentially troubling caveat: Nilsson wouldn't confirm whether the PC release's feature list would be based on the current or next-gen version of the game.

But what is Rivals, and how does it differ to the 5,000 other Need for Speed: Subtitle spin-offs? Here's a teaser trailer:

That preview, with it's high-octane cop chase, suggests Rivals is drifting more in the direction of Need for Speed: Hot Pursuit than the track-based Need for Speed: Shift. Which is unsurprising, given that Criterion are riding in the passenger seat with an "in association with" credit.

"As a racer, the goal is to become infamous for taking risks behind the wheel and capturing your most intense escapes on video for the world to see. The more cops players evade, the more Speed Points they collect, enabling them to unlock new cars and items. Keep raising the stakes race after race to become an ever-more valuable target to the cops – but risk losing it all if busted.

"As a cop, players work together as part of a team in pursuit of racers, earning prominence and rising in the ranks of the Police Force with every bust. Achieving higher ranks unlocks new police only cars and more powerful pursuit tech."

Rivals is being built in the Frostbite 3 engine, and features the "AllDrive" system, which, according to EA, lets players "seamlessly transition from playing alone, to playing with friends." Nilsson says that the system will let friends drop in and out on the fly, and shift objectives based on the proximity of other players.

Need for Speed: Rivals is due out on PC on November 19th.

Bleszinski Blasts Back – The making of LawBreakers

Bleszinski Blasts Back – The making of LawBreakers The legendary developer talks to us about his new outlook, as we take his gravity-defying shooter LawBreakers for a spin Cliff Bleszinski is as close to a game development rockstar as this industry has ever known. Like many of the great pop stars there have been nicknames, personas, and a sense of a creative evolution that has inspired and driven the

EverQuest Next Landmark timelapse video shows us failing at architecture

The EverQuest Next Landmark alpha —which I've been playing a ton of—introduces the MMO's voxel building tools with patient restraint.

—which I've been playing a ton of—introduces the MMO's voxel building tools with patient restraint. By pacing players with a crafting game (advanced resources and building tools must be earned, and not quickly), it encourages a lot of observing and dirt block prototyping, giving its architects time to establish a sense of scale and plan out their first project. When Cory and I visited SOE in San Diego a few months ago, we didn't have that benefit, as you can see in this timelapse video of an apparently drunk construction crew building a pub.

Cory and I were sat in front of a pre-alpha version of the building tools with everything unlocked and unlimited resources. It was a bit overwhelming for our first experience in Landmark, but does give us a great out if anyone ever asks us to help them build a deck. You'd be better off contracting the developers at SOE, who decided to renovate our pathetic Coconut Monkey gastropub after we left. Their work, seen in the screen above and in the second half of the video, is a much better representation of the refined work being done by players in the alpha.

When it enters beta, Landmark will be free-to-play, but for now there's a minimum $60 buy-in to play the alpha. Director of Development David Georgeson is happy with the pre-release test so far, telling us last weekthat it's already "better than most betas" he's worked on. The updates have been coming fast—so far they're mostly bug fixes, minor features additions, and small gameplay adjustments, but SOE has plans to do much more, including adding guilds, water, lava, monsters, and more as it molds a game around Landmark's free-form building technology.

Meet Mad Max, Saint Of The Wasteland

Video games are home to a wide range of grizzled
antiheroes, from the gun-toting noir cliché Max Payne to the nuanced,
melancholic Joel from The Last of Us.

Video games are home to a wide range of grizzled
antiheroes, from the gun-toting noir cliché Max Payne to the nuanced,
melancholic Joel from The Last of Us. Long before these troubled protagonists
entered our games, another morally conflicted hero graced the big screen and
inspired hundreds of characters that would follow. Now Avalanche Studios is introducing
Mad Max ( check out the cover story reveal), the original post-apocalyptic antihero, into a medium that is home to
many of his ilk while retaining the qualities that define his character.

Max first appeared in George Miller's classic 1979
film, Mad Max . The movie introduces a
very different Max than casual observers of the franchise might be familiar
with. Max is a policeman who is trying to provide for his family in a world
that has gone to hell. The desert plains of Australia aren't overtly
post-apocalyptic at first glance, but the tragedy that Max and his family
suffer sets the stage for how bleak the world has become. Without giving too
much away, the film concludes with Max getting sadistic revenge in a scene
that brings Saw to mind.

In Mad Max ,
we see Max transform from a man who smiles and laughs with his family into
someone who might not ever know happiness again. All the while, the world
becomes a more savage and unfeeling Wasteland. It's an extreme change, but
without knowing that context the character might initially come across as a
gruff, violent everyman.

"On the surface, Max seems like a simple, maybe
straightforward character," says game director Frank Rooke. "But he's quite the
opposite. He's quite complex. Imagine a world where nobody has compassion or
sympathy. Nobody even has memories, really. Everything has been stripped away.
But here's Mad Max. He's like the last guy who has the capacity to care, or to
even feel. That's a hard thing to carry around."

The Max we see in Avalanche Studios' Mad Max is an
assertive, deliberate man of few words. Max sets his eyes on a goal and then
does everything he can to get from point A to point B. Unlucky raiders who get
in his way will be cut down or ran over, while folks that support and help Max
might just end up better off, like the settlement in The Road Warrior which represents a rare bastion of humanity. Max's
goal in Avalanche's game is to build a replacement car after his black-on-black
Interceptor is taken from him. The quirky, deformed mechanic Chumbucket becomes
an unlikely ally, but the duo's joint goal to build the most badass car in the
Wasteland brings them together. Chum's main drive is a religious zeal to build
the greatest vehicle ever, which he calls The Magnum Opus. Chum has also calls
Max "Saint," after concluding that he must've been sent to him in order to help
complete his divine automobile.

Chum not only works on Max's car, he also points out
and chatters about interesting landmarks in the open world that the player
might want to check out. He's the necessary voice to stand in for Max's stoic
demeanor.

"Max doesn't do a lot of talking, but that's the
interesting thing about how we treated Max," Rooke says. "Max isn't someone who
just communicates his thoughts. He doesn't come out and directly say what he's
thinking. It's his actions, the things that you see him do. It's how people
react to him or how people talk to him. These are the elements that tell Max's
story."

Speaking of others who interact with Max, during our
time with the game we saw hints of characters that might become important to
him. For example, Hope is a mysterious woman who first appears in a jail cell
trying to quiet the suffering of a little girl. She and Max have a subtle
exchange, where he passes her a tool she needs but is just out of reach behind
the bars. It's not a lot to go on, but hopefully things pan out better for Hope
than many of the other women who end up entangled in Max's dangerous lifestyle.

Max often appears calm and collected, but there are
troubled waters roiling beneath the surface.

"[Max] has a tie to the past that he can't forget,
which also fuels his insanity, his madness," Rooke says. "It touches upon the
things he valued the most before civilization crumbled. His family is probably
the most important thing to him."

His insanity and his quest to find peace are both
reflected in Mad Max's gameplay. His psychological instability manifests itself
in Rage mode, a melee combat boost that automatically triggers when Max deals
enough consecutive damage. Max can refine and harness his madness by seeking
out a prophetic seer wandering the Wasteland. This elusive figure enables Max
to upgrade his personal abilities, like combat proficiency, and also might
offer some insight into how to find the Plains of Silence. The fabled
destination is Max's final stop. Whether it's an actual place or whatever he
calls the afterlife is yet to be determined.

Nearly 30 years have passed since Mad Max Beyond Thunderdome , and that
drought is about to end with both George Miller's Mad Max: Fury Road film and a promising new open-world action game
(not based on the film). Normally we're used to spending just under two hours
with Max at a time, but Avalanche's upcoming adventure is shaping up to be an
extended, insightful look into the resilient Wasteland survivor.

Mad
Max is nothing without his car. Read more about the game's vehicular combatand customizing The Magnum Opus. For even more on Mad Max, click on the banner below to enter our hub of exclusive content that will be updated throughout the month.

Need for Speed: Most Wanted preview

This article originally appeared in issue 243 of PC Gamer UK.

This article originally appeared in issue 243 of PC Gamer UK. Preview by Mike Channell.

You can't claim Criterion didn't give you fair warning. After all, Burnout Paradise's Legendary Cars DLC contained the Jansen 88 Special, a none-too-subtle nod to the time-travelling DeLorean from the Back to the Future films. Since then, they've busied themselves travelling back through the history of the Need For Speed series and rewriting the past. Two years ago it was Hot Pursuit that got the Criterion Timecop treatment, taking the basic concept of car chases and turning them into an escalating car-arms race between daring racers and rabidly persistent police.

This time around, the racing uberdevelopers have aimed their flux capacitor at Most Wanted. The result is something of an ode to Criterion's previous open-world city racer, Burnout Paradise. Whereas Hot Pursuit was about long, sweeping stretches of asphalt and chases that lasted for miles and miles, new venue Fairhaven City caters for more claustrophobic cat-andmouse pursuits. It's still possible to out-drag the police, but you'd be better off ducking into alleyways, doubling back on yourself or charging offroad than relying purely on horsepower to pull you out of trouble.

Having got my hands on it, it's clear that Criterion have tweaked things to give you a better chance of escape. Rather than remaining bolted to the asphalt – even during huge powerslides – the cars are a much more pliant ride this time around, capable of spinning on a penny and zipping off in a cloud of tyre smoke. Perfect for darting around those 90-degree corners that meticulously planned US cities are riddled with. There are also more gamey mechanics that will aid and abet: paint shops allow an instant respray, even if you blast through at over 100mph, and what the team describe as 'jack spots' offer pristine new vehicles hidden in secluded places that can be instantaneously 'borrowed' to break the chase.

In general, choosing the best car is not just a balance between speed and manoeuvrability, but also weight – the mosquito-like Ariel Atom, with its lightweight spaceframe chassis, is perfect for nipping between other cars, but clip a wheel and you'll likely shear it off, leaving something that's only really useful as a clothes horse. Rock up in a hefty Ford F150 pickup truck, on the other hand, and you might not be winning races through speed or finesse, but you'll be able to use the now-trademark Criterion takedowns to place higher than you deserve to.

While events are entertaining enough in single player competition, it's part of the studio's uncompromising vision that you're never really competing alone. Hot Pursuit's Autolog system returns, but it's expanded into a Skynet-esque sprawl, collecting data not just about individual events but about everything you do in Fairhaven. Every event, speed camera and street has a speedwall associated with it so, as you hare around the city, leaderboards spring up on the left of the screen offering comparison to your friends' times.

It's not all about asynchronous comparison, of course. Most Wanted will absolutely allow you to cram your mate's Porsche into a piece of contemporary public art or fashionable coffee shop. Criterion's multiplayer is a breakneck dash through gametypes. You might begin with a checkpoint race across the city, but the finish line then becomes a starting grid for the dash to the next event selected by Autolog. Winning even these brief intraevent sprints earn you 'Speed Points', which will up your chances of becoming most wanted amongst your buddies and, as is now de rigeur, a perk system similar to Call of Duty's allows you to customise your car in multiplayer to suit your driving style. Most amusing was probably the long jump event, which tasked the unruly pack with setting the farthest distance over a section of freeway. It's all hilariously chaotic and you won't feel too hard done by if you end up a smoking wreckage, because before you know it the whirlwind of vehicles is sweeping off to the next event, with that bonus on offer if you get there first.

The only real question left hanging is whether you'll get to slip back into the seat of a police car this time. Playing as the po-pos was one of the most entertaining parts of Hot Pursuit, and there are highpowered police cars in these screenshots, but creative director Craig Sullivan will only say that the team “never say never”. That sounds tantalising enough to be a confirmation, though whether it'll come in the form of DLC remains to be seen.

More certain is that this game is going to be another critical success for the Burnout veterans, and word on the street is that the studio has assumed control of the franchise as a whole after the disappointment of The Run. They may be working their way through EA's back catalogue, scrubbing up well-loved instalments in racing games' most well-known series, but history is written by the winners. With Need For Speed Most Wanted, Criterion look to be exactly that.

The Marvel: Ultimate Alliance PC ports are overpriced and undercooked

Last weekend during Comic-Con Marvel gave the surprise announcement that updated PC versions of Marvel: Ultimate Alliance and Marvel: Ultimate Alliance 2 would be out in just a few days.

that updated PC versions of Marvel: Ultimate Alliance and Marvel: Ultimate Alliance 2 would be out in just a few days. Back in 2006 and 2009, the Ultimate Alliance games were fun, cooperative beat ’em ups that wrapped in a few light RPG mechanics. Heroes level up, divvy out skill points, and equip basic loot—they’re basically stripped down Diablos where you play as Marvel heroes. And while they were never lauded as classics way back when, they tapped into the same, simple fun of classic beat ‘em ups like Streets of Rage 2 and TMNT: Turtles in Time.

They’re playable ports—WB and DC certainly did worse with Arkham Knight—but each has enough problems to make the $60 asking price ($40 individually) laughable.

Go, go, punchmen!
Port quality

The good news is that both games are capable of rendering at my monitor’s 2560x1440 resolution and 165 Hz refresh rate with no noticeable slowdown. But In Marvel: Ultimate Alliance, even though I was running at 2560x1440, the graphics menu listed my resolution as 1280x800. When I changed the resolution to 2560x1440, just to be sure my eyes weren’t playing tricks, it started rendering at a squished aspect ratio and a noticeably lower, fuzzier resolution. Since, I’ve yet to be able to return to true 2560x1440. Adding insult to injury, the Graphics Quality button doesn’t even have a function as far as I can tell. I click it and nothing happens. That’s life, I suppose.

The options are fairly broken and confusing, not because the game is incapable of running at high resolutions, but because the menus are buggier than a flea circus. Ultimate Alliance 2’s graphical options don’t share the same issues, but its menus and game audio crackles like fire over a loudspeaker. I'm not alone, either. Listen for yourself.

Steam users are reporting other issues as well, including bizarre collision bugs, frozen characters, and issues with controller button-mappingwith no way to rebind. Mouse and keyboard control isn’t a much better option in either game. Ultimate Alliance actually has a better UI than M:UA2, which maps attack, heavy attack, and jump to 1, 2, and 3 on the keyboard. Stretch out those mitts before committing. Better yet, if you’re one of the unafflicted, just play with a controller.

Even if the ports were without these technical issues, I couldn’t recommend them. $40 individually or $60 as a package is way too much to ask for a decade-old re-release. Likewise, neither Steam store description notes that they’re slightly updated versions of games from a decade ago—there will be players that buy these new and expect a new experience, only to get a shoddy bargain bin redux for a month’s allowance. Let’s hope they see the Steam reviews first.

The screen can get a bit busy.
Nah-stalgia

I could see myself playing through Ultimate Alliance with friends, but 10 years later, its combat feels crowded, repetitive, and sloppy. I keep losing sight of who I’m controlling amid all the indistinct man-shaped characters. Beating up the same robot person again and again doesn’t have the charm that I remember. Not even a crowded couch can fix those problems.

Ultimate Alliance and Ultimate Alliance 2 are most interesting as windows into Marvel properties before the cinematic universe took hold. Thor channels He-Man with all his might, Wolverine spouts sexist garbage to the group regularly (“What’re you girls looking at?), and villains profess their villany with reckless abandon. Seeing dated, cheesier interpretations of these characters is endearing from a distance, but their depictions are also  a nice reminder of how far we’ve come.

Hopefully Marvel: Ultimate Alliance 1 and 2 will get the fixes they need within a few weeks ( and not six years), and Steam sales are likely to bring the prices down to an agreeable place someday, but until such time as the world ends, it’s safe to skip these.

EQN Landmark director: "Our alpha is better than most betas I've been associated with"

The EverQuest Next Landmark alpha packages—$60 and $100 Founder's Packs—don't buy a complete game, and Landmark hasn't been a very functional incomplete game until the most recent patch.

alpha packages—$60 and $100 Founder's Packs—don't buy a complete game, and Landmark hasn't been a very functional incomplete game until the most recent patch. But despite four days of server outages, crashes, bugs, and wiped data in the voxel building MMO, EverQuest Director of Development David Georgeson is optimistic about Landmark's first public play test, and even wishes it had started earlier.

"In hindsight, I kind of wish we'd been doing this a long time ago," Georgeson tells me over the phone this morning. "Our alpha is better than most betas I've been associated with. Yeah, there were some rocky times in the beginning, but I'm telling you, I've seen games launch in worse shape."

And again, despite the rough shape of Landmark over the weekend, the official forums and Georgeson's Twitter feedhave been populated with largely positive and supportive feedback—I even saw a player recommend that the dev team go to bed instead of getting the servers back up. According to Georgeson, a positive relationship with players is all about transparency and understanding.

"The players are forgiving because humans like to know 'why,' and the game industry doesn't tell people 'why' very damn often," he says. "We just don't talk to people that way. We're so afraid that somebody's going to get upset, or that they're going to maybe quit, that we don't want to tell them all the reasons because we don't want to have fights online.

"[SOE President] John Smedley was absolutely the champion of this idea. He was like, 'Wait, human beings are not like that. If you tell them exactly what's going on and they absolutely understand what's going on, they can be your friends.' It's not that they just know that we're working, or that we're working hard, or that a patch is coming in four hours. We're telling them why we're working on a feature, what exactly happened."

But outside of Landmark and among the general PC gaming audience, paid alphas, such as those now on Steam Early Access, have been criticized as unethical. I asked Georgeson how he responds to critics who say that charging $60 for an unfinished game is like charging players to be Q&A testers—something players should be paid for and not the other way around.

"It cracks me up," says Georgeson, "Because, sure, that's one way to look at it. But the other way to look at it is—let's say you were a huge BMW fan, and you had the opportunity to buy a pass that let you actually go in and sit with the car designers and make suggestions on the next car line. Would you pay for that? It's the same thing. It's the same thing . Yes they're helping us hunt bugs, but that is not the point of alpha. Beta is bug hunt. Alpha is feedback and commentary, and helping us to steer the direction of the project. And the other fallacy, the other argument people are putting out there, is ridiculous. That's not what we're doing."

I've been playing the Landmark alpha since it launched last Friday. Currently, it's limited to a simple set of systems—mine for resources and craft equipment to mine for better resources, claim a plot of land, and use your resources to build—but there are many more features to come, and Georgeson tells me that some of them will be implemented within the next month.

Not much could be accomplished over the weekend, but last night's patch has increased stability and I can now play reliably. With a plot of land claimed on the newly opened third server, I'll have more detailed impressions of Landmark's alpha up this week. So far, I don't recommend that the casually interested buy in—any purchase right now is an expression of enthusiasm—but I think it's safe to predict that by combining elements of Minecraft and Starbound with SOE's MMO experience, Landmark will find plenty of players to fill its servers when it enters free-to-play open beta.

Meet The Weirdos Of Mad Max’s Wasteland

Mad Max is the central figure of the movies, but he’s always been surrounded with some of the oddest supporting characters put to film.

Mad Max is the central figure of the movies, but he’s always been surrounded with some of the oddest supporting characters put to film. From Toecutter to Lord Humungus to the odd couple of Master Blaster, these crazed maniacs have left us wanting more. The upcoming game features an all-new cast of characters, and thanks to input from movie director and Mad Max creator George Miller, they fit right in. Today’s your chance to learn more about some of the bizarre people you’ll encounter in the Wasteland. Some are friendly, and others are definitely not. Either way, they’re an interesting crew.

We learned about Mad Max earlier this week, and now it’s time for everyone else to get their moment in the sun. Considering the Wasteland’s unrelenting heat, that’s probably not what these guys are after. They all have their own motivations, however, which you’ll soon discover.

Chumbucket
We’ve written a lot about Chumbucket, for good reason: He’s essentially the voice of the game, as well as Max’s constant companion. As you know, Max is a man of few words, so having him ride solo wouldn’t make for the most scintillating monologues. That’s where Chum comes in. He points out interesting places and provides light-hearted (albeit weird) commentary on what’s going on. So what’s this guy’s deal, anyway?

Looking at Chum, you might get the impression that his survival in the Wasteland has been a matter of sheer luck. In actuality, he’s been able to make good use of his extraordinary talents, which in turn has kept him alive. “The only thing that you can trade with someone – there’s no monetary system at all – is with your skills,” says Odd Ahlgren, the game’s principle writer at Avalanche Studios. “Chumbucket has survived because of his godlike skills with engines. And everything in this world is driven by engines, so people will need him every now and then, so they don’t kill him. He has built a little bit of a reputation for himself, even though he’s a bit of a bizarre hermit at the beginning of this game. People know of him and he’s done a little bit of work for everyone in the past.”

Chumbucket has long been fascinated with the idea of building his Magnum Opus, the fastest, most powerful car in the Wasteland. His obsession has caused him plenty of trouble in the past, as Ahlgren points out. Before meeting Max, he was a blackfinger, a term used to describe those who have an innate understanding of how engines and other mechanical devices work. “They’re working in the engine bays in Gastown. There are other places, too. They repair all of the war vehicles for parties that go out and scout the Wasteland for goods and things like that. The thing is, even then Chum had begun planning for his Magnum Opus, which was like a feverish religious idea that came to him in a dream. He needed to build this car, this ultimate desert-survival vehicle. Incidentally, it’s the same vehicle that Max later will want. But he began this a long time ago. The thing is, he started pilfering from the engine bays, hiding stuff for his vehicle in his little bunk. He has a pseudo-religious/sexual relationship with engines. What he did with them in his little bunk, we don’t really want to know. But he was saving them up to build this car. But one day they found out and they threw him out of Gastown. It was just out of a playfulness from one of the characters who threw him out [that] made him survive, otherwise they would have just killed him. But they wanted to play a little bit with him before they killed him, and he managed to escape.”

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